Difference between revisions of "How to play Drakes"

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== General Drake Strategies ==
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==General Drake Strategies==
 
On the first turn when you have a random opponent it is good to get a mixture of units. A Scout, Fighter, Burner, Clasher, and Skirmisher would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.
 
Drakes generally win by dealing the most damage. your units are big and deadly, but they're also more expensive than most. Take advantage of having the best mobility in the game by placing your units in hard-to-access places such as behind mountains or across water from your opponent. You'll have the
 
advantage by being able to decide when and where battles will happen. Your major disadvantage is how easily your units will take damage. Because of this you'll usually want to be the aggressor in battle to kill a unit or two, get damaged, and then flee to heal. Having a mobile healer helps with this if villages are sparse.
 
  
Since you trade your defense for other abilities, Fighting battles where your opponent has low defense will give you a greater advantage than it will any other faction. If your opponent refuses to leave 70% defensive terrain you'll probably want an Augr or 2 to attack at night.
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You won't initially know what faction your opponent is, so begin by recruiting  an adaptable mixture of units. A Saurian Augur, Drake Fighter, Drake Burner, Drake Clasher, and Saurian Skirmisher would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more specific advice.
  
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Drakes generally win by dealing the most damage. Your units are big and deadly, but they're also more expensive than most; also, they're relatively fragile for their cost and many have a specific vulnerability to piercing weapons. Take advantage of having the best mobility in the game by placing your units in hard-to-access places such as behind mountains or across water from your opponent. You'll then have the advantage by being able to decide when and where battles will happen. Your major disadvantage is how easily your units will take damage. Because of this you'll usually want to be the aggressor in battle to kill a unit or two, get damaged, and then flee to heal. Having a mobile healer helps with this if villages are sparse.
  
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Since you trade your defense for other abilities, fighting battles where your opponent has low defense will give you a greater advantage than it will for any other faction. If your opponent refuses to leave 70% defensive terrain, go heavy on the saurians rather than the drakes and attack at night.
  
 
==Drakes v. Undead==
 
==Drakes v. Undead==
Playing as Drakes in this matchup is some of the most fun for me. The deadliest matchup in Wesnoth, this game will result in lots of casualties, and quickly. Both factions are incredibly offensive and of opposite alignment. Skeletons are weak to Fire, Adepts to melee, and Drakes are weak to Pierce and Cold. Basically, whoever is left standing wins.
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Playing as Drakes in this matchup is dramatic, bloody fun. The deadliest matchup in Wesnoth, this game will result in lots of casualties, and quickly. Both factions are incredibly offensive and of opposite alignment. Skeletons are vulnerable to Fire, Adepts to melee, and Drakes are vulnerable to Pierce and Cold. Basically, whoever is left standing wins.
  
 
===Drake Burner===  
 
===Drake Burner===  
You'll want a coulpe of these to burn any Skeletons, Ghosts, Bats, WCs, Ghouls, well, basically any unit it can burn other than Adepts. Even burning Archers at daytime isn't a bad idea as it's the most effective way to kill them. The most expensive unit you can recruit, you'll want to recruit them sparingly and keep them alive.
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You'll want a couple of these to burn Skeletons, Ghosts, Bats, WCs, Ghouls -- but don't pit them against Adepts. Even burning Skeleton Archers at daytime isn't a bad idea as it's the most effective way to kill them. The most expensive unit you can recruit, you'll want to recruit them sparingly and be careful to keep them alive.
  
 
===Drake Clasher===  
 
===Drake Clasher===  
With Strong Clashers dealing an awesome 9-4 Pierce damage during the day, these are great Adept butchering units, as well as damage soakers. Due to their price you'll want to avoid recruiting too many. Level one of these into Gladiator and skeletons won't pose a threat anymore, even at night.
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With Strong Clashers dealing an awesome 9-4 Pierce damage during the day, these are great Adept-butchering units, as well as damage soakers. Due to their price you'll need to avoid recruiting too many. Level one of these into Gladiator and skeletons won't pose a threat anymore, even at night.
  
 
===Drake Glider===  
 
===Drake Glider===  
Dealing Impat melee and Fire ranged, these guys won't be worthless at any point, but their damage is still very weak compared to what the rest of your army can do. If you get one to level 2 you'll be able to take advantage of a current glitch if the unit.cfg that removes the unit's weakness to Cold. Even with the presence of the glitch, recruiting more than 1 isn't smart.
 
  
===Drake Fighter===  
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Dealing Impact melee and Fire ranged, these guys won't be exactly worthless at any point, but their damage is still very weak compared to what the rest of your army can do. Recruiting more than 1 isn't smart.
A good Adept killer moreso for their mobility than damage, the presence of a Fire ranged gives them some slight flexibility in their usage.
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===Drake Fighter===
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A good Adept-killer, more for their mobility than damage. The Fire ranged attack gives them some slight flexibility in their usage.
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===Saurian Augur===
  
===Saurian Augr===
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Don't recruit this unit when fighting Undead.  It's too fragile against melee.
Don't recruit this unit when fighting Undead.
 
  
===Saurian Skirmisher===  
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===Saurian Skirmisher===
This little guy actually plays a very crucial role in your army against Undead. If the Undead didn't have Adepts you'd simply roll right over them. Well, since Adepts are such a necessary unit in their attack against you you'll need to take them out, and you'll need to be able to do that under any circumstances. The Skirmisher gives you a weapon that not only can hustle around enemy units to strike protected DAs, but he also gets better at night - the time when you'll want them to be dead the fastest. Having a couple of these guys around can really save your ass.
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This little guy actually plays a very crucial role in your army against Undead. If the Undead didn't have Adepts you'd simply roll right over them. But since Adepts are such a necessary unit in their attack against you you'll need to take them out, and you'll need to be able to do that under any circumstances. The Skirmisher gives you a weapon that not only can hustle around enemy units to strike protected Adepts, but he also gets better at night - the time when you'll want them to be dead the fastest. Having a couple of these guys around can really save your ass.
  
 
===Tactics===
 
===Tactics===
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On the first turn you'll want a couple Burners, a Fighter or Clasher, a Skirmisher, and another useful unit. If your opponent gets mass Skeleton Archers, get Clashers and Burners. If he gets lots of Adepts get Skirmishers and Fighters. If he likes Ghouls & Ghosts, you'll want Burners.
 
On the first turn you'll want a couple Burners, a Fighter or Clasher, a Skirmisher, and another useful unit. If your opponent gets mass Skeleton Archers, get Clashers and Burners. If he gets lots of Adepts get Skirmishers and Fighters. If he likes Ghouls & Ghosts, you'll want Burners.
  
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At night simply retreat out of Adept range and have Skirmishers ready to take out any that get too close. Even if you have to retreat from a village to avoid Adepts it's worth it. You may lose a few gold, but it shouldn't add up to the 16+ you'd lose for a lost Drake. If your opponent takes the village and moves closer he'll also be closer to your new recruits to counter-attack. As day turns chase them away and you should net some gold for the units your opponent will have to replace.
 
At night simply retreat out of Adept range and have Skirmishers ready to take out any that get too close. Even if you have to retreat from a village to avoid Adepts it's worth it. You may lose a few gold, but it shouldn't add up to the 16+ you'd lose for a lost Drake. If your opponent takes the village and moves closer he'll also be closer to your new recruits to counter-attack. As day turns chase them away and you should net some gold for the units your opponent will have to replace.
  
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==Drakes v. Rebels==
  
==Drakes v. Rebels==
 
 
Playing Drakes in this matchup can be difficult. Your units have low defense and are weak to Pierce where the Rebels have high defense and use Pierce. You'll want to recruit a mix of drakes and saurians so that their neutrality doesn't become an advantage at any time of day. Take cheap shots when you can, because they will alwyas be taking cheap shots at you.
 
Playing Drakes in this matchup can be difficult. Your units have low defense and are weak to Pierce where the Rebels have high defense and use Pierce. You'll want to recruit a mix of drakes and saurians so that their neutrality doesn't become an advantage at any time of day. Take cheap shots when you can, because they will alwyas be taking cheap shots at you.
  
 
===Drake Burner===
 
===Drake Burner===
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This unit is a great weapon to take out Elvish Fighters and they absolutely massacre Woses. Effective in both melee and ranged combat, this unit is always useful against Rebels on attack or defense. He costs 21g though, and there are other units you will need to recruit to be sucessful.
 
This unit is a great weapon to take out Elvish Fighters and they absolutely massacre Woses. Effective in both melee and ranged combat, this unit is always useful against Rebels on attack or defense. He costs 21g though, and there are other units you will need to recruit to be sucessful.
  
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The only drake without a weakness to Pierce, this unit is great against Rebels. He will tear through Archers and he will beat EFs in a fight. He will overpower any Rebel and it's essential to have these guys in your force.
 
The only drake without a weakness to Pierce, this unit is great against Rebels. He will tear through Archers and he will beat EFs in a fight. He will overpower any Rebel and it's essential to have these guys in your force.
  
===Drake Glider===  
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===Drake Glider===
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Good for their movement, and can be useful to get to those hard to reach hexes to get extra shots at Archers or Shamans. Recruit according to map need for scouts.
 
Good for their movement, and can be useful to get to those hard to reach hexes to get extra shots at Archers or Shamans. Recruit according to map need for scouts.
  
 
===Drake Fighter===  
 
===Drake Fighter===  
Useful as a mobile fighter, the Fighter is what you'll want if there are 2 deperate battlefields within close flying range of each other. The ability to leave one battle to help the other is quite useful, which is true of Burners as well, though they move slower. For pure fighting power the Clasher is better, and he is hardier. If mobility is necessary on the map though, get 1 or 2 of these guys.
 
