Difference between revisions of "How to play Skirmishers"

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==Introduction==
 
==Introduction==
This guide covers the use of skirmishers. Skirmishers are fighters, that are good in some situations, but they are not the frontline unita. Skirmishers are fast, can ignore Zone of Control (ZOC) and they are requied for specific tasks. Only a few of them are alive at the end of the scenario, mostly for their low health.
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This guide covers the use of skirmishers. Skirmishers are fighters, that are good in some situations, but they are not the frontline units. Skirmishers are fast, can ignore Zone of Control (ZOC), and are required for specific tasks. Usually, only a few of them will be alive at the end of a scenario, mostly because of their low health.
  
Typical skirmishers are Fencers, Saurian Skirmishers, Dune Skirmishers and experienced thieves from the Knalgan Alliance.
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Typical skirmishers are Fencers, Saurian Skirmishers, Dune Skirmishers, and experienced thieves from the Knalgan Alliance.
  
Skirmishers have good defenses. They are simply good on flat lands, swamps, mountains etc, because they are very agile and can dodge a lot of attacks. Enemy fighters knows that and can use marksman and magic attacks against them.
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Skirmishers have good defenses. They are simply good on flat lands, swamps, mountains etc, because they are very agile and can dodge a lot of attacks. Enemy fighters know that and can use marksman and magic attacks against them.
  
===Mages as attrition warriors===
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===Skirmisher in attack===
In addition to being magical, your mage can usually do more actual damage than any other unit in your army. Thus, if you run into a situation - for example, a tight passage - in which the available hexes, rather than the available units, are the obstacle to progress, then it's obviously useful to bring out your greatest damage-per-hex-occupied unit. The important thing in this situation is to never let the mage be attacked from more than two positions, and preferably not more than one. If the mage actually dies in the battle, all its value is wasted.
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There are two main ways how to use skirmishers. We can call them attacker and defender. In reality, it is most of the time somewhere between these two extremes.
  
===Specific weaknesses / usage in Default===
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We can start with the aggresive use. Let's say that enemy is playing rebels and you are playing with the loyalists. What can you do? One of the smart decisions is to scout, find out what exactly is your enemy doing and what is the best target for your units. Use cavalry, infantry, bowmen... And you can also use Fencer, your skirmisher.
The Undead are all weak to Fire. It's almost always a good idea to use a Mage on them; they're effective against Skeletons, Ghouls, Walking Corpses, and of course, Ghosts. If you see a ghost, you need a Mage to deal with it. (Exception: If the enemy gets lots of Dark Adepts and/or Skeleton Archers, don't. Mages are weak to those units; get Cavalrymen or fighters if Dark Adepts are a problem.)
 
  
The Drakes are all weak to Cold. The Saurians aren't so weak, but they have such low HP that Dark Adepts can kill them anyway. Don't get greedy and go for all Dark Adepts though, because enemy Burners and/or Skirmishers will cream you. You need something else to deal with them, like Skeleton Archers (cheaper, more HP, resist Skirmishers a lot, and Drakes are weak to pierce anyway.)
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His best use is to target important specialists. Do not attack. Elvish archers or woses on full health, but focus on:
  
If a Rebel player uses Woses, you may be able to dispose of them with a Mage. If a Loyalist gets Heavy Infantry and Mages to face undead, massed Dark Adepts can massacre them. On the other hand, if your opponent has Horsemen or Ulfserkers, be very wary of using mages yourself.
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* Support units, like shamans and mages
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* Wounded units, like elvish archers with 4hp remaining
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* Retreating units on their way to the villages
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* Units with limited or no melee damage
  
==How to use Mages==
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Skirmishers are agile and fast and they can be the sixth attacker for high priority targets.
Unlike many units, Mages have noticably different usage in campaigns as opposed to multiplayer. In campaigns, because of their high experience requirement and low HP, it's important to keep them safe and feed them lots of XP. In multiplayer, because of their high experience requirement and low HP, it's important to keep them safe and to not waste XP on them. (well, actually it isn't that important, because you're not that likely to level up your other units anyway.)
 
