How to play Rebels
General Rebel Strategies:
On the first turn when you have a random opponent it is good to get a mixture of units. A Scout, Merman, Archer, 2 Fighters, and a Mage 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.
Rebels have good to great defense in forest. Try to keep them there whenever possible, as obvious as that is. Even the easily hit Wose has his best defense (still hit more often than missed) in forest.
Elves are Neutral in alignment, so attack when your opponent is at their weakest. The Mage, Wose, and Merman are Lawful however, so take this into consideration if you recruit these units. You will be strongest in the day, but if your opponent is also strongest in the day it is usually best to fight at night.
One of the Rebels' greatest strengths is their abundance of ranged attacks in harmony with the Dextrous trait. This characteristic gives Rebels frequent chances to attack without taking retaliation damage. It also guarantees any opponent attacking you will take some damage in return.
Rebels also have good mobility, their Scout having the highest level 1 movement in the game (9 moves). The deadly Archer is also gifted with 6 - both are also graced with the speedy woodland movetype. Use this mobility to your advantage early by taking a village advantage and later by ZOCing your opponents weakened units.
If you happen to use Elvish Captain as a leader (or to level up a Fighter), take the advantage of his Leadership. He's one of the fastest leaders, so on small maps can get to fighting line in 2 turns. Not that amazing himself, he has Leadership, giving nearby units +25% bonus. That's an advantage you use day-night cycle for, and a difference between retreat and attack. When properly positioned, he can boost 3 or even 4 units a turn. Of course, this works best combined with other advantages like time of day or good unit unit matchup. Mages and Woses under his banner tear Undead in halfs.
There's always need for a trick. Shamans do three good things:
- +4 healing is never bad (though they rarely level up to give you +8);
- slow enemy units, which halves their movement and damage for a turn. The more powerful or quick your enemy is, the more useful the ability becomes;
- they have 70% defense in Forests, so, when in bad need, can stop non-magical enemies with own ZoC.
Rebels vs Undead
Your lot of Piercing damage is useless against their units dealing most damage - Skeletons. So no point in fighting Skeletons with Elves. Your weapon are Woses and Mages. Opponent has no hard counter, but their "weak" units still do good: Skeletons for your Mages, Dark Adepts and Ghouls for Woses. Remember that Ghoul's poison stops Wose from regenerating for a turn. That's 8 damage in addition to its 3.
As always, you need a couple of Scouts to capture villages. Don't get with them into fight: if one lures two opponent's units from your main force, it's fine.
Shaman is always good for her healing and slowing, and does Impact damage.
Keep your Woses high on HP. Wose is slow - 4 base movement - so it takes ages to deliver him to fighting lines, more then delivering a Mage. Count as if you get a Wose 2 turns later. Still, it's your main strike force again most of Undead.
Another Undead's option is Walking Corpses. They do good damage for the money, have no upkeep and sometimes can 'recruit' your people. There's no clear counter except Archers, but archers are weak in this matchup. Just watch for your unit hit points and retreat timely.
So start with 2 Woses, 1-2 Scouts, Mage, Shaman and someone of your choice: Mage, Fighter or Merman.
See also
How_to_play... series.