Difference between revisions of "How to play Knalgans2"
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==Knalgan units== | ==Knalgan units== | ||
− | <b>Dwarvish Thunderer</b> is | + | <b>Dwarvish Thunderer</b> is a strange unit with powerful, but only one ranged attack. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24thunderer%24thunderer.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24thunderer%24thunderer.png</div> | ||
− | * <b>maximum defense and speed in | + | * <b>maximum defense and speed in mountains(70%)</b> |
− | * neutral | + | * neutral |
− | * <b>strong</b> vs drakes and | + | * <b>strong</b> vs drakes and units on wrong terrain; <b>weak</b> vs skeletons |
− | * | + | * average melee attack (blade), strong ranged attack (pierce) |
− | <b>Dwarvish Fighter</b> is | + | <b>Dwarvish Fighter</b> is important unit with two melee attacks, so he can choose which one is better. Also, strong front-line unit. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24fighter.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24fighter.png</div> | ||
− | * <b> | + | * <b>maximum defense and speed in mountains(70%)</b> |
− | * neutral | + | * neutral |
− | * <b>strong</b> vs mages, woses, outlaws; <b>weak</b> vs nobody, usable in any match | + | * <b>strong</b> vs mages, woses, outlaws, ulfserkers; <b>weak</b> vs nobody, usable in any match |
− | * strong melee attack (blade | + | * strong melee attack (blade and impact) |
− | <b>Dwarvish Ulfserker</b> is | + | <b>Dwarvish Ulfserker</b> is your specialist. He will be killed easily, but he can also kill someone not good in melee fighting. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24ulfserker.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24ulfserker.png</div> | ||
− | * <b> | + | * <b>average defenses everywhere</b>, but moves fast in complicated terrain. |
− | * neutral | + | * neutral |
− | * <b>strong</b> vs mages, | + | * <b>strong</b> vs mages, saurians, archers and enemy leaders; <b>weak</b> vs grunts, ghosts, drake clashers |
− | * strong melee attack (blade | + | * strong melee attack with '''berserk''' (blade) |
− | <b>Dwarvish Guardsman</b> is very | + | <b>Dwarvish Guardsman</b> is a solid defensive unit. When you need someone to guard important hexes, he is your guy. Not very good in attacking. Make sure he can use his steadfast ability. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24guard.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24guard.png</div> | ||
− | * <b> | + | * <b>average defenses everywhere</b> |
* neutral | * neutral | ||
− | * <b>strong</b> vs | + | * <b>strong</b> vs melee attackers; <b>weak</b> vs ranged attackers |
− | * | + | * average melee attack with steadfast (pierce), weak ranged attack (pierce) |
− | <b>Gryphon Rider</b> is very fast, moving quickly | + | <b>Gryphon Rider</b> is very fast, moving quickly in every terrain. Most expensive unit in game. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24gryphon-rider.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24gryphon-rider.png</div> | ||
− | * <b>good defense in | + | * <b>good defense in mountains, average on every other terrain, what is awesome.</b> |
* neutral | * neutral | ||
− | * <b>strong</b> vs retreating wounded units; <b>weak</b> vs | + | * <b>strong</b> vs retreating wounded units; <b>weak</b> vs multiple enemies, heavy infantry and archers |
− | * | + | * strong melee attack (blade) |
− | <b>Footpad</b> is | + | <b>Footpad</b> is fast. That is his main strengh. Better in scouting than in fighting. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24footpad.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24footpad.png</div> | ||
− | * <b>maximum | + | * <b>maximum defenses (70%) in many terrains</b>, but vulnerable to pierce, blade and impact weapons |
− | * | + | * chaotic |
− | * <b>strong</b> | + | * <b>strong</b> as a blocking and fast moving unit; <b>weak</b> in fighting |
− | * weak melee attack (impact), | + | * weak melee attack (impact), average ranged attack (impact) |
− | <b>Poacher</b> is a | + | <b>Poacher</b> is a chaotic version of classic human bowman, capable to fight even in swamps. They have much more ranged hits than dwarvish thunderers. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24poacher.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24poacher.png</div> | ||