  
===General campaign usage===
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Use them last. Everyone is on high health? Send mages first, fighters after them, and fill gaps with skirmishers. Attack retreating units or steal villages close to enemy wounded and/or poisoned units. Good skirmisher on good terrains can take village after village and because they have low health and high defense, they can many times fully heal in a single turn on a village.
The mage is not your cannon fodder. It also is not your damage-dealing grunt. The mage is your spoiled little brat who gets all the experience that he didn't work for. He's the upper-class combatant who looks down his nose at the common grunt as he steals its kill for the common good.
 
  
Soften the target with a grunt, kill it with a mage, and fill in with grunts so the mage doesn't die before the next turn. Ignore the mage's ability because its only role is to kill wounded units, and you often don't have a lot of choice which units are open for killing.
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Sometimes it is good to sacrifice a skirmisher when you really need to kill an important mage, who is killing your units.
  
Of course, you can't do this if you're low on units. If you're low on units, you probably shouldn't have used the mage in the first place. Even high-level mages have no business trying to fight the main battle without a substantial escort.
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Best use: kill enemy healers, when there is a lot of poisoned and low health units. Healers are often well surrounded, so there is only one way that can find the gap and execute them - a skirmisher.
  
(Exception: If you're fighting Undead, or you have a lot of gold, you can summon hordes of mages and use them as grunts. Even if you do this, you should feed kills to and protect any mages that start getting XP.)
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===Skirmisher in defense===
  
===Advanced mages in campaigns===
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How to use skirmishers in defense? Easy. You need only to understand and use the Zone of Control (ZOC). Skirmisher ignore enemy ZOC, but can use their ZOC to block enemies from reaching your villages, wounded units, or to protect units like mages in a fight. Use terrain with high defense if possible. Important thing is, that losing a skirmisher is much better than losing a level 2 mage.
The Mage reaches true usefulness at level 2, when you get the choice between White Mage and Red Mage. The White Mage is a fine choice, but I won't go into detail, because this guide is not about healers. (Summary: You want somewhere between 3 and 8 advanced healers by the end of the campaign. Choose White Mages if you are behind on healers.)
 
  
The Red Mage is a general purpose unit. Use it to deal out 8-4 damage to any and all enemies. Use it to soften up high-defense targets, and give it kills occasionally when it's easy; even if you don't pamper it, you'll be amazed at how quickly your Red Mage will level up. Then, you'll be faced with another choice: Arch Mage or Silver Mage.
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How to stop enemies? Use the "show best moves from the enemy" feature. Also, you can make sure, that your skirmisher will block the terrain, where your enemy moves fastest, like block flat lands near enemy cavalry.
  
The Silver Mage is the specialty unit. Get it only if you're going for a teleporting assassin squad or if you care more about softening up the enemy than killing him. (The Silver Mage is also faster and resists fire and cold; there are some uses.)
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Sometimes, the best defense is offense. Skirmishers cannot fight against multiple enemies, so you can get behind them and get as many villages as possible. The enemy might use forces to stop them, so his main attack force will be weaker (diversion) - or can ignore your skirmisher (or fast cavalry, bat, drake glider...) and attack. With a bit of luck, you can improve your gold reserves, while the income of your enemy can drop to the point, where he will be not able to recruit new units.
  
The Arch Mage, you shoudn't even try to give kills to, ever. In the course of raining down awesome fireballs on the enemies, he's bound to pick up experience plenty fast; you can't keep him from killing if you want to! Eventually, almost no matter what, he will become a Great Mage, with a 16-4 attack and (relatively) tons of HP.
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Skirmisher trap: attack a powerful enemy unit with your strong unit - and send a skirmisher to the opposite side of the enemy unit. Fast enemies, like Gryphon Riders, cannot flee. You can use for example drake burners to do the main damage to the gryphon rider - and saurian skirmisher to do another ranged damage with his weak ranged attack. The enemy might try to kill your skirmisher to get out. If the skirmisher survives and you kill gryphon rider next turn, you have an advantage of 24 gold. In the opposite scenario, you have the advantage of 24-15=9 gold.
  