  
===Saurian Augr===  
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Useful as a mobile fighter, the Fighter is what you'll want if there are 2 separate battlefields within close flying range of each other. The ability to leave one battle to help the other is quite useful, which is true of Burners as well, though they move slower. For pure fighting power the Clasher is better, and he is hardier. If mobility is necessary on the map though, get 1 or 2 of these guys.
I find these guys essential to fighting Rebels. This guy is the only easy way yuo'll be taking elves out of forest. Augrs have incredibly low hp, so keep them behind the line to heal your power units, or stick him in forest hexes your opponent will want. Using these guys as your first attackers at night will allow you to get their damage in and then move other units in fron of them and consequently heal.
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===Saurian Augur===  
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These guys are essential to fighting Rebels. They are the only easy way you'll have of taking elves out in forest terrain. Augurs have distessingly low HP, so keep them behind the line to heal your power units, or fort him up in forest hexes your opponent will want. Using these guys as your first attackers at night will allow you to get their damage in and then move other units in front of them and consequently heal.
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===Saurian Skirmisher===
  
===Saurian Skirmisher===
 
 
Useful mainly against Scouts, Archers, and Mages at night, don't recruit too many of this unit even if you're tempted. They're fragile units
 
Useful mainly against Scouts, Archers, and Mages at night, don't recruit too many of this unit even if you're tempted. They're fragile units
  
 
=== Tactics ===
 
=== Tactics ===
On the first turn you'll want to recruit a Clasher, a Burner, an Augr, and a mix of other units like a Scout, another Clasher, or a Skirmisher. During daytime you'll want to deal as much damage as possible, as that's when you'll have the advantage. Elves fighting you will suffer massive return damage during the day. To help you out, keep your units away from places where the Rebels can use forest to attack you from, and remember to have your Augr(s) heal.
 
  
At night you can still be aggresive with Augrs. You'll probably want to retreat your drakes slightly and put any Skirmishers (or even Clashers) you have up front on good terrain. Don't be afraid to keep a mobile unit up front either if it can survive 1 round of attacks; if it can do this and survive it will slow the progress of your enemy and you can easily fly the unit back behind your line to heal. Always make sure that the front line cannot be attacked from forest hexes if possible, though this won't be as big of a deal if you have several Augrs to cut through their defense. Don't be afraid to trade a Skirmisher for an Acher if you get a chance to kill one on poor terrain: you'll get a gold advantage as well as taking out the most dangerous unit the Rebels have against you.
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On the first turn you'll want to recruit a Clasher, a Burner, an Augur, and a mix of other units like another Clasher, or a Skirmisher. During daytime you'll want to deal as much damage as possible, as that's when you'll have the advantage. Elves fighting you will suffer massive return damage during the day. Keep your units away from places where the Rebels can use forest to attack you from, and remember to have your Augur(s) heal.
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At night you can still be aggresive with Augurs. You'll probably want to retreat your drakes slightly and put any Skirmishers (or even Clashers) you have up front on good terrain. Don't be afraid to keep a mobile unit up front either if it can survive 1 round of attacks; if it can do this and survive it will slow the progress of your enemy and you can easily fly the unit back behind your line to heal. Always make sure that the front line cannot be attacked from forest hexes if possible, though this won't be as big a deal if you have several Augurs to cut through their defense. Don't be afraid to trade a Skirmisher for an Archer if you get a chance to kill one on poor terrain: you'll get a gold advantage as well as taking out the most dangerous unit the Rebels have against you.
  
 
Another strategy is to strike hard at day and then completely retreat at night. Keep your units just out of reach of your opponent and allow them to come closer to your recruits to make your counter-attack swifter and more deadly. This strategy is often quite effective as it prevents your drakes from fighting at unfavorable TOD and it allows you to decide how tohe first battle takes place.
 
Another strategy is to strike hard at day and then completely retreat at night. Keep your units just out of reach of your opponent and allow them to come closer to your recruits to make your counter-attack swifter and more deadly. This strategy is often quite effective as it prevents your drakes from fighting at unfavorable TOD and it allows you to decide how tohe first battle takes place.
  
Generaly your targets to kill will start with Archers, as they are the most deadly unit to your forces (especially to Clashers). Next you'll want to get rid of any low hp units your opponent has and any units on poor terrain making themselves targets. Try to keep your Clashers away from Shamen if possible (free Slow), and ignore Fighters if another unit presents itself as an equally appealing target. Elvish Fighters can't deal significant damage to your drakes without taking a good amount of return damage, so let them hurt themselves on you while you take out units that you won't receive much return damage from (Burners on Fighters at day though can be quite devastating).
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Generally your targets to kill will start with Archers, as they are the most deadly unit to your forces (especially to Clashers). Next you'll want to get rid of any low-HP units your opponent has and any units on poor terrain making themselves targets. Try to keep your Clashers away from Shamans if possible (Slow seriously messes them up), and ignore Fighters if another unit presents itself as an equally appealing target. Elvish Fighters can't deal significant damage to your drakes without taking a good amount of return damage, so let them hurt themselves on you while you take out units that you won't receive much return damage from (Burners on Fighters at day though can be quite devastating).
  
