Difference between revisions of "User:Big4billy"

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== Hadjárat stratégiák ==
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{{Translations}}
  
Campaigns are multiple scenarios with a common storyline, played against the computer.  Most campaigns are single-player; while multiplayer campaigns are possible, that code is not yet well tested and no such campaigns ship with the game as yet. Once you have won a campaign scenario, you progress to the next. Keep in mind the following points:
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Hét alap szövetség vagy frakció van a ''Harc Wesnothért'' játékban, melyek rövid bemutatására szolgál ez a szócikk, hivatkozásokkal a részletesebb leírásokra.
  
== Egységek visszahívása ==
 
  
The main difference between campaigns and individual scenarios is recalling units that survived previous scenarios. This is an important advantage that balances out later scenarios in a campaign being more difficult than early ones. Later in a campaign, you should usually have several high level units available to recall.
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<hr />
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A <b>[[Loyalists|Hűségesek]]</b> egy emberekből és sellőkből álló frakció. Erős lovagokkal, hatalmas mágusokkal és sokatpróbált egységekkel rendelkeznek.<br><font color="darkgreen">Jó választás kezdőknek</font>. Komplett segédlet áll rendelkezésre róluk: [[How to play Loyalists|Hogyan játssz Hűségesekkel]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24horseman.png</div>
  
== A hűség fontossága ==
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* A Hűségesek nagyszerűek sík terepen a sivatagot kivéve.
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* A Hűségesek igazságos beállítottságúak (erősebbek fényes nappal).
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* Mind gyors, mind pedig lassú, egyaránt erőteljes egységeik is vannak és alkalmazni tudják az első csapást, a rohamozást és profitálnak a vezetőképességből, gyógyulhatnak és portyázhatnak is.
  
Units with the ''loyal'' trait do not require any upkeep, regardless of their level.  During a 20 turn scenario each level 3 unit will cost 80 gold to recall and maintain, but if that unit is Loyal it will cost only 20 gold.  Multiply by the number of units you recall, and soon you are talking serious money!  This is especially important in longer campaigns, where you will typically advance and recall many units.
 
  
Loyalty is hard to come by; the trait is only given to those units that join your cause of their own choice -- your leader, friendly units you discover hiding in villages, riders joining you, and so on. Keep them safe, level them up carefully, and they will be worth their weight in gold.
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<b>[[Rebels|Lázadók]]</b> is a faction of elves, mages, woses and mermen. Many of them have mastered the bow.<br><font color="darkgreen">Jó választás kezdőknek</font>. There is a complete guide on [[How to play Rebels]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png</div>
  
== Lépj vissza és csináld újra ==
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* Rebels fight great in forests, but they are fragile outside of them.
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* Elves are neutral (same strengh any time), mages, woses and mermen are lawful (stronger during day).
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* They manage ranged combat very well, they can fight with slow and marksmanship and have access to healing, leadership, ambush and regeneration.
  
If you are struggling in a campaign scenario, perhaps you should go back to an earlier scenario and try to win it more convincingly.  If you lose all your high level units and your leader barely survives, or you use up all your gold, then later scenarios in the campaign may be very difficult to play.  Note that some scenarios are designed to sap your army and gold, so this isn't a hard and fast rule.
 
  
== Egyensúlyozd ki a sereged ==
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<hr />
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<b>[[Northerners|Északiak]]</b> is a faction of orcs, trolls, goblins and nagas. They can fight in superior numbers compared to others.<br>Best for experienced players. There is a complete guide on [[How to play Northerners]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24grunt.png</div>
  
Most campaigns call for a range of units. Especially when playing the campaign for the first time, you don't know what types of terrain or opponents you are going to face later in the campaign. Some scenarios are mostly open grassland,
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* Northerners are cheap, close-range warriors and they can advance easily.
some are underground, some have lots of water, or lots of mountains.  To succeed in completing a campaign, you will usually need to recall level 2 or 3 units of several different types.
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* Northerners are chaotic (stronger during night), with exception of nagas which are neutral (same strengh any time).
Keep this in mind when choosing what types of units to recruit.
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* They are resilient, they can fight with poison, slow and marksmanship and have access to regeneration.
For instance, if your army has lots of mages, consider recruiting and levelling up some melee units in case you meet some Dark Adepts.  If available, consider developing healers early in the campaign, you will probably need them later.
 
