Difference between revisions of "How to play Southern Nations"

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{| class="wikitable sortable"
 
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! Southern Nation !! + Advantages + !! - Disadvantages -
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! South. Nation !! + Advantages + !! - Disadvantages -
 
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| [[How_to_play_Southern_Drakes|Southern Drakes]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24drakes%24burner.png</div> || <ul><li>Great mobility</li><li>Powerful units, also very good units against skeletons and other non-standard units.</li><li>Quick killing with slamming drakes</li></ul> || <ul><li>Expensive units</li><li>No healing</li><li>Weak during the night</li></ul>
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| [[How_to_play_Death_Knights|Death_Knights]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24undead-skeletal%24deathknight.png</div> || <ul><li>Low cost and low unkeep</li><li>Very useful leaders</li><li>Quick killing with undead cavalry</li></ul> || <ul><li>Units are very weak when damaged</li><li>Bad in defensive</li><li>With limited ZoC, bad in map control</li></ul>
 
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| [[How_to_play_Southern_Dwarves|Southern Dwarves]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24dwarves%24arcanister.png</div>|| <ul><li>Very strong during the night, fast in hills and caves</li><li>Powerful melee specialist</li><li>Main and additional healer</li></ul> || <ul><li>Often slow on grass</li><li>Sages are too slow</li><li>Not a good faction for beginners</li></ul>
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| [[How_to_play_Southern_Drakes|South. Drakes]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24drakes%24burner.png</div> || <ul><li>Great mobility</li><li>Powerful units, also very good units against skeletons and other non-standard units.</li><li>Quick killing with slamming drakes</li></ul> || <ul><li>Expensive units, every unit is weak to something</li><li>No healing, drakes have to pull back from the front lines to heal or cure from poison</li><li>Weak during the night, can be overrun by more units easily</li></ul>
 
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| [[How_to_play_Southern_Elves|Southern Elves]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24elves-wood%24fighter.png</div>|| <ul><li>Versatile, for every situation. Useful supporting units.</li><li>Healing, leadership, berserk, skirmisher, slowing...</li><li>Great in ranged combat</li></ul> || <ul><li>Fragile outside the forests</li><li>Many units are balanced, not good for fast killing</li><li>Losing important unit is a big problem for entire army</li></ul>
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| [[How_to_play_Southern_Dwarves|South. Dwarves]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24dwarves%24arcanister.png</div>|| <ul><li>Very strong during the night, fast in hills and caves</li><li>Powerful melee specialist</li><li>Main and additional healer</li></ul> || <ul><li>Often slow on grass</li><li>Sages are too slow</li><li>Not a good faction for beginners</li></ul>
 
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| [[How_to_play_Southern_Mages|Southern Mages]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24human-magi%24red-mage%2Bfemale.png</div>|| <ul><li>Ranged damage output is very high</li><li>Fire, cold, arcane damage for ranged mages, melee battle mages are fun to play and improving rapidly</li><li>Mages can change to other mage when upgrading</li></ul> || <ul><li>Weak units in melee combat</li><li>Mages are very expensive, not good for every situation</li><li>Not a good faction for beginners</li></ul>
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| [[How_to_play_Southern_Elves|South. Elves]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24elves-wood%24archer.png</div>|| <ul><li>Versatile, for every situation. Useful supporting units.</li><li>Healing, leadership, berserk, skirmisher, slowing...</li><li>Great in ranged combat</li></ul> || <ul><li>Fragile outside the forests</li><li>Many units are balanced, not good for fast killing</li><li>Losing important unit is a big problem for entire army</li></ul>
 