Genreally, pick your spots where the advantage presents itself when you can deal the most damage with little return damage if possible. Keep Elves from Forest hexes if possible, and use your advantagrous mobility.
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Genreally, pick your spots where the advantage presents itself that you can deal the most damage with little return damage if possible. Keep Elves from Forest hexes if possible, and use your advantageous mobility.
  
  
 
==Drakes v. Northerners==
 
==Drakes v. Northerners==
  
This matchup can be rather interesting. The main thing you generally worry about is the cheap northerner units and the expensive drake units. Drakes have much better units but unfortunately they are expensive. Usually when I lose vs. Northerners it is because of the sheer number of units they are capable of sending.
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This matchup can be rather interesting. The main thing you generally worry about is the cheap northerner units and the expensive drake units. Drakes have much better units but unfortunately they are expensive. Often when you lose vs. Northerners it is because of the sheer number of units they are capable of sending.
  
 
===Drake Burner===
 
===Drake Burner===
A very useful unit during the day and even effective at night vs fighters and whelps and wolf riders due to their lack of ranged defense. And with at least 7-2 melee, they have the ability to defend their melee attacks. Be very careful with the number of burners you recruit though because they are rather expensive and you need to be able to defend against the shear number of units northerners are able to send.
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A very useful unit during the day and even effective at night vs fighters and Troll Whelps and Wolf Riders due to their lack of ranged defense. And with at least 7-2 melee, they have the ability to defend their melee attacks. Be very careful with the number of burners you recruit though, because they are rather expensive and you need to be able to defend against the sheer number of units Northerners are able to send.
  
 
===Drake Clasher===
 
===Drake Clasher===
I prefer the drake clasher over the drake fighter in most cases and especially when playing against northerners. The clasher is best to defeat those pesky and annoying assassins. Even though they cannot defend ranged attacks, their 6-4 pierce attack will definitely hurt an assassin as the assassin has -20% to pierce. Clashers have high amounts of HP and can are very effective in fighting northerners, even though it will normally be melee against melee much of the time.
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The Drake Clasher is preferable over the Drake Fighter in most cases, and especially when playing against Northerners. The Clasher is best to defeat those pesky and annoying assassins. Even though they cannot defend against ranged attacks, their 6-4 pierce attack will definitely hurt an assassin as the assassin has -20% to pierce. Clashers have high amounts of HP and can are very effective in fighting northerners, even though it will normally be melee against melee much of the time.
  
 
===Drake Glider===
 
===Drake Glider===
Personally, I use maybe one or two gliders in the original recruiting to get to villages quickly. I usually use them afterwords as a quick unit that can run around and aid in damage in order to kill and level other units. I'll also use them for gaining info on recruits. Perhaps I'll use one to capture an enemy village in hopes to distract an area that i feel i may be losing dominance in.
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You can often use maybe one or two gliders in the original recruiting to get to villages quickly. They can also be useful as a very mobile though small increment of damage that can aid in damage in setting up kills to level other units. I'll also use them for gaining info on recruits.  
  
 
===Drake Fighter===
 
===Drake Fighter===
I try to stay away from fighters but if you need a unit and can't wait for an extra turn, fighters are good to recruit because they are quicker then clashers and have at least minor defense with their ranged attack, and occasionally offense when you just need to deal that little bit of extra damage to make the kill and can't afford to risk with your melee attack.
 
  
===Saurian Augr===
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If you need a unit and can't wait for an extra turn, Drake Fighters are good to recruit because they are quicker then Clashers and have at least minor defense with their ranged attack, and occasionally offense when you just need to deal that little bit of extra damage to make the kill and can't afford to risk a melee attack.
These units are pretty effective and very useful but do not keep them in the front of the battle. Use them behind other units to heal and to finish off with magical attacks. These units are easy to level and very effective with 8-3 magical and heal. Be careful with saurians because they do not have large amounts of hp.
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===Saurian Augur===
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These units are pretty effective and very useful, but do not keep them in the front of the battle. Use them behind other units to heal and to finish off with magical attacks. These units are easy to level and very effective with 8-3 magical and heal. Be careful in general with saurians because they do not have large amounts of HP.
  
 
===Saurian Skirmisher===
 
===Saurian Skirmisher===
Because of their small amount of HP you should try to refrain from using skirmishers however they can be helpful at times. I generally get a couple in battle and attempt to level them. They are pretty effective level 2 units.
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Because of their small amount of HP you should try to refrain from using Skirmishers; however they can be helpful at times. They are pretty effective level 2 units.
  
 
=== Tactics ===
 
=== Tactics ===
Your first depend highly on the map, exp percentage, gpv. As a general rule of thumb I try to get all villages on the 3rd turn and then recruit depending on the units i see from my opponent.
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Your first depend highly on the map, experience percentage, and gold per village. Try to get all villages on the 3rd turn and then recruit depending on the units you see from your opponent.
  