− | * <b> | + | * <b>good defenses in many terrains</b> |
− | * | + | * chaotic |
− | * <b>strong</b> | + | * <b>strong</b> against drakes and units with no ranged attack; <b>weak</b> in melee fighting |
− | * weak melee attack (impact), | + | * weak melee attack (impact), strong ranged attack (pierce) |
− | <b>Thief</b> is a | + | <b>Thief</b> is a very special outlaw. He (or she) can do minimal damage during the day and a lot of damage during the night, when well placed. Also thieves are very cheap. |
<div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24thief.png</div> | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-outlaws%24thief.png</div> | ||
− | * <b>maximum | + | * <b>maximum defenses (70%) in many terrains</b>, low hitpoints and vulnerable to pierce, blade and impact weapons |
− | * | + | * chaotic |
− | * <b>strong</b> when well | + | * <b>strong</b> when well placed at night; <b>weak</b> in fighting |
− | * | + | * average melee attack with '''backstab''' (impact) |
==Starting troops - random opponent== | ==Starting troops - random opponent== |
Revision as of 11:43, 25 March 2021
WARNING |
---|
This article is being re-written right now. Nothing you can see here is final and may have a lot of wrong statements. |
Contents
Knalgan units
Dwarvish Thunderer is a strange unit with powerful, but only one ranged attack.
- maximum defense and speed in mountains(70%)
- neutral
- strong vs drakes and units on wrong terrain; weak vs skeletons
- average melee attack (blade), strong ranged attack (pierce)
Dwarvish Fighter is important unit with two melee attacks, so he can choose which one is better. Also, strong front-line unit.
- maximum defense and speed in mountains(70%)
- neutral
- strong vs mages, woses, outlaws, ulfserkers; weak vs nobody, usable in any match
- strong melee attack (blade and impact)
Dwarvish Ulfserker is your specialist. He will be killed easily, but he can also kill someone not good in melee fighting.
- average defenses everywhere, but moves fast in complicated terrain.
- neutral
- strong vs mages, saurians, archers and enemy leaders; weak vs grunts, ghosts, drake clashers
- strong melee attack with berserk (blade)
Dwarvish Guardsman is a solid defensive unit. When you need someone to guard important hexes, he is your guy. Not very good in attacking. Make sure he can use his steadfast ability.
- average defenses everywhere
- neutral
- strong vs melee attackers; weak vs ranged attackers
- average melee attack with steadfast (pierce), weak ranged attack (pierce)
Gryphon Rider is very fast, moving quickly in every terrain. Most expensive unit in game.
- good defense in mountains, average on every other terrain, what is awesome.
- neutral
- strong vs retreating wounded units; weak vs multiple enemies, heavy infantry and archers
- strong melee attack (blade)
Footpad is fast. That is his main strengh. Better in scouting than in fighting.
- maximum defenses (70%) in many terrains, but vulnerable to pierce, blade and impact weapons
- chaotic
- strong as a blocking and fast moving unit; weak in fighting
- weak melee attack (impact), average ranged attack (impact)
Poacher is a chaotic version of classic human bowman, capable to fight even in swamps. They have much more ranged hits than dwarvish thunderers.
- good defenses in many terrains
- chaotic
- strong against drakes and units with no ranged attack; weak in melee fighting
- weak melee attack (impact), strong ranged attack (pierce)
Thief is a very special outlaw. He (or she) can do minimal damage during the day and a lot of damage during the night, when well placed. Also thieves are very cheap.
- maximum defenses (70%) in many terrains, low hitpoints and vulnerable to pierce, blade and impact weapons
- chaotic
- strong when well placed at night; weak in fighting
- average melee attack with backstab (impact)
Starting troops - random opponent
(98 gold)
On the maps with a lot of water, recruit one or even two mermen hunters in the first turn.
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.
Rebels have access to blade, pierce and impact attacks, same as any other faction. However, their mages can use fire, while level 2 units (white mages and elvish sorceress) can use arcane attack.
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.