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| [[How_to_play_Southern_Mercenaries|Southern Mercenaries]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24human-peasants%24ruffian.png</div>|| <ul><li>Some units are extremely cheap, good for swarming</li><li>Very powerful mercenary troops: lancer, saberman and leader. Leadership is very effective.</li><li>Interesting faction to play, with focus on economy</li></ul> || <ul><li>Level 0 units have no Zone of Control, making them terrible in defending</li><li>Mercenary units are expensive and have high upkeep</li><li>No healing, not good against very specific enemies, can lose many units in single turn.</li></ul>
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| [[How_to_play_Southern_Mages|South. Mages]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24human-magi%24red-mage%2Bfemale.png</div>|| <ul><li>Ranged damage output is very high</li><li>Fire, cold, arcane damage for ranged mages, melee battle mages are fun to play and improving rapidly</li><li>Mages can change to other mage when upgrading</li></ul> || <ul><li>Weak units in melee combat</li><li>Mages are very expensive, not good for every situation</li><li>Not a good faction for beginners</li></ul>
 
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| [[How_to_play_Southern_Orcs|Southern Orcs]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24orcs%24assassin.png</div>|| <ul><li>Overall good units, orcish patriarchs can improve them even more</li><li>Solid infantry for many situations</li><li>Easy access to poison</li></ul> || <ul><li>Being neutral, they are not the best during the day or night</li><li>Only simple healing</li><li>Units are more costly than classic northerners units</li></ul>
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| [[How_to_play_Southern_Mercenaries|South. Merce naries]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24human-peasants%24ruffian.png</div>|| <ul><li>Some units are extremely cheap, good for swarming</li><li>Very powerful mercenary troops: lancer, saberman and leader. Leadership is very effective.</li><li>Interesting faction to play, with focus on economy</li></ul> || <ul><li>Level 0 units have no Zone of Control, making them terrible in defending</li><li>Mercenary units are expensive and have high upkeep</li><li>No healing, not good against very specific enemies, can lose many units in single turn.</li></ul>
 
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| [[How_to_play_Southern_Swamplords|Southern Swamplords]]<div class="thumb">https://units.wesnoth.org/1.16/pics/core%24images%24units%24saurians%24oracle%24oracle.png</div>|| <ul><li>Interesting dynamics between beasts, trolls and saurians</li><li>Regenerating trolls are a good pair with saurian dark mages and poison from scorpions</li><li>Extremely dangerous during night</li></ul> || <ul><li>No blade attacks and no unit that is very good on grass</li><li>Weak during the day</li><li>Some of your units are good in offense, bet extremely fragile in defense.</li></ul>
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| [[How_to_play_Southern_Orcs|South. Orcs]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24orcs%24assassin.png</div>|| <ul><li>Overall good units, orcish patriarchs can improve them even more</li><li>Solid infantry for many situations</li><li>Easy access to poison</li></ul> || <ul><li>Being neutral, they are not the best during the day or night</li><li>Only simple healing</li><li>Units are more costly than classic northerners units</li></ul>
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| [[How_to_play_Southern_Swamplords|South. Swamp lords]]<div class="thumb">https://units.wesnoth.org/1.17/pics/core%24images%24units%24saurians%24oracle%24oracle.png</div>|| <ul><li>Interesting dynamics between beasts, trolls and saurians</li><li>Regenerating trolls are a good pair with saurian dark mages and poison from scorpions</li><li>Extremely dangerous during night</li></ul> || <ul><li>No blade attacks and no unit that is very good on grass</li><li>Weak during the day</li><li>Some of your units are good in offense, but extremely fragile in defense.</li></ul>
 
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Latest revision as of 16:17, 7 November 2023

South. Nation + Advantages + - Disadvantages -
Death_Knights
core%24images%24units%24undead-skeletal%24deathknight.png
  • 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
core%24images%24units%24drakes%24burner.png
  • 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
core%24images%24units%24dwarves%24arcanister.png
  • 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
core%24images%24units%24elves-wood%24archer.png
  • 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
core%24images%24units%24human-magi%24red-mage%2Bfemale.png
  • 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
core%24images%24units%24human-peasants%24ruffian.png
  • 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
core%24images%24units%24orcs%24assassin.png
  • 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
core%24images%24units%24saurians%24oracle%24oracle.png
  • 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.
This page was last edited on 7 November 2023, at 16:17.