Difference between revisions of "How to play Rebels2"
m |
|||
Line 18: | Line 18: | ||
* neutral | * neutral | ||
* <b>strong</b> vs retreating wounded units; <b>weak</b> vs spearman or anyone good in fighting cavalry | * <b>strong</b> vs retreating wounded units; <b>weak</b> vs spearman or anyone good in fighting cavalry | ||
− | * weak melee attack (blade), weak ranged attack (pierce) | + | * weak melee attack (blade), weak <b>slowing</b> ranged attack (pierce) |
https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24shaman.png <b>Elvish Shaman</b> is a great support unit, that can heal, slow down enemies and block others in forest hexes. | https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24shaman.png <b>Elvish Shaman</b> is a great support unit, that can heal, slow down enemies and block others in forest hexes. | ||
Line 37: | Line 37: | ||
* <b>strong</b> on maps with lots of water and swamps; <b>weak</b> on maps with small amount of water | * <b>strong</b> on maps with lots of water and swamps; <b>weak</b> on maps with small amount of water | ||
* weak melee attack (pierce), strong ranged attack (pierce) | * weak melee attack (pierce), strong ranged attack (pierce) | ||
+ | |||
+ | https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-magi%24mage.png <b>Mage</b>s are in both rebel and loyalist armies. They provide fire damage in their magical ranged attack. | ||
+ | * <b>good defense in mountains and villages, but low hitpoints</b> | ||
+ | * lawful, can be upgraded into 2 useful units | ||
+ | * <b>strong</b> against skeletons, saurians, ghosts; <b>weak</b> when not protected by other units | ||
+ | * weak melee attack (impact), strong <b>magical</b> ranged attack (fire) | ||
+ | |||
+ | ==Starting troops against random opponent:== | ||
+ | |||
+ | https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24scout%24scout.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24fighter.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24shaman.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-magi%24mage.png | ||
+ | |||
+ | + | ||
+ | https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24fighter.png OR https://units.wesnoth.org/1.15/pics/core%24images%24units%24merfolk%24hunter.png based on amount of water | ||
+ | |||
+ | ==General Rebel Strategies:== | ||
+ | |||
+ | [[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes. Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night. | ||
+ | |||
+ | Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return. | ||
+ | |||
+ | Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units. | ||
+ | |||
+ | The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support. |
Revision as of 11:00, 2 March 2021
Rebel units:
Elvish Archer is important unit for rebels with powerful ranged attack.
- maxiumum defense and speed in forest (70%), but low hitpoints
- neutral, can be upgraded into 2 useful units
- strong vs drakes and anyone with no or limited ranged attack; weak vs ulfserkers, skeletons, mages...
- weak melee attack (blade), strong ranged attack (pierce)
Elvish Archer is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat.
- good defense in forest, mountains etc
- neutral, can be upgraded into 2 useful units
- strong vs mages, woses, outlaws...
- weak vs nobody, usable in any match
- strong melee attack (blade), weak ranged attack (pierce)
Elvish Scout is very fast, moving quickly even in forests. Good for capturing villages and as a support fighter.
- good defense in forest, mountains etc
- neutral
- strong vs retreating wounded units; weak vs spearman or anyone good in fighting cavalry
- weak melee attack (blade), weak slowing ranged attack (pierce)
Elvish Shaman is a great support unit, that can heal, slow down enemies and block others in forest hexes.
- maxiumum defense and speed in forest (70%), but low hitpoints
- neutral, can be upgraded into 2 useful units
- strong when well protected by other units; weak in 1vs1 fighting and on terrains with low defense, or when slowing is not effective
- weak melee attack (impact), weak ranged attack (impact)
Wose is a tree-like creature with high HP, but poor defenses, that can heal itself.
- low defenses everythere, but with a lot of hitpoints
- lawful
- strong against skeletons, spearmen, saurians; weak in fight against multiple units with fire or blade weapons
- strong melee attack (impact)
Merman Hunter is a warrior and scout connected with water.
- good defense in water (50-70%)
- lawful
- strong on maps with lots of water and swamps; weak on maps with small amount of water
- weak melee attack (pierce), strong ranged attack (pierce)
Mages are in both rebel and loyalist armies. They provide fire damage in their magical ranged attack.
- good defense in mountains and villages, but low hitpoints
- lawful, can be upgraded into 2 useful units
- strong against skeletons, saurians, ghosts; weak when not protected by other units
- weak melee attack (impact), strong magical ranged attack (fire)
Starting troops against random opponent:
+ OR based on amount of water
General Rebel Strategies:
Rebels have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes. Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later ZOCing your opponent's weakened units.
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.