Difference between revisions of "Playable Factions"
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* they command infandry and cavalry with access to healing, skirmisher and charge | * they command infandry and cavalry with access to healing, skirmisher and charge | ||
* learn more about [[Dunefolk]] or visit guide on [[How to play Dunefolk]] | * learn more about [[Dunefolk]] or visit guide on [[How to play Dunefolk]] | ||
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Revision as of 20:10, 4 March 2021
There is 7 playable factions in Battle for Wesnoth. Here is a short guide to them, with links to longer articles.
Loyalists is a faction of multiple humans, mages and mermen. They have mighty knights and multiple units for every situation.
Good faction for beginners.
- Loyalists are great on flat plains with their cavalry and supporting units
- Loyalists are lawful (stronger during day)
- they are fast and have access to healing, leadership and charge
- learn more about Loyalists or visit guide on How to play Loyalists
Rebels is a faction of elves, woses, mages and mermen. Most of them have ranged attack.
Good faction for beginners.
- Rebels fight great in forests, but they are fragile. Very effective in ranged combat.
- Rebels are both neutral (same strengh any time) and lawful (stronger during day)
- they are fast and have access to healing, leadership and ambush
- learn more about Rebels or visit guide on How to play Rebels
Northerners is a faction of orcs, trolls, goblins and nagas.
Best for experienced players.
- Northerners are cheap, close-range warriors and they can advance easily.
- Northerners are mostly chaotic (stronger during night)
- they are resilient and have access to regeneration, poison and slowing
- learn more about Northerners or visit guide on How to play Northerners
Undead is a faction of numerous undead creatures and dark mages.
Best for experienced players.
- Undead have resistances to commons attacks, but are vulnerable to more specific ones.
- Undead are chaotic (stronger during night)
- they are deadly and have access to leech life, poison and plague
- learn more about Undead or visit guide on How to play Undead
Knalgan Alliance is a faction of dwarves, gryphons and human outlaws.
Best for experienced players.
- Knalgans moves on difficult terrains as fast as on flat plains. Dwarves are strong, outlaws are quick.
- dwarves are neutral (same strengh any time), outlaws are chaotic (stronger during night)
- they are balanced and have access to backstab, steadfast and berserk
- learn more about Knalgan Alliance or visit guide on How to play Knalgans
Drakes and saurians are the opposites, yet they are very strong together.
Best for experienced players.
- Drakes are the fastest faction and they can also cross water and other obstacles. Three units have wings.
- Drakes are lawful (stronger during day), saurians are chaotic (stronger during night)
- they can quickly attack and retreat and have access to skirmisher, first strike and healing
- learn more about Drakes or visit guide on How to play Drakes
Dunefolk is a new faction with sand people and nagas.
Best for experienced players.
- Dunefolk is well adapted to sand terrain and they can heal their warriors
- Dunefolk are lawful (stronger during day) or liminal (strong at dawn and dusk)
- they command infandry and cavalry with access to healing, skirmisher and charge
- learn more about Dunefolk or visit guide on How to play Dunefolk
Factions of the Default Era |
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Description:
Loyalists •
Rebels •
Northerners •
Undead •
Knalgan Alliance •
Drakes •
Dunefolk
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