Difference between revisions of "How to play Knalgans2"

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#REDIRECT [[How to play Knalgans]]
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! WARNING
 
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| 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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<div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24dwarves%24fighter.png</div>
 
 
 
==Knalgan units==
 
<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>
 
 
 
* <b>maximum defense and speed in mountains(70%)</b>
 
* neutral
 
* <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 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>
 
* <b>maximum defense and speed in mountains(70%)</b>
 
* neutral
 
* <b>strong</b> vs mages, woses, outlaws, ulfserkers; <b>weak</b> vs nobody, usable in any match
 
* strong melee attack (blade and impact)
 
 
 
<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>
 
* <b>average defenses everywhere</b>, but moves fast in complicated terrain.
 
* neutral
 
* <b>strong</b> vs mages, saurians, archers and enemy leaders; <b>weak</b> vs grunts, ghosts, drake clashers
 
* strong melee attack with '''berserk''' (blade)
 
 
 
<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>
 
* <b>average defenses everywhere</b>
 
* neutral
 
* <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 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>
 
* <b>good defense in mountains, average on every other terrain, what is awesome.</b>
 
* neutral
 
* <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 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>
 
* <b>maximum defenses (70%) in many terrains</b>, but vulnerable to pierce, blade and impact weapons
 
* chaotic
 
* <b>strong</b> as a blocking and fast moving unit; <b>weak</b> in fighting
 
* weak melee attack (impact), average ranged attack (impact)
 
 
 
<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>
 
* <b>good defenses in many terrains</b>
 
* chaotic
 
* <b>strong</b> against drakes and units with no ranged attack; <b>weak</b> in melee fighting
 
* weak melee attack (impact), strong ranged attack (pierce)
 
 
 
<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>
 
* <b>maximum defenses (70%) in many terrains</b>, low hitpoints and vulnerable to pierce, blade and impact weapons
 
* chaotic
 
* <b>strong</b> when well placed at night; <b>weak</b> in fighting
 
* average melee attack with '''backstab''' (impact)
 
 
 
==Starting troops - random opponent==
 
 
 
https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24scout%24scout.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png
 
https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24fighter.png
 
https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24fighter.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24shaman.png https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-magi%24mage.png
 
(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 [[Glossary|ZOC]]ing 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==
 
<div class="thumb tleft">https://raw.github.com/wesnoth/wesnoth/master/data/core/images/terrain/village/human3.png</div>
 
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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Latest revision as of 09:45, 29 March 2021

This page was last edited on 29 March 2021, at 09:45.