  
Once you have mastered a campaign, it may be fun going back and replaying it with an unbalanced army.  For instance, some people have played most of [[HeirToTheThrone]] with only Shamans, Druids and Shydes.  But doing this when playing the first time is probably just going to be frustrating and not much fun!
 
  
== Használd ki az utolsó lépéseidet ==
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<hr />
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<b>[[Undead|Élőholtak]]</b> is a faction of numerous undead creatures immune to poison and plague, dark mages and bats.<br>Best for experienced players. There is a complete guide on [[How to play Undead]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png</div>
  
When you are about to win a scenario, it is worthwhile maximizing
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* Undead have resistances to common attacks, but are vulnerable to more specific ones.
the experience your units gain before you clinch the win.
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* Undead are chaotic (stronger during night).
Normally you have to worry about counterattack by the enemy,
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* They are dangerous, they can fight with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding.
but if you win the scenario the enemy won't have a chance to!
 
So, on the last few turns, it is worth aggressively attacking enemy units as long as your own units do not die while attacking.
 
On the last round, attack that Paladin with your Lich.
 
You don't have to worry about the Lich being surrounded and killed next turn, since there will not be another turn.
 
  
Usually, it is worth trying to finish a scenario early.  However,
 
in some scenarios you may have gained control of all the villages
 
on the map -- in this case it might be worth just collecting the
 
income while milking the few remaining enemies for experience,
 
instead of going for a quick kill.
 
  
== Lásd még ==
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<hr />
* [[AdvancedTactics|Fejlett taktikák]]
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<b>[[Knalgan Alliance|Knalgai szövetség]]</b> is a faction of dwarves, gryphons and human outlaws.<br>Best for experienced players. There is a complete guide on [[How to play Knalgans]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24fighter.png</div>
  
