How to play Southern Nations
From The Battle for Wesnoth Wiki
South. Nation |
+ Advantages + |
- Disadvantages -
|
Death_Knights |
- Low cost and low unkeep
- Very useful leaders
- Quick killing with undead cavalry
|
- Units are very weak when damaged
- Bad in defensive
- With limited ZoC, bad in map control
|
South. Drakes |
- Great mobility
- Powerful units, also very good units against skeletons and other non-standard units.
- Quick killing with slamming drakes
|
- Expensive units, every unit is weak to something
- No healing, drakes have to pull back from the front lines to heal or cure from poison
- Weak during the night, can be overrun by more units easily
|
South. Dwarves |
- Very strong during the night, fast in hills and caves
- Powerful melee specialist
- Main and additional healer
|
- Often slow on grass
- Sages are too slow
- Not a good faction for beginners
|
South. Elves |
- Versatile, for every situation. Useful supporting units.
- Healing, leadership, berserk, skirmisher, slowing...
- Great in ranged combat
|
- Fragile outside the forests
- Many units are balanced, not good for fast killing
- Losing important unit is a big problem for entire army
|
South. Mages |
- Ranged damage output is very high
- Fire, cold, arcane damage for ranged mages, melee battle mages are fun to play and improving rapidly
- Mages can change to other mage when upgrading
|
- Weak units in melee combat
- Mages are very expensive, not good for every situation
- Not a good faction for beginners
|
South. Merce naries |
- Some units are extremely cheap, good for swarming
- Very powerful mercenary troops: lancer, saberman and leader. Leadership is very effective.
- Interesting faction to play, with focus on economy
|
- Level 0 units have no Zone of Control, making them terrible in defending
- Mercenary units are expensive and have high upkeep
- No healing, not good against very specific enemies, can lose many units in single turn.
|
South. Orcs |
- Overall good units, orcish patriarchs can improve them even more
- Solid infantry for many situations
- Easy access to poison
|
- Being neutral, they are not the best during the day or night
- Only simple healing
- Units are more costly than classic northerners units
|
South. Swamp lords |
- Interesting dynamics between beasts, trolls and saurians
- Regenerating trolls are a good pair with saurian dark mages and poison from scorpions
- Extremely dangerous during night
|
- No blade attacks and no unit that is very good on grass
- Weak during the day
- Some of your units are good in offense, but extremely fragile in defense.
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This page was last edited on 7 November 2023, at 16:17.