How to play Knalgans2

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WARNING
This article is being re-written right now. Nothing you can see here is final and may have a lot of wrong statements.
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Knalgan units

Dwarvish Thunderer is important unit for rebels with powerful ranged attack.

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  • maximum defense and speed in forest (70%), but low hitpoints
  • neutral, can be upgraded into 2 useful units (stealthy ranger or very offensive marksman)
  • strong vs drakes and anyone with no or limited ranged attack; weak vs ulfserkers, skeletons, mages...
  • weak melee attack (blade), strong ranged attack (pierce)

Dwarvish Fighter is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat.

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  • 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)

Dwarvish Ulfserker is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat.

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  • 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)

Dwarvish Guardsman is very fast, moving quickly even in forests. Good for capturing villages and as a support fighter.

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  • 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)

Gryphon Rider is very fast, moving quickly even in forests. Good for capturing villages and as a support fighter.

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  • 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)

Footpad is a great support unit, that can heal, slow down enemies and block others in forest hexes.

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  • 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)

Poacher is a great support unit, that can heal, slow down enemies and block others in forest hexes.

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  • 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)

Thief is a great support unit, that can heal, slow down enemies and block others in forest hexes.

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  • 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)

Starting troops - random opponent

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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

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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.


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