[[Category:Playing Wesnoth]]
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* Dwarves moves on difficult terrains as fast as on flat plains. They are strong but slow, outlaws are quick.
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* Dwarves and gryphons are neutral (same strengh any time), outlaws are chaotic (stronger during night).
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* They are strong in difficult terrain, especially mountains, they can fight with backstab or as berserk and have access to steadfast and skirmish.
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<hr />
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<b>[[Drakes|Perzsekények]]</b> is a faction of drakes and saurians, who differ in many ways but are very strong together. Drakes are quite expensive and their losses are painful.<br>Best for experienced players. There is a complete guide on [[How to play Drakes]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24drakes%24fighter.png</div>
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* Drakes are the most mobile faction and they can cross difficult terrains easily. They have the largest number of flying units.
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* Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).
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* They can quickly attack and retreat, they can fight with firststrike and marksmanship and have access to skirmish, leadership and healing.
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<hr />
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<b>[[Dunefolk|Dűnelakók]]</b> is a relatively new faction with sand people, who chose to not use magic at all, and nagas.<br>Best for experienced players. There is a complete guide on [[How to play Dunefolk]].
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dunefolk%24soldier%24soldier.png</div>
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* Dunefolk is well adapted to sand terrain and they can heal their warriors.
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* Dunefolk are lawful (stronger during day) or liminal (strong during dusk and dawn), nagas are neutral (same strengh any time).
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* They are very versatile, they can fight with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.
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==Comments by players==
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24horseman.png</div>
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Comment by '''Dreadnough''': Loyalists. They have a great core with versatile Spearman and fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Mermen and Horseman. Finally their fencers can slip through enemy ranks and enable breakthroughs or disrupt the enemy's movement. As a lawful faction, they depend very much on the time of day, which results in dynamic unit movement.
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png</div>Comment by '''ForestDragon''': Rebels. Well, female elves are certainly quite attractive. For example, the marksman line. Or Elvish lady.
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24grunt.png</div>Comment by '''Tezereth''': Northerners are pretty good for zone control, as the grunt cost only 12. Which means you can have a lot of them, or recruit some to quickly protect a unit behind a castle. Grunt have a big power to easily defend themselves. Archer have both pierce and fire, troll have regen, so they can hold unit that cannot deal big damage for several turn. Assassin have poison, but also an incredible dodge, which can easily bother enemy. Finally, goblin rider can move better in terrain than other faction horseman, and don't have weakness too, they just lack a bit of power. We don't talk about the goblins here.
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png</div>Comment by '''patience_reloaded''': Undead due to their reliability when used correctly: Ghosts are very hard for most normal units (especially melee ones) to kill quick, most of the faction is poison-resistant, and due to having fixed traits, you know exactly what you get when you recruit them.
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24fighter.png</div>Comment by '''Hsaelt''': Knalgans i like because they can take punishment and deliver punishment. Good HP, good damage outputs on units like gryphons and those guys with firearms. No real weaknesses in res good defence on hills mountains and those are commonplace
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24drakes%24fighter.png</div>Comment by '''Knightmare''': (Plays Drakes) Fire and Blood.
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<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dunefolk%24soldier%24soldier.png</div>Comment by '''Computer_player''': I love dunefolk because they bring something different to the table and out of the factions closest to being mainlined, they are the one with the most work done. I really like the dynamic of the Dunefolk (Khalifate long ago) faction, however I am waiting to play Dunefolk proper with the next stable version.
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{{Factionbox}}
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[[Category: How to Play]]

Latest revision as of 08:28, 6 May 2026


Hét alap szövetség vagy frakció van a Harc Wesnothért játékban, melyek rövid bemutatására szolgál ez a szócikk, hivatkozásokkal a részletesebb leírásokra.



A Hűségesek egy emberekből és sellőkből álló frakció. Erős lovagokkal, hatalmas mágusokkal és sokatpróbált egységekkel rendelkeznek.
Jó választás kezdőknek. Komplett segédlet áll rendelkezésre róluk: Hogyan játssz Hűségesekkel.

core%24images%24units%24human-loyalists%24horseman%24horseman.png
  • A Hűségesek nagyszerűek sík terepen a sivatagot kivéve.
  • A Hűségesek igazságos beállítottságúak (erősebbek fényes nappal).
  • Mind gyors, mind pedig lassú, egyaránt erőteljes egységeik is vannak és alkalmazni tudják az első csapást, a rohamozást és profitálnak a vezetőképességből, gyógyulhatnak és portyázhatnak is.



Lázadók is a faction of elves, mages, woses and mermen. Many of them have mastered the bow.
Jó választás kezdőknek. There is a complete guide on How to play Rebels.

core%24images%24units%24elves-wood%24archer.png
  • Rebels fight great in forests, but they are fragile outside of them.
  • Elves are neutral (same strengh any time), mages, woses and mermen are lawful (stronger during day).
  • They manage ranged combat very well, they can fight with slow and marksmanship and have access to healing, leadership, ambush and regeneration.



Északiak is a faction of orcs, trolls, goblins and nagas. They can fight in superior numbers compared to others.
Best for experienced players. There is a complete guide on How to play Northerners.

core%24images%24units%24orcs%24grunt.png
  • Northerners are cheap, close-range warriors and they can advance easily.
  • Northerners are chaotic (stronger during night), with exception of nagas which are neutral (same strengh any time).
  • They are resilient, they can fight with poison, slow and marksmanship and have access to regeneration.



Élőholtak is a faction of numerous undead creatures immune to poison and plague, dark mages and bats.
Best for experienced players. There is a complete guide on How to play Undead.

core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png
  • Undead have resistances to common attacks, but are vulnerable to more specific ones.
  • Undead are chaotic (stronger during night).
  • They are dangerous, they can fight with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding.



Knalgai szövetség is a faction of dwarves, gryphons and human outlaws.
Best for experienced players. There is a complete guide on How to play Knalgans.

core%24images%24units%24dwarves%24fighter.png
  • Dwarves moves on difficult terrains as fast as on flat plains. They are strong but slow, outlaws are quick.
  • Dwarves and gryphons are neutral (same strengh any time), outlaws are chaotic (stronger during night).
  • They are strong in difficult terrain, especially mountains, they can fight with backstab or as berserk and have access to steadfast and skirmish.



Perzsekények is a faction of drakes and saurians, who differ in many ways but are very strong together. Drakes are quite expensive and their losses are painful.
Best for experienced players. There is a complete guide on How to play Drakes.

core%24images%24units%24drakes%24fighter.png
  • Drakes are the most mobile faction and they can cross difficult terrains easily. They have the largest number of flying units.
  • Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).
  • They can quickly attack and retreat, they can fight with firststrike and marksmanship and have access to skirmish, leadership and healing.



Dűnelakók is a relatively new faction with sand people, who chose to not use magic at all, and nagas.
Best for experienced players. There is a complete guide on How to play Dunefolk.

core%24images%24units%24dunefolk%24soldier%24soldier.png
  • Dunefolk is well adapted to sand terrain and they can heal their warriors.
  • Dunefolk are lawful (stronger during day) or liminal (strong during dusk and dawn), nagas are neutral (same strengh any time).
  • They are very versatile, they can fight with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.


Comments by players

core%24images%24units%24human-loyalists%24horseman%24horseman.png

Comment by Dreadnough: Loyalists. They have a great core with versatile Spearman and fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Mermen and Horseman. Finally their fencers can slip through enemy ranks and enable breakthroughs or disrupt the enemy's movement. As a lawful faction, they depend very much on the time of day, which results in dynamic unit movement.


core%24images%24units%24elves-wood%24archer.png

Comment by ForestDragon: Rebels. Well, female elves are certainly quite attractive. For example, the marksman line. Or Elvish lady.


core%24images%24units%24orcs%24grunt.png

Comment by Tezereth: Northerners are pretty good for zone control, as the grunt cost only 12. Which means you can have a lot of them, or recruit some to quickly protect a unit behind a castle. Grunt have a big power to easily defend themselves. Archer have both pierce and fire, troll have regen, so they can hold unit that cannot deal big damage for several turn. Assassin have poison, but also an incredible dodge, which can easily bother enemy. Finally, goblin rider can move better in terrain than other faction horseman, and don't have weakness too, they just lack a bit of power. We don't talk about the goblins here.


core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png

Comment by patience_reloaded: Undead due to their reliability when used correctly: Ghosts are very hard for most normal units (especially melee ones) to kill quick, most of the faction is poison-resistant, and due to having fixed traits, you know exactly what you get when you recruit them.


core%24images%24units%24dwarves%24fighter.png

Comment by Hsaelt: Knalgans i like because they can take punishment and deliver punishment. Good HP, good damage outputs on units like gryphons and those guys with firearms. No real weaknesses in res good defence on hills mountains and those are commonplace


core%24images%24units%24drakes%24fighter.png

Comment by Knightmare: (Plays Drakes) Fire and Blood.



core%24images%24units%24dunefolk%24soldier%24soldier.png

Comment by Computer_player: I love dunefolk because they bring something different to the table and out of the factions closest to being mainlined, they are the one with the most work done. I really like the dynamic of the Dunefolk (Khalifate long ago) faction, however I am waiting to play Dunefolk proper with the next stable version.


Factions of the Default Era

Description: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk
How to Play: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk

This page was last edited on 6 May 2026, at 08:28.