  
 
== Drakes v. Drakes ==
 
== Drakes v. Drakes ==
This is possibly the deadliest mirror match in the game. Saurians have low hp, but deal good damage to their Drake counterparts. You'll want a good mix of both units as you'll likely be fighting at all times of the day.
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This is possibly the deadliest mirror match in the game. Saurians have low HP, but deal good damage to their Drake counterparts. You'll want a balanced mix of both races as you'll likely be fighting at all times of the day and night.
  
 
=== Drake Burner ===  
 
=== Drake Burner ===  
Generally bad recruit in this matchup. Burners cannot do significant damage to other Drakes, though they do get free shots on Clashers. They can also torch any Saurians found on bad terrain, which is unlikely, though this is probably their greatest use.
 
  
===Drake Clasher===  
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Generally a bad recruit in this matchup. Burners cannot do significant damage to other Drakes, though they do get free shots on Clashers. They can also torch any Saurians found on bad terrain, which is unlikely, though this is probably their greatest use.
This unit should be the majority of your forces. Dealing heavy Pierce damage and having the most hp out of any recruit (as well as not having a negative Pierce resistance), makes him the beast of burden in this matchup. Hope that yours get the Strong and Resiliant traits and his get the Quick and Intelligent traits. He will beat Fighters and Burners 1v1, and the only units he needs to fear are Augrs and other Clashers, and Skirmishers at night.
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===Drake Clasher===
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This unit should make up the bulk of your forces. Dealing heavy Pierce damage and having the most hp out of any recruit (as well as not having a negative Pierce resistance), makes him the beast of burden in this matchup. Hope that yours get the Strong and Resiliant traits and his get the Quick and Intelligent traits. The Clasher will beat Fighters and Burners 1v1, and the only units he needs to fear are Augrs and other Clashers, and Skirmishers at night.
  
===Drake Glider===  
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===Drake Glider===
As like the Burner, this unit is just a poor recruit. It has no upside other than the inconsequential Marksman on his breath attack. Do not recruit them unless the map is huge.
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As with the Burner, this unit is a poor recruit. It has no upside other than the inconsequential Marksman on his breath attack. Do not recruit them unless the map is huge and mobility becomes critically important.
  
 
===Drake Fighter===  
 
===Drake Fighter===  
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Not the best recruit, but he can be handy if the map makes Clashers slow. They can also tear Augrs to pieces, so if Augrs become a problem a few of these are an alright recruit. Also good as a replacement for the Glider for village grabbing, especially if Quick.
 
Not the best recruit, but he can be handy if the map makes Clashers slow. They can also tear Augrs to pieces, so if Augrs become a problem a few of these are an alright recruit. Also good as a replacement for the Glider for village grabbing, especially if Quick.
  
===Saurian Augr===  
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===Saurian Augur===  
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An essential unit. Their Cold magic deals 9-3 damage to Drakes at night, ripping them to pieces. Their healing will also be essential if used properly, as this is a bloody fight. Be careful not to over-recruit these guys, as they are quite weak in defense against any unit.
 
An essential unit. Their Cold magic deals 9-3 damage to Drakes at night, ripping them to pieces. Their healing will also be essential if used properly, as this is a bloody fight. Be careful not to over-recruit these guys, as they are quite weak in defense against any unit.
  
===Saurian Skirmisher===  
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===Saurian Skirmisher===
These guys are also a good force to have, but again, not too many. Your Pierce damage should mainly come from your Clashers, but a couple of Skirmishers to attack opposing Augrs as well as Drakes at night can prove very valuable, especially with their high defence. Their ability to get behind the enemy lines gives you more hexes to attack the enemy from.
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These guys are also a good troop type to have, but again, don't recruit too many. Your Pierce damage should mainly come from your Clashers, but a couple of Skirmishers to attack opposing Augrs as well as Drakes at night can prove very valuable, especially with their high defence. Their ability to get behind the enemy lines gives you more hexes to attack the enemy from.
  
 
=== Tactics ===
 
=== Tactics ===
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On the first turn you'll want several Clashers, a couple Saurians, and possibly a Fighter or Glider to grab villages. Village distribution will determine if you need a Glider or not, as well as map size.
 
On the first turn you'll want several Clashers, a couple Saurians, and possibly a Fighter or Glider to grab villages. Village distribution will determine if you need a Glider or not, as well as map size.
  
At night, use your Augrs on the opposing Clashers first, using your Clashers and Skirmishers to finish up. Make sure to protect your Augrs though, as they die easily, even at night. Killing a Clasher will remove a major threat come daytime, as well as net you 19g. If you must trade a Skirmisher to kill a Clasher at night, it can often be worth it.
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At night, use your Augurs on the opposing Clashers first, using your Clashers and Skirmishers to finish up. Make sure to protect your Augurs though, as they die easily, even at night. Killing a Clasher will remove a major threat come daytime, as well as net you 19g. If you must trade a Skirmisher to kill a Clasher at night, it can often be worth it.
  
At day you'll want to attack first with your Augrs again. Their Cold magic will do 6-3 in daytime to Drakes, which is still quite powerful. Follow up with your now incredibly deadly Clashers: Strong Clashers in day will deal 10-4 to any non-Clasher Drake.
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At day you'll want to attack first with your Augurs again. Their Cold magic will do 6-3 in daytime to Drakes, which is still quite powerful. Follow up with your now incredibly deadly Clashers: Strong Clashers in day will deal 10-4 to any non-Clasher Drake.
  
Genreally, this is the danger level of your enemy units: Clasher, Augr, Skirmisher, Fighter, Burner, Glider. You may choose to either target the deadliest units first (Clashers being easy targets for Augrs), or go for the weaker units first to give yourself a monetary advantage quickly, while receiving little retaliation damage. Either strategy can work, and levelling an Augr can prove exceptionally deadly to your opponent. Intelligent Augrs level within 2 kills. Whichever strategy you use, be sure to kill, and not just hurt your opponent, because your opponent will flee and have the unit return to fight again.
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Genreally, this is the danger level of your enemy units: Clasher, Augur, Skirmisher, Fighter, Burner, Glider. You may choose to either target the deadliest units first (Clashers being easy targets for Augurs), or go for the weaker units first to give yourself a monetary advantage quickly, while receiving little retaliation damage. Either strategy can work, and levelling an Augur can prove exceptionally deadly to your opponent. Intelligent Augurs level within 2 kills. Whichever strategy you use, be sure to kill, and not just hurt your opponent, because your opponent will flee and have the unit return to fight again.
  
 
[[Category:Playing Wesnoth]]
 
[[Category:Playing Wesnoth]]

Revision as of 20:21, 25 February 2008

General Drake Strategies

You won't initially know what faction your opponent is, so begin by recruiting an adaptable mixture of units. A Saurian Augur, Drake Fighter, Drake Burner, Drake Clasher, and Saurian Skirmisher would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more specific advice.

Drakes generally win by dealing the most damage. Your units are big and deadly, but they're also more expensive than most; also, they're relatively fragile for their cost and many have a specific vulnerability to piercing weapons. Take advantage of having the best mobility in the game by placing your units in hard-to-access places such as behind mountains or across water from your opponent. You'll then have the advantage by being able to decide when and where battles will happen. Your major disadvantage is how easily your units will take damage. Because of this you'll usually want to be the aggressor in battle to kill a unit or two, get damaged, and then flee to heal. Having a mobile healer helps with this if villages are sparse.

Since you trade your defense for other abilities, fighting battles where your opponent has low defense will give you a greater advantage than it will for any other faction. If your opponent refuses to leave 70% defensive terrain, go heavy on the saurians rather than the drakes and attack at night.

Drakes v. Undead

Playing as Drakes in this matchup is dramatic, bloody fun. The deadliest matchup in Wesnoth, this game will result in lots of casualties, and quickly. Both factions are incredibly offensive and of opposite alignment. Skeletons are vulnerable to Fire, Adepts to melee, and Drakes are vulnerable to Pierce and Cold. Basically, whoever is left standing wins.

Drake Burner

You'll want a couple of these to burn Skeletons, Ghosts, Bats, WCs, Ghouls -- but don't pit them against Adepts. Even burning Skeleton Archers at daytime isn't a bad idea as it's the most effective way to kill them. The most expensive unit you can recruit, you'll want to recruit them sparingly and be careful to keep them alive.

Drake Clasher

With Strong Clashers dealing an awesome 9-4 Pierce damage during the day, these are great Adept-butchering units, as well as damage soakers. Due to their price you'll need to avoid recruiting too many. Level one of these into Gladiator and skeletons won't pose a threat anymore, even at night.

Drake Glider

Dealing Impact melee and Fire ranged, these guys won't be exactly worthless at any point, but their damage is still very weak compared to what the rest of your army can do. Recruiting more than 1 isn't smart.

Drake Fighter

A good Adept-killer, more for their mobility than damage. The Fire ranged attack gives them some slight flexibility in their usage.

Saurian Augur

Don't recruit this unit when fighting Undead. It's too fragile against melee.

Saurian Skirmisher

This little guy actually plays a very crucial role in your army against Undead. If the Undead didn't have Adepts you'd simply roll right over them. But since Adepts are such a necessary unit in their attack against you you'll need to take them out, and you'll need to be able to do that under any circumstances. The Skirmisher gives you a weapon that not only can hustle around enemy units to strike protected Adepts, but he also gets better at night - the time when you'll want them to be dead the fastest. Having a couple of these guys around can really save your ass.