Once he becomes a Great Mage, don't recall him unless you really have to. Great Magi cost tons of upkeep and waste kill XP all the time. Pull him out in very hard scenarios, when you need his firepower, and in the final scenario, when it's time to pwn things.
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===Skirmisher in campaigns===
  
The Dark Adept, unlike the Mage, doesn't reach a truly powerful state until level 3. At level 2, he gains enough HP to be left in the open sometimes, and enough attack that he's better than a level 1 unit for killing units, but he isn't really a power on the battlefield. Keep feeding him XP.
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Generally, level 1 skirmishers are weak in campaigns and do not have much use in most scenarios. Level 2 units can kill them easily. However, when you get a level 2 or even 3 skirmisher, you can use them a lot, because such units can survive a few hits and can do much more damage. They can be really good in caves, but some of them are lawful, which is not exactly what you want in a cave.
 
 
Then, you get a choice. It's not very significant. Both options are still dedicated mages with no poweful new abilities. The only real difference is that the Lich has a powerful new weakness. Get the Necromancer if your campaign likes to throw fire and holy units at you; otherwise, get the Lich. It drains and resists several damage types, making it potentially hold up to more damage, and has a slightly stronger ranged attack.
 
 
 
Oddly enough, what the Dark Adept eventually becomes is good at holding the line and softening up the enemy, rather than dealing heavy damage. It doesn't even do twice as much damage as the original Adept.
 
 
 
Use it for this. The Necromancer is the only Undead option for holding the line against fire and holy units, and it's not half bad against other units either.
 
 
 
===Multiplayer===
 
Defend your mage. Don't let it die. If your mage dies, not only have you lost 16 or more gold worth of units, but also, you're screwed.
 
 
 
You can resupply your army with other units. Other units are just everyday units; you can interchange them. You can't resupply your army with mages, because the mage dies in one turn, and if your army spends even one turn without a mage, it could spell its demise.
 
 
 
It's not actually that earth-shattering, but defending the mage is a priority. The easiest way to screw yourself, with a mage, is to put it where the enemies can chop it up.
 
 
 
To wit: NEVER send a mage out by itself. By itself, it's no better than any other unit, so what did you spend that 4 extra gold for?
 
 
 
In a battle, though, it is of utmost importance. The mage is what lets you attack the one enemy unit on a mountain, rather than working around it. The mage is what lets you have reasonable surety at finishing off that 4-HP unit on the village. The mage is what lets you massacre that Drake Clasher when Night comes around (or that Skeleton when Day comes around.)
 
 
 
The two keys to using mages are to find a weakness, like high defense without the hitpoints or ZoC to hold it up, and to find a place where you can exploit that weakness while still being safe next turn.
 
 
 
Weakness... safety.
 
 
 
Decide where your Mage is going to attack from, and re-form your whole army as a protection for it. Put the Mage where it can be defended while attacking, and put its guards where they can defend it while attacking.
 
 
 
===Mage-gangs in multiplayer===
 
It's impractical to defend three or more mages at once. No matter what you do, the enemy can use his whole army to break through somewhere and kill a mage.
 
 
 
The important thing is that a solid wall is not the only defense. The important thing is to make sure that if the enemy does this, he has to at the same time lay his whole army open to the attacks of your remaining units. There may be a route in, but let there be no such route that does not leave the enemy in poor defensive terrain and formation.
 
 
 
Being unable to kill a mage without losing the game is just as effective as being unable to kill it at all.
 
