Difference between revisions of "How to play Northerners2"
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==Northerner units== | ==Northerner units== | ||
− | <b>Orcish Archer</b> is | + | <b>Orcish Archer</b> is one of two ranged units of the northerners. While weak, orcish archers might use both classic pierce and fire damage. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24archer.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24archer.png</div> | ||
− | * <b> | + | * <b>good defense in mountains and hills</b>, but low hitpoints |
− | * | + | * chaotic |
− | * <b>strong</b> vs drakes and | + | * <b>strong</b> vs drakes, horsemen and undead; <b>weak</b> vs ulfserkers, mages and ghouls... |
− | * weak melee attack (blade), strong ranged attack (pierce) | + | * weak melee attack (blade), strong ranged attack (pierce AND fire) |
− | <b>Orcish Assassin</b> | + | <b>Orcish Assassin</b> is another ranged units, but very specialised in high defense and using of poison against his enemies. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24assassin.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24assassin.png</div> | ||
− | * <b> | + | * <b>great defense in mountains, forests and villages</b>, but low hitpoints |
− | * | + | * chaotic |
− | * <b>strong</b> against | + | * <b>strong</b> against all living targets; <b>weak</b> against skeletons and ghosts |
− | * weak melee attack ( | + | * weak melee attack (blade), weak <b>marksman and poison</b> ranged attack (pierce) |
<b>Orcish Grunt</b> is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat. | <b>Orcish Grunt</b> is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat. |
Revision as of 11:15, 3 March 2021
WORK IN PROGRESS!
Northerner units
Orcish Archer is one of two ranged units of the northerners. While weak, orcish archers might use both classic pierce and fire damage.
- good defense in mountains and hills, but low hitpoints
- chaotic
- strong vs drakes, horsemen and undead; weak vs ulfserkers, mages and ghouls...
- weak melee attack (blade), strong ranged attack (pierce AND fire)
Orcish Assassin is another ranged units, but very specialised in high defense and using of poison against his enemies.
- great defense in mountains, forests and villages, but low hitpoints
- chaotic
- strong against all living targets; weak against skeletons and ghosts
- weak melee attack (blade), weak marksman and poison ranged attack (pierce)
Orcish Grunt 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 (leader or very good fighter)
- strong vs mages, woses, outlaws; weak vs nobody, usable in any match
- strong melee attack (blade), weak ranged attack (pierce)
Wolf Rider 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)
Goblin Spearman is a great support unit, that can heal, slow down enemies and block others in forest hexes.
- maximum defense and speed in forest (70%), but low hitpoints
- neutral, can be upgraded into 2 useful units (sorceress with strong ranged attack or to become better healer)
- strong when well protected by other units; weak in 1vs1 fighting and on terrains with low defense
- weak melee attack (impact), weak ranged attack (impact)
Troll Whelp 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)
Naga fighter is a warrior and scout connected with water.
- good defense in water (50-70%)
- lawful, can be upgraded into 2 useful units (slowing netcaster or spearman with better ranged attack)
- 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)
Starting troops
Choose a leader wisely. Good leaders might be someone with good abilities, if you wish to use him/her on the frontline in small maps. White Mage, Druid or Elvish Captain will do just fine. Good healer is more effective than shamans and can also remove poison. Leadership will make your units more powerful. You can also pick up Elvish Ranger if you are on map with lots of forest hexes.
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.
Villages
Generally, elves does not have a lot of hitpoints, so healing in villages to full health is quick. Use scouts to get to the distant villages. Fighters are good for holding them. Use woses more often on maps with limited number of villages, because they do not benefit from them and cannot defend them effectively.