Tactics

On the first turn you'll want a couple Burners, a Fighter or Clasher, a Skirmisher, and another useful unit. If your opponent gets mass Skeleton Archers, get Clashers and Burners. If he gets lots of Adepts get Skirmishers and Fighters. If he likes Ghouls & Ghosts, you'll want Burners.

Deal as much damage as you can at day, because you won't be dealing much at night. Keep Burners in front as they'll do great return damage to any Adepts that try to counter-attack you during your daytime assault: they'll do 12-2 while you do 7-4. Adepts have 28 base hp.

At night simply retreat out of Adept range and have Skirmishers ready to take out any that get too close. Even if you have to retreat from a village to avoid Adepts it's worth it. You may lose a few gold, but it shouldn't add up to the 16+ you'd lose for a lost Drake. If your opponent takes the village and moves closer he'll also be closer to your new recruits to counter-attack. As day turns chase them away and you should net some gold for the units your opponent will have to replace.

Drakes v. Rebels

Playing Drakes in this matchup can be difficult. Your units have low defense and are weak to Pierce where the Rebels have high defense and use Pierce. You'll want to recruit a mix of drakes and saurians so that their neutrality doesn't become an advantage at any time of day. Take cheap shots when you can, because they will alwyas be taking cheap shots at you.

Drake Burner

This unit is a great weapon to take out Elvish Fighters and they absolutely massacre Woses. Effective in both melee and ranged combat, this unit is always useful against Rebels on attack or defense. He costs 21g though, and there are other units you will need to recruit to be sucessful.

Drake Clasher

The only drake without a weakness to Pierce, this unit is great against Rebels. He will tear through Archers and he will beat EFs in a fight. He will overpower any Rebel and it's essential to have these guys in your force.

Drake Glider

Good for their movement, and can be useful to get to those hard to reach hexes to get extra shots at Archers or Shamans. Recruit according to map need for scouts.

Drake Fighter

Useful as a mobile fighter, the Fighter is what you'll want if there are 2 separate battlefields within close flying range of each other. The ability to leave one battle to help the other is quite useful, which is true of Burners as well, though they move slower. For pure fighting power the Clasher is better, and he is hardier. If mobility is necessary on the map though, get 1 or 2 of these guys.

Saurian Augur

These guys are essential to fighting Rebels. They are the only easy way you'll have of taking elves out in forest terrain. Augurs have distessingly low HP, so keep them behind the line to heal your power units, or fort him up in forest hexes your opponent will want. Using these guys as your first attackers at night will allow you to get their damage in and then move other units in front of them and consequently heal.

Saurian Skirmisher

Useful mainly against Scouts, Archers, and Mages at night, don't recruit too many of this unit even if you're tempted. They're fragile units

Tactics

On the first turn you'll want to recruit a Clasher, a Burner, an Augur, and a mix of other units like another Clasher, or a Skirmisher. During daytime you'll want to deal as much damage as possible, as that's when you'll have the advantage. Elves fighting you will suffer massive return damage during the day. Keep your units away from places where the Rebels can use forest to attack you from, and remember to have your Augur(s) heal.

At night you can still be aggresive with Augurs. You'll probably want to retreat your drakes slightly and put any Skirmishers (or even Clashers) you have up front on good terrain. Don't be afraid to keep a mobile unit up front either if it can survive 1 round of attacks; if it can do this and survive it will slow the progress of your enemy and you can easily fly the unit back behind your line to heal. Always make sure that the front line cannot be attacked from forest hexes if possible, though this won't be as big a deal if you have several Augurs to cut through their defense. Don't be afraid to trade a Skirmisher for an Archer if you get a chance to kill one on poor terrain: you'll get a gold advantage as well as taking out the most dangerous unit the Rebels have against you.

Another strategy is to strike hard at day and then completely retreat at night. Keep your units just out of reach of your opponent and allow them to come closer to your recruits to make your counter-attack swifter and more deadly. This strategy is often quite effective as it prevents your drakes from fighting at unfavorable TOD and it allows you to decide how tohe first battle takes place.

Generally your targets to kill will start with Archers, as they are the most deadly unit to your forces (especially to Clashers). Next you'll want to get rid of any low-HP units your opponent has and any units on poor terrain making themselves targets. Try to keep your Clashers away from Shamans if possible (Slow seriously messes them up), and ignore Fighters if another unit presents itself as an equally appealing target. Elvish Fighters can't deal significant damage to your drakes without taking a good amount of return damage, so let them hurt themselves on you while you take out units that you won't receive much return damage from (Burners on Fighters at day though can be quite devastating).

Genreally, pick your spots where the advantage presents itself that you can deal the most damage with little return damage if possible. Keep Elves from Forest hexes if possible, and use your advantageous mobility.


Drakes v. Northerners

This matchup can be rather interesting. The main thing you generally worry about is the cheap northerner units and the expensive drake units. Drakes have much better units but unfortunately they are expensive. Often when you lose vs. Northerners it is because of the sheer number of units they are capable of sending.