  
 
==See also==
 
==See also==

Latest revision as of 22:22, 8 March 2022

Introduction

This guide covers the use of skirmishers. Skirmishers are fighters, that are good in some situations, but they are not the frontline units. Skirmishers are fast, can ignore Zone of Control (ZOC), and are required for specific tasks. Usually, only a few of them will be alive at the end of a scenario, mostly because of their low health.

Typical skirmishers are Fencers, Saurian Skirmishers, Dune Skirmishers, and experienced thieves from the Knalgan Alliance.

Skirmishers have good defenses. They are simply good on flat lands, swamps, mountains etc, because they are very agile and can dodge a lot of attacks. Enemy fighters know that and can use marksman and magic attacks against them.

Skirmisher in attack

There are two main ways how to use skirmishers. We can call them attacker and defender. In reality, it is most of the time somewhere between these two extremes.

We can start with the aggresive use. Let's say that enemy is playing rebels and you are playing with the loyalists. What can you do? One of the smart decisions is to scout, find out what exactly is your enemy doing and what is the best target for your units. Use cavalry, infantry, bowmen... And you can also use Fencer, your skirmisher.

His best use is to target important specialists. Do not attack. Elvish archers or woses on full health, but focus on:

  • Support units, like shamans and mages
  • Wounded units, like elvish archers with 4hp remaining
  • Retreating units on their way to the villages
  • Units with limited or no melee damage

Skirmishers are agile and fast and they can be the sixth attacker for high priority targets.

Use them last. Everyone is on high health? Send mages first, fighters after them, and fill gaps with skirmishers. Attack retreating units or steal villages close to enemy wounded and/or poisoned units. Good skirmisher on good terrains can take village after village and because they have low health and high defense, they can many times fully heal in a single turn on a village.

Sometimes it is good to sacrifice a skirmisher when you really need to kill an important mage, who is killing your units.

Best use: kill enemy healers, when there is a lot of poisoned and low health units. Healers are often well surrounded, so there is only one way that can find the gap and execute them - a skirmisher.

Skirmisher in defense

How to use skirmishers in defense? Easy. You need only to understand and use the Zone of Control (ZOC). Skirmisher ignore enemy ZOC, but can use their ZOC to block enemies from reaching your villages, wounded units, or to protect units like mages in a fight. Use terrain with high defense if possible. Important thing is, that losing a skirmisher is much better than losing a level 2 mage.

How to stop enemies? Use the "show best moves from the enemy" feature. Also, you can make sure, that your skirmisher will block the terrain, where your enemy moves fastest, like block flat lands near enemy cavalry.

Sometimes, the best defense is offense. Skirmishers cannot fight against multiple enemies, so you can get behind them and get as many villages as possible. The enemy might use forces to stop them, so his main attack force will be weaker (diversion) - or can ignore your skirmisher (or fast cavalry, bat, drake glider...) and attack. With a bit of luck, you can improve your gold reserves, while the income of your enemy can drop to the point, where he will be not able to recruit new units.

Skirmisher trap: attack a powerful enemy unit with your strong unit - and send a skirmisher to the opposite side of the enemy unit. Fast enemies, like Gryphon Riders, cannot flee. You can use for example drake burners to do the main damage to the gryphon rider - and saurian skirmisher to do another ranged damage with his weak ranged attack. The enemy might try to kill your skirmisher to get out. If the skirmisher survives and you kill gryphon rider next turn, you have an advantage of 24 gold. In the opposite scenario, you have the advantage of 24-15=9 gold.

Skirmisher in campaigns

Generally, level 1 skirmishers are weak in campaigns and do not have much use in most scenarios. Level 2 units can kill them easily. However, when you get a level 2 or even 3 skirmisher, you can use them a lot, because such units can survive a few hits and can do much more damage. They can be really good in caves, but some of them are lawful, which is not exactly what you want in a cave.

See also

How to play Loyalists article

How to play... series

This page was last edited on 8 March 2022, at 22:22.