Difference between revisions of "User:Stern"

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(Replaced content with ''''10 Principles to Playing Wesnoth Well''' 1. Grab your towns. Get all of your towns by turn 3. 2. Economy Battle Lines and the ability to put pressure on the opponent.…')
 
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'''10 Principles to Playing Wesnoth Well'''
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==10 Principles to Playing Wesnoth Well==
  
 
1. Grab your towns. Get all of your towns by turn 3.
 
1. Grab your towns. Get all of your towns by turn 3.
  
2.  
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2. Keep the guys who have xp.
  
Economy
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3. Move guys in back first.
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4. Make sure front line has healthy grunts.
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5. Attack at your time of day.
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6. Don't retreat unless pushed.
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7. Don't give up units.
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8. Pile on the pressure.
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9. Units that can't move die.
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10. Use your king.
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==Economy==
  
 
Battle Lines and the ability to put pressure on the opponent.
 
Battle Lines and the ability to put pressure on the opponent.
  
Unit Composition
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==Unit Composition==
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Lots of Beefy guys in front, big guns in back.
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==Structure== - (Like Pawn Structure)
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Examples of Good and Bad - Battle Formation vs Harriers
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==Opposition==
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Examples of Good and Bad and Even
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==Advancing and Retreating==
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All about push and pull. In preparation of Break Through.
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 +
==Time of Day==
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Need cool cyclical graph -_/\_-\/-
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==Opening==
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Choosing Recruits
  
Structure - (Like Pawn Structure)
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Placement inside of Castle
  
Opposition
 
  
Advancing and Retreating
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==Mid Game==
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Damage them so they can't form a line.
  
Time of Day
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==End Game==

Latest revision as of 18:32, 20 January 2011

10 Principles to Playing Wesnoth Well

1. Grab your towns. Get all of your towns by turn 3.

2. Keep the guys who have xp.

3. Move guys in back first.

4. Make sure front line has healthy grunts.

5. Attack at your time of day.

6. Don't retreat unless pushed.

7. Don't give up units.

8. Pile on the pressure.

9. Units that can't move die.

10. Use your king.

Economy

Battle Lines and the ability to put pressure on the opponent.

Unit Composition

Lots of Beefy guys in front, big guns in back.

==Structure== - (Like Pawn Structure)

Examples of Good and Bad - Battle Formation vs Harriers

Opposition

Examples of Good and Bad and Even

Advancing and Retreating

All about push and pull. In preparation of Break Through.

Time of Day

Need cool cyclical graph -_/\_-\/-

Opening

Choosing Recruits

Placement inside of Castle


Mid Game

Damage them so they can't form a line.

End Game

This page was last edited on 20 January 2011, at 18:32.