Drake Burner

A very useful unit during the day and even effective at night vs fighters and Troll Whelps and Wolf Riders due to their lack of ranged defense. And with at least 7-2 melee, they have the ability to defend their melee attacks. Be very careful with the number of burners you recruit though, because they are rather expensive and you need to be able to defend against the sheer number of units Northerners are able to send.

Drake Clasher

The Drake Clasher is preferable over the Drake Fighter in most cases, and especially when playing against Northerners. The Clasher is best to defeat those pesky and annoying assassins. Even though they cannot defend against ranged attacks, their 6-4 pierce attack will definitely hurt an assassin as the assassin has -20% to pierce. Clashers have high amounts of HP and can are very effective in fighting northerners, even though it will normally be melee against melee much of the time.

Drake Glider

You can often use maybe one or two gliders in the original recruiting to get to villages quickly. They can also be useful as a very mobile though small increment of damage that can aid in damage in setting up kills to level other units. I'll also use them for gaining info on recruits.

Drake Fighter

If you need a unit and can't wait for an extra turn, Drake Fighters are good to recruit because they are quicker then Clashers and have at least minor defense with their ranged attack, and occasionally offense when you just need to deal that little bit of extra damage to make the kill and can't afford to risk a melee attack.

Saurian Augur

These units are pretty effective and very useful, but do not keep them in the front of the battle. Use them behind other units to heal and to finish off with magical attacks. These units are easy to level and very effective with 8-3 magical and heal. Be careful in general with saurians because they do not have large amounts of HP.

Saurian Skirmisher

Because of their small amount of HP you should try to refrain from using Skirmishers; however they can be helpful at times. They are pretty effective level 2 units.

Tactics

Your first depend highly on the map, experience percentage, and gold per village. Try to get all villages on the 3rd turn and then recruit depending on the units you see from your opponent.


Drakes v. Drakes

This is possibly the deadliest mirror match in the game. Saurians have low HP, but deal good damage to their Drake counterparts. You'll want a balanced mix of both races as you'll likely be fighting at all times of the day and night.

Drake Burner

Generally a bad recruit in this matchup. Burners cannot do significant damage to other Drakes, though they do get free shots on Clashers. They can also torch any Saurians found on bad terrain, which is unlikely, though this is probably their greatest use.

Drake Clasher

This unit should make up the bulk of your forces. Dealing heavy Pierce damage and having the most hp out of any recruit (as well as not having a negative Pierce resistance), makes him the beast of burden in this matchup. Hope that yours get the Strong and Resiliant traits and his get the Quick and Intelligent traits. The Clasher will beat Fighters and Burners 1v1, and the only units he needs to fear are Augrs and other Clashers, and Skirmishers at night.

Drake Glider

As with the Burner, this unit is a poor recruit. It has no upside other than the inconsequential Marksman on his breath attack. Do not recruit them unless the map is huge and mobility becomes critically important.

Drake Fighter

Not the best recruit, but he can be handy if the map makes Clashers slow. They can also tear Augrs to pieces, so if Augrs become a problem a few of these are an alright recruit. Also good as a replacement for the Glider for village grabbing, especially if Quick.

Saurian Augur

An essential unit. Their Cold magic deals 9-3 damage to Drakes at night, ripping them to pieces. Their healing will also be essential if used properly, as this is a bloody fight. Be careful not to over-recruit these guys, as they are quite weak in defense against any unit.

Saurian Skirmisher

These guys are also a good troop type to have, but again, don't recruit too many. Your Pierce damage should mainly come from your Clashers, but a couple of Skirmishers to attack opposing Augrs as well as Drakes at night can prove very valuable, especially with their high defence. Their ability to get behind the enemy lines gives you more hexes to attack the enemy from.

Tactics

On the first turn you'll want several Clashers, a couple Saurians, and possibly a Fighter or Glider to grab villages. Village distribution will determine if you need a Glider or not, as well as map size.

At night, use your Augurs on the opposing Clashers first, using your Clashers and Skirmishers to finish up. Make sure to protect your Augurs though, as they die easily, even at night. Killing a Clasher will remove a major threat come daytime, as well as net you 19g. If you must trade a Skirmisher to kill a Clasher at night, it can often be worth it.

At day you'll want to attack first with your Augurs again. Their Cold magic will do 6-3 in daytime to Drakes, which is still quite powerful. Follow up with your now incredibly deadly Clashers: Strong Clashers in day will deal 10-4 to any non-Clasher Drake.

Genreally, this is the danger level of your enemy units: Clasher, Augur, Skirmisher, Fighter, Burner, Glider. You may choose to either target the deadliest units first (Clashers being easy targets for Augurs), or go for the weaker units first to give yourself a monetary advantage quickly, while receiving little retaliation damage. Either strategy can work, and levelling an Augur can prove exceptionally deadly to your opponent. Intelligent Augurs level within 2 kills. Whichever strategy you use, be sure to kill, and not just hurt your opponent, because your opponent will flee and have the unit return to fight again.