Difference between revisions of "Microtactics, or let's learn to analyze"

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''' Close-to-level-up units '''
 
''' Close-to-level-up units '''
  
One of the main rules of a good players is that you should have the only second level unit, which is the leader, and it shouldn't last long. This is especially important about close-to-level units from the 4th category (great damage units)
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One of the main rules of a good players is that your opponent should have the only second level unit, which is the leader, and it shouldn't last long. This is especially important about close-to-level units from the 4th category (great damage units)
  
 
''' Half-dead units '''
 
''' Half-dead units '''
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We always try to reduce the number of enemy units, units not killed in time could become a hindrance later.
 
We always try to reduce the number of enemy units, units not killed in time could become a hindrance later.
  
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''' Units with great damage'''
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This group is one of the most important. Killing those units we deny the enemy his means of offense and defense.
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''' Healers '''
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A very important target as well. Healers often reduce to zero results of our attacks.
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''' Scouts '''
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Eyes and ears of the enemy. Expensive units, usually easy to kill. We try to get rid of them or control them.
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''' Others '''
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In this category we include all "cannon fodder" which the enemy uses in his formation. Through them we usually make our way to the prioritized targets, so there is no much sense to add more details here.
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<hr>
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Of course, each point has its exceptions. But they appear in particular tactical situations. For example, sometimes it's better to let the enemy level up his unit (increasing his upkeep costs) if this unit doesn't benefit the enemy significantly. Or, sometimes you may let a half-dead unit go if it has little value in the battle (the enemy will place the unit to heal and will pay upkeep costs for it). So, think and analyze, and the points above are just the basis for your thought work.
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== Terrain priorities ==
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# Place of enemy recruiting (i.e. the enemy keep)
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# Places that "lock" enemy units
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# Villages
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# Mountains
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# Terrain adjacent to flat, water, or any other terrain that don't give the enemy a defense bonus
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''' Enemy keep '''
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Taking this point, we prevent the enemy getting reinforcements. This also gives more time for our own expansion.
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''' Places that "lock" enemy units '''
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A vague that includes various isthmuses, archs and alike. Placing our unit here we block a massive attack of the enemy. This is especially relevant when we have to buy time (in case of lawful/chaotic enemies)
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''' Villages '''
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Don't think it's needed to say much here. Economy and healing.
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''' Mountains '''
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That is also an important point. A height benefits many units of each faction.
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''' Adjacent to terrain that doesn't give the enemy a defense bonus '''
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Creating a front with conditions favourable for us we create opportunities for better RNG.
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<hr>
 
TODO
 
TODO
  
  
 
{{Wesnothlife|py6aka, Feb 26, 2012}}
 
{{Wesnothlife|py6aka, Feb 26, 2012}}

Latest revision as of 00:53, 20 July 2022

More than once I've seen how decent, not bad strategists get lost in situations that require an efficient use of microtactics on the field.

Let's start with what it actually means. A microtactic in Wesnoth is a capability to control your forces rationally in offense or defense depending on a particular situation. Here I'm not going to describe all possible situations or give you specific instructions what to do. Instead I'll try to teach you how to set up the basic point of your offense or defense.

The key of success in this matter is an ability to prioritize. Priorities may differ, starting from killing a particular unit and up to taking the key point on the map.

Unit priorities

  1. Enemy leader
  2. Close-to-level-up unit (less than 9 xp to level)
  3. Half-dead unit
  4. Units with great damage (poisoners > ranged > melee)
  5. Healers
  6. Scouts
  7. Any other

Let's examine each of those

Leader

As each map is based on destroying the enemy leader (the articles talks about default MP scenarios - the translator's note), this unit has the greatest priority for us. Dead leader = victory

Close-to-level-up units

One of the main rules of a good players is that your opponent should have the only second level unit, which is the leader, and it shouldn't last long. This is especially important about close-to-level units from the 4th category (great damage units)

Half-dead units

We always try to reduce the number of enemy units, units not killed in time could become a hindrance later.

Units with great damage

This group is one of the most important. Killing those units we deny the enemy his means of offense and defense.

Healers

A very important target as well. Healers often reduce to zero results of our attacks.

Scouts

Eyes and ears of the enemy. Expensive units, usually easy to kill. We try to get rid of them or control them.

Others

In this category we include all "cannon fodder" which the enemy uses in his formation. Through them we usually make our way to the prioritized targets, so there is no much sense to add more details here.


Of course, each point has its exceptions. But they appear in particular tactical situations. For example, sometimes it's better to let the enemy level up his unit (increasing his upkeep costs) if this unit doesn't benefit the enemy significantly. Or, sometimes you may let a half-dead unit go if it has little value in the battle (the enemy will place the unit to heal and will pay upkeep costs for it). So, think and analyze, and the points above are just the basis for your thought work.


Terrain priorities

  1. Place of enemy recruiting (i.e. the enemy keep)
  2. Places that "lock" enemy units
  3. Villages
  4. Mountains
  5. Terrain adjacent to flat, water, or any other terrain that don't give the enemy a defense bonus

Enemy keep

Taking this point, we prevent the enemy getting reinforcements. This also gives more time for our own expansion.

Places that "lock" enemy units

A vague that includes various isthmuses, archs and alike. Placing our unit here we block a massive attack of the enemy. This is especially relevant when we have to buy time (in case of lawful/chaotic enemies)

Villages

Don't think it's needed to say much here. Economy and healing.

Mountains

That is also an important point. A height benefits many units of each faction.

Adjacent to terrain that doesn't give the enemy a defense bonus

Creating a front with conditions favourable for us we create opportunities for better RNG.


TODO



This page was last edited on 20 July 2022, at 00:53.