Difference between revisions of "How to play Undead2"

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(Villages)
(General Undead Strategies)
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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.
 
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 Undead Strategies==
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==General Undead Strategies:==
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Dark Adepts are your must-have units in most situations. The most dreadful attacker of the Undead is also the most pitiful defender, being the only unit in Default to have no melee weapon. Because of this you'll need a good mix of Skeletons, Adepts, and support units. Undead have access to every type of attack except fire.
  
[[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.
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A safe first turn recruit against Random would have 1 skeleton, 1 Adept, 1 Ghost, 1 ghoul and a couple more units. When you see what your opponent has, go to the appropriate section below.
  
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.
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The biggest aspect of Undead that you'll have to become comfortable with is almost overextending yourself at night. Your damage is so high that even Northerners can't keep up except with having more units. You'll make your first attacks with Adepts usually so that you can protect them with your advancing forces that take the place of the units they defeat. Skeletons do this best, usually, as they are your heaviest melee hitter, and at night there isn't a single level 1 unit that can take them out in one attack.
  
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.
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In order to get the most for your money, you should attack as dusk breaks - especially if you're second player. You'll begin your attack and your opponent will have to counter at night. If your opponent is lawful, the right time to leave the attack can be tricky. Otherwise simply retreat as night is ending. Against lawful units you may want an extra turn to get space between the two of you.
  
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.
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Since Undead have major resistance strengths and weaknesses every opponent will have a specific plan to counter you. This will consist of Fire and Impact units. It just so happens that Adepts are best at countering these units whether it be defensively against Fire units or offensively against Impact units. A good note is that Ghouls have 10% Fire resistance and no Impact vulnerability.
  
 
==Villages==
 
==Villages==
 
It may sounds funny, but (un)dead needs healing. Some of your units, like ghosts and dark adepts, can heal rapidly. You can take a lot of villages with very fast bats, who do not need any money from you each turn (level 0). However, they are not good at fighting. Use ghouls to fight in villages. They are resilient and can poison your enemies, so they will have to use s village. But the closest one is safely in your hands...
 
It may sounds funny, but (un)dead needs healing. Some of your units, like ghosts and dark adepts, can heal rapidly. You can take a lot of villages with very fast bats, who do not need any money from you each turn (level 0). However, they are not good at fighting. Use ghouls to fight in villages. They are resilient and can poison your enemies, so they will have to use s village. But the closest one is safely in your hands...

Revision as of 08:31, 8 March 2021

WORK IN PROGRESS

Undead units

Elvish Archer is important unit for rebels with powerful ranged attack.

core%24images%24units%24elves-wood%24archer.png
  • maximum defense and speed in forest (70%), but low hitpoints
  • neutral, can be upgraded into 2 useful units (stealthy ranger or very offensive marksman)
  • strong vs drakes and anyone with no or limited ranged attack; weak vs ulfserkers, skeletons, mages...
  • weak melee attack (blade), strong ranged attack (pierce)

Elvish Fighter is a cost efficent warrior of the rebels. Similar to Elvish Archers, but much better in melee combat.

core%24images%24units%24elves-wood%24fighter.png
  • good defense in forest, mountains etc
  • neutral, can be upgraded into 2 useful units (leader or very good fighter)
  • strong vs mages, woses, outlaws; weak vs nobody, usable in any match
  • strong melee attack (blade), weak ranged attack (pierce)

Elvish Scout is very fast, moving quickly even in forests. Good for capturing villages and as a support fighter.

core%24images%24units%24elves-wood%24scout%24scout.png
  • good defense in forest, mountains etc
  • neutral
  • strong vs retreating wounded units; weak vs spearman or anyone good in fighting cavalry
  • weak melee attack (blade), weak slowing ranged attack (pierce)

Elvish Shaman is a great support unit, that can heal, slow down enemies and block others in forest hexes.

core%24images%24units%24elves-wood%24shaman.png
  • maximum defense and speed in forest (70%), but low hitpoints
  • neutral, can be upgraded into 2 useful units (sorceress with strong ranged attack or to become better healer)
  • strong when well protected by other units; weak in 1vs1 fighting and on terrains with low defense
  • weak melee attack (impact), weak ranged attack (impact)

Wose is a tree-like creature with high HP, but poor defenses, that can heal itself.

core%24images%24units%24woses%24wose.png
  • low defenses everythere, but with a lot of hitpoints
  • lawful
  • strong against skeletons, spearmen, saurians; weak in fight against multiple units with fire or blade weapons
  • strong melee attack (impact)

Merman Hunter is a warrior and scout connected with water.

core%24images%24units%24merfolk%24hunter.png
  • good defense in water (50-70%)
  • lawful, can be upgraded into 2 useful units (slowing netcaster or spearman with better ranged attack)
  • strong on maps with lots of water and swamps; weak on maps with small amount of water
  • weak melee attack (pierce), strong ranged attack (pierce)

Mages are in both rebel and loyalist armies. They provide fire damage in their magical ranged attack.

core%24images%24units%24human-magi%24mage.png
  • good defense in mountains and villages, but low hitpoints
  • lawful, can be upgraded into 2 useful units (white mage is good healer, while red mage provides excellent damage)
  • strong against skeletons, saurians, ghosts; weak when not protected by other units
  • weak melee attack (impact), strong magical ranged attack (fire)

Starting troops - random opponent

core%24images%24units%24elves-wood%24scout%24scout.png core%24images%24units%24elves-wood%24archer.png core%24images%24units%24elves-wood%24fighter.png core%24images%24units%24elves-wood%24shaman.png core%24images%24units%24human-magi%24mage.png (84 gold)

core%24images%24units%24elves-wood%24fighter.png Add one more Fighter on normal maps

core%24images%24units%24merfolk%24hunter.png Add one Hunter for maps with lots of water

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 Undead Strategies:

Dark Adepts are your must-have units in most situations. The most dreadful attacker of the Undead is also the most pitiful defender, being the only unit in Default to have no melee weapon. Because of this you'll need a good mix of Skeletons, Adepts, and support units. Undead have access to every type of attack except fire.

A safe first turn recruit against Random would have 1 skeleton, 1 Adept, 1 Ghost, 1 ghoul and a couple more units. When you see what your opponent has, go to the appropriate section below.

The biggest aspect of Undead that you'll have to become comfortable with is almost overextending yourself at night. Your damage is so high that even Northerners can't keep up except with having more units. You'll make your first attacks with Adepts usually so that you can protect them with your advancing forces that take the place of the units they defeat. Skeletons do this best, usually, as they are your heaviest melee hitter, and at night there isn't a single level 1 unit that can take them out in one attack.

In order to get the most for your money, you should attack as dusk breaks - especially if you're second player. You'll begin your attack and your opponent will have to counter at night. If your opponent is lawful, the right time to leave the attack can be tricky. Otherwise simply retreat as night is ending. Against lawful units you may want an extra turn to get space between the two of you.

Since Undead have major resistance strengths and weaknesses every opponent will have a specific plan to counter you. This will consist of Fire and Impact units. It just so happens that Adepts are best at countering these units whether it be defensively against Fire units or offensively against Impact units. A good note is that Ghouls have 10% Fire resistance and no Impact vulnerability.

Villages

It may sounds funny, but (un)dead needs healing. Some of your units, like ghosts and dark adepts, can heal rapidly. You can take a lot of villages with very fast bats, who do not need any money from you each turn (level 0). However, they are not good at fighting. Use ghouls to fight in villages. They are resilient and can poison your enemies, so they will have to use s village. But the closest one is safely in your hands...