Difference between revisions of "How to play Knalgans2"

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(Knalgans vs Undead)
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If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker. He will automatically kill any Dark Adept that he attacks. He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms can kill your ulf, although at day your ulf will come out victorious. Here are the units you will want to recruit to counter Undead units:
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'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime. Don't recruit many unless the opponent has no Skeletons. Skeletons can kill an Ulfserker even in day. Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost. Be mindful of what can counterattack them on your opponent's next turn.<br>
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''Rating: A''
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'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line. (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.<br>
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''Rating: A+''
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'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead. His Pierce damage is less useful than even Blade against Undead. His low damage also makes him a bad unit to counter-attack with.<br>
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''Rating: D''
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'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains. His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you. Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.<br>
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''Rating: B+''
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'''Thief:''' Do not recruit this unit when fighting against Undead.<br>
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''Rating: F'' <br>
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''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves’ high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.
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'''Poacher:''' A utility unit versus Undead. It's good for finishing Ghosts and killing Walking Corpses. It can also be used to pick at Skeletons and Ghouls. Money is spent better on other units, but don't forget that ''he may be useful.''<br>
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''Rating: C''
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'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout. His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit. His best feature is his ranged attack versus Skeletons at night, and that's only 6-2. Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).<br>
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''Rating: B'' <br>
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''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.
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'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.<br>
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''Rating: B''
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Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad. Dwarves are really what you want to use, for their high HP and decent resists. This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime. Don't be afraid to send an Ulfserker at a ghost in daytime - make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.
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Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them. Be especially mindful of where her dark adepts will most likely attack next turn.
  
 
==Knalgans vs Rebels==
 
==Knalgans vs Rebels==

Revision as of 12:29, 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.
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Dwarvish units

Dwarvish Fighter is important unit with two melee attacks, so he can choose which one is better. Also, strong front-line unit.

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  • 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.

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  • 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 Thunderer is a strange unit with powerful, but only one ranged attack.

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  • 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 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.

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  • 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.

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  • 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)

Outlaw units

Footpad is fast. That is his main strengh. Better in scouting than in fighting.

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  • 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.

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  • 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.

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  • 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

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(100 gold)

Main thing to condider is the price of Gryphons. If you need more of them, than you will have less units in total. With less or no gryphons, you can recruit more powerful dwarves. You can also switch gryphon for ulfserker and thief for a poacher. This combination cost 96 gold.

Rogue is probably the best leader for the Knalgans. These men and women are very agile, so they can move fast and also run from danger. They can also work wonders with their backstab and skirmisher abilities.

General Knalgan strategies

The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.

  • Dwarvish Fighter: It can take more hits than most units, making it a great defender. It also has two damage types, making it offensively versatile. It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.
  • Dwarvish Thunderer: Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use. Fortunately, it is almost as durable as the fighter.
  • Dwarvish Ulfserker: This utility unit has value in many match-ups. It will ensure that either its opponent or it dies. Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others. The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above. Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you. When using Ulfs, plan how you want them to kill and how you want them to die.
  • Footpad: Opinions on the footpad vary widely. In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans. Regardless, this is not a unit you should overrecruit or your offensive power will be very low. It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders. Use it for it's great ZoC abilities even if its offense isn't high-powered.
  • Poacher: Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.
  • Thief: This unit is possibly the highest damage-dealing unit in your arsenal when used correctly. A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output. However, they have very few hitpoints and their low resists compound this problem. High defense and low cost offset these disadvantages. Remember to backstab with it whenever possible.
  • Gryphon Rider: Possibly the best scout in the game in terms of combat, this is tempered by its high cost. Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.

Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible. Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.

Villages

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Outlaws have 70% defense in villages, so they will get little hits. If hitted, they can heal rapidly. Another good unit for holding villages are guardsmen, but only against melee enemies. Use your fastest unit, gryphon rider, to quickly collect villages. If you need gold, you can also recruit a footpad for this job.

Knalgans vs Undead

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If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker. He will automatically kill any Dark Adept that he attacks. He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms can kill your ulf, although at day your ulf will come out victorious. Here are the units you will want to recruit to counter Undead units:

Dwarvish Ulfserker: counters Dark Adepts, and most other undead units in daytime. Don't recruit many unless the opponent has no Skeletons. Skeletons can kill an Ulfserker even in day. Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost. Be mindful of what can counterattack them on your opponent's next turn.
Rating: A

Dwarvish Fighter: counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line. (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.
Rating: A+

Dwarvish Guardsman: Do not recruit this unit if you are fighting Undead. His Pierce damage is less useful than even Blade against Undead. His low damage also makes him a bad unit to counter-attack with.
Rating: D

Dwarvish Thunderer: This is a good unit to have in your front line in mountains. His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you. Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.
Rating: B+

Thief: Do not recruit this unit when fighting against Undead.
Rating: F
Alternative rating: B The thief can be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves’ high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does not fill is killing skeletons, for which you are much better off with fighters.

Poacher: A utility unit versus Undead. It's good for finishing Ghosts and killing Walking Corpses. It can also be used to pick at Skeletons and Ghouls. Money is spent better on other units, but don't forget that he may be useful.
Rating: C

Footpad: This weak character is really only useful versus Undead as a cheap scout. His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit. His best feature is his ranged attack versus Skeletons at night, and that's only 6-2. Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).
Rating: B
Alternative rating: B+ All of the above is true, but many players still find this unit remarkably useful.

Gryphon: Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.
Rating: B

Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad. Dwarves are really what you want to use, for their high HP and decent resists. This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime. Don't be afraid to send an Ulfserker at a ghost in daytime - make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.

Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them. Be especially mindful of where her dark adepts will most likely attack next turn.

Knalgans vs Rebels

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Knalgans vs Northerners

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Knalgans vs Drakes

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Knalgans vs Loyalists

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Knalgans vs Knalgans

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Knalgans vs Dunefolk

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See also

Factions of the Default Era

Description: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk
How to Play: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk