Another Faction description on how to beat and what to use!!

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darksteel
Posts: 243
Joined: August 14th, 2004, 11:38 pm
Location: Somewhere near a big dark eye made of steel

Another Faction description on how to beat and what to use!!

Post by darksteel »

Part 1-------what faction to use

PART 2 OF THIS WHOLE GUIDE IS MORE FOR EXPERIENCED PLAYERS

Here is a faction description of my own terms:

Knalgan alliance

One of knalgan alliance weakness is that all of the dwarven units is there terrain modifier for grassland and other terrain except mountains and hills. Try to stay on mountains and use guardsman to their fullest. Try to keep your ulfserker covered at all times.

I do have to give knalgan credit because the use of the outlaw units is quite good...many good strategies with them. Their resistances are without match,the dwavish guardsman with steadfast and that berserker ability makes them quite versatile. Theguardsamn is almost invincible on a village and you can use your ulfserker to kill off enemy archers.

Thunders and fighters are good and should probably make up the bulk of your team. To beat them make good use of their lack of movement and make sure that if they are on mountains...STAY AWAY. Unless you have a couple of good magical creatures.

Gryphons are probably knalgans best scouting unit. average attacks and a ok price. all you have to do is make sure you have a good impact attack or like most scouts ZoC it.

footpad is also a ok scout that can sieze villages and hold them to. Your best bet is to use a one hit kill attack or dwaw it off a village.

you can exploit those effects to make them bad for your opponent. Basically all units can be exploited by another unit but knalgan does provide a lot of different tactics.
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Rebels

Elves also have a lot of different tactics as well. But it takes effort and A LOT OF PATIENCE to use them. Elves use of the forest is top notch. But as long as you can drag them to grassland or most other terrain you will be fine. Magical, marksman, and maybe some berserkers and a lucky hit from a horseman can beat them.

Make good use out of their low hp Wose are also a problem if you don't have any fire, poison, or cold types in your arsenal. but a wose surrounded can work fine also. (If you have a good strong team that is)

Scout's can be ZoC'd if you have the right units.... but can be a real pain with their speed. Try to make the scouts speed be a disadvantage to it by surrounding it and make quick work out of its low strength ability

Fighters should make the bulk of your team and since they have good ranged capabittilys use them to.Try to lure them out of forest if you attack or use magical strikes.

Archers are good second line units and should only be out of forest if they can't be attacked by an enemy unit or can get a killing blow. To beat them try to use a ulf or a good 1 hit kil. DRAG THEM OUT OF FOREST.

Your biggest problem out of the rebels is that when they level prepare for a hard time :wink:
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Northaners

Northaners are probably the cheapest race around. Most units are 8 to 15 gold price ranges. They have a good regenerating troll that if you don't have at least 2 good units that can surround it or in good terrain can be a trouble to deal with.

Your best strategies against trolls are that they are slow. Out flank them and attack at day. With only 2 attacks, just get in a good defense position.

Grunts are a little stronger...but without regeneration it will fall fast. Just make sure you attack at day.(or night if you are undead.)

Wolf riders are a real nuisance if you have slow units. Also it is the only scout that has good defense on a village. 40%!!!!. Like the elvish scout try to ZoC it, make good use of the day and night cycle, and try to make good use out of its lack of ranged attacks.

Assassins could be your worst nightmare if you don't know how to deal with them. Try to have a good one hit kill and try to use cannon foder to weaken it. Its not good to have all your good units stuck on a village healing when the enemy is picking you appart. You can try to lure it onto grassland and surround it, use a regenerating unit, or use a scouts blade kill it. (assassin is extremly weak vs blade)

So as long as you attack at day and take for cover at night you'll be fine.... JUST MAKE SURE BY THE TIME YOU KNOW HOW TO BEAT YOUR ENEMY YOUR OPPONENT DOSN'T HAVE SWARMS OF UNITS COMING AT YOU. Northaners are cheap!!!!!
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Loyalist

This is my favorite faction. Loyalist posses a nuber of excellent abillitys and can exploit your opponents weakness. as long as you use them right

The spearman is my favorite unit in the loyalit team. It has first strike, a ranged attack, it is a excellent village holder, and in day can be a very tough unit to beat. basically to beat it try to attack at night and make sure you are on good terrain. If you are playing as loyalist your army most of the time should consist of 3 of these or more.

Bowman is the spearman's right hand man. Attack at day and try to keep it in your second line of units.

Horesman can be a nightmare if your are its enemy. keep those orish assassins ans footpads covered. The horseman is only good if you can get a one hit kill. it can be a ok scout but might die off easily if left alone.If you are its enemy almost always if the horseman is in cover and you can only get in 1 unit attack don't attack. Try to kill off the bulk of the army first. The horseman will die off easily if it is alone.

Fencer and duelist is like a rouge's opposite. It can can out flank you opponents units and provide you with the element of surprise. To beat it use blade,pierce,or impact attacks. If you are using fencer try to get your opponents villges and make sure it can only be attacked by 1 unit.

heavy infantry are ok. I only use them if I am facing undead or to stop enemy attacks. The heavy infantry looks intimidating but as long as you are in night a couple of good attacks can beat it.
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Undead

Undead are probably the most strategic race around. with resistance against blade and pierce and a good poison and magical unit they can be very versitile.

The skeleon and the skeleton archer are like opposites of each other and if you are facing a lot of blade and pierce attacks from your enemy these skeletons units should be in the bulk of your team. Just attack at day and use fire,impact,or holy attacks to beat them.

The ghost is one of your best scouts. it can hold a village pretty well if you are not facing any holy, or fire attacks.

Ghouls provide poison and if covered can be very deadly. Remember to attack at night and in day pull them back. Ghouls die rather easily. To beat them I would use a good horseman or ulfserker at day. Its better killing it off with one unit than attacking with many and most of your units are poisoned.

bats can provide good cannon foder and seixe opponents villages. But won't last very long if they are ZoC'd.

Basically most people complain about those loyalist with thiose nasy infantry and mages, but with ghouls,dark adepts,and ghosts...you'll be fine. And maybe a skeleton or too to kill off a mage.
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Drakes

Drakes are pretty good. With a cheap skrimisher and mounds of flying units they can be very annoying.

Burners are your main killing unit and povide good ranged abilitty. Have these guys take the killing blows and you will make your burner to a bad fire breathing monster. To beat them attack at night if you are caohtic or day if you have some good pierce attacks. If you are elves and its day stay clear away...you don't have any good pierce melle damage.

fighters are ok and are good melee units. use the same strategie from the burner to beat it.

Sariun skrimisher are the best used to take vilalges and pick off units at night. They are not what I cal front line units, so try to ust use them to stop enemy retreat. To beat it try to get a good 1 hit kill at day. Sariun don't have good defence on village. If your are its enemy stay clear away fro swamp.Get many of these in the beginning.

Sariun triblist are you cool healing units keep them in back and have your drake army stay in battle longer. To beat it just use a good melee unit.(IT HAS LOW HP)

Clasher can be used to hold villages and make your opponents scouts die in about 2 turns if you are lucky. To beat it attack at night and use plenty of pierce damage.

The drake faction has plenty of good units and if you use them correcttly can bring death apoun your enemy. To beat this faction play defensively and make use of the lack of a strong magical attack. On a village you can stand a position and eventually wear them out.(MOST DRAKES DON'T HAVE GOOD DEFENSE...KEEP THAT IN MIND)

I am sorry if my undead and drake description is a little off....I don't play those faction. :?
Last edited by darksteel on August 29th, 2005, 9:13 pm, edited 5 times in total.
The darksteel eye

For a wesnoth strategie guide click here----------> http://www.wesnoth.org/forum/viewtopic.php?t=7109

darksteel
Posts: 243
Joined: August 14th, 2004, 11:38 pm
Location: Somewhere near a big dark eye made of steel

Post by darksteel »

Part 2-------how to beat

This is for Noobs: Now that you have chosen your faction that you wnant to represent, lets show you what disadvantages your race has and what to be catious about:

If you chose Knalgan Alliance:

And you are facing Rebels you have to be catious of:
Elvish archers, Magi, Elvish scouts, and Elvish Fighters

Units to consider using: Dwarvish fighter, Dwarvish ulfserker, a couple Gryphon riders, and outlaw units.

STEPS

1.) First of all you opponent knows that a good amount of your units are slow. He will probably take advantage of that and get Elvish scouts. So you have to counter that with at least 1 or 2 gryphon riders.

2.)make sure to get plenty of Dwarvish Fighters and ulfserkers to tkae care of the rebels bulf of the army: The Elvish fighter and archers The fighters can hold their ground against the fighter.(depending that you are on defensive terrain) Try to drag the archers out of their forest and then use the ulfserker to make quick work out of them.

3.) your next big threat is none other than the Mage. Mages will make quick work out of you toughest fighters. Don't worry about defense terrain here.(Mage have magical abllity) Most of time you can use your ulfserker to take care of them. But if you aren't sure just use anygood outlaw unit to wear it down.
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And if you are facing Loyalist you have to be catious of: Spearman, Horesman, Clavryman, and Bowman,(Fencer maybe)

Units to consider using: Dwarvish fighter, Dwarvish thunder, Poacher, and Thief

STEPS

1.) First of all take into factor that your opponents Claveryman and horesman are both resistant to blade and impact. Both of the dwarves standard attacks. But with some good pierce you will beat them in no time flat. Ok also take into factor that they are both fast units. To stop this ZoC them. Most of the time those horse based units are in a pack with other melee units. All you need to do is break up their pack and they will fall. try not to attack with your fighter.... he is just used for a defence. wait till you have a good strike and use those thunders and thiefs to blow them away.(thiefs have backstabso use this advantage)
Remember to alway take advantege of the day and night cycle.

2.) next are those Spearman. these things can be really nast if you don't know how to deal with them. your thiefs will get themselves killed, but use those poachers to make quick work out of them. In night use your fighters to weaken them and have the poacher take the finishing blow. Poachers level 2 form is very very very deadly

3.) TheBowman isn't really that hard to deal with. Just make sure that your fighters and thiefs are covered if they are on grassland.

4.) The Heavy Infantryman. This unit looks intimidating, but really isn't. To beat it just attack in night. In day put a guardsman on a village and wait it out till night. Also use the infantry's slow movement to your advantage. This means it really can't retreat once it is in battle. In addition your units are good in mountains you gcould try to put your units in mountains and block the infanty from even attacking them since it can't even move 1 space on mountain terrain. In night use your figghters and poachers. It will fall realitivly fast trust me. If not and it trys to retreat just ZoC it easily with the gryphon.
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And if you are facing Northaners. The units you have to be most catious of are: Orcish Archer, Wolf rider, and Orcish assassin

The units to consider using are: Dwarvish fighter, ulfserker, Gryphon rider, poacher

STEPS

1.) Unlike most scouts the wolf rider has good defence on villages. Your opponet will also take advantage of your lack of speed. Shove all that nonsense in his face with your handy dandy poacher. At night he can make wonders while taking advantage of the wolf riders lack of ranged attacks. In day if you think your up to it you can also try your ulfserker. This is not recommended, but if you think you can kill it without risking his life try it.

2.) Second is that assassin. poison can be really deadly, but luckily for you you have almost all creatures with blade. In day use your ulf and in night a good dwarvish fighter or 2 can handle it. Maybe even a gryphon rider since it has a massive blade attack. Either unit you try make sure that it is not in defence terrain when you attack or if you can kill it ulf it. REMEMBER THESE WORDS IF I CAN KILL IT ULF IT.

3.) Third is the orcish archer. It isn't particulary a threat if you are facing one. But many can rain on your day. Like the assassin you can ulf it in day or in night wear it down with your fighter. Gryphons work to get some good hits but poachers can stall for time.
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And if you are facingUndead the units you have to be most catious of are: Dark Adept, Ghost, Ghoul, and Skeleton archer.

Units to consider using:Dwarvish Fighter, ulfserker, thug

STEPS

1.) First your main concern is the ghost. It has resistance to all your attacks. Your best bet is to get those thugs in at night and dwarvish fighters in day. Your ulf will also work, but we need him for later. But wait there is a good side to this ghost. IT HAS FLYING ABILLTY. Make good use of this and strike your heart out n day. The ghost also has low hp. So if it is on a village make sure you do more than 10 damage.(at least)

2.) Next is the skeleton archer. Some may say "come on my impact attacks from my fighter and thug will rip this thing apart". You are right in some cases, but when your units are on grassland and without ranged attacks and you are in day. Lets put it his way... you are in major trouble. Your fighter has resistance to pierce, but not enough to really survive long. try to keep your dwarves on mountains in night and thugs on villages in day.

3.) Third is the Ghoul.Not an overpowered unit, no real major damage inflicting blows. JUST SOME NASTY POSION CLAWS THAT ARE JUST WAITNG TO TEAR YOUR ARMY APART. Like I said in part 1 use your ulf in day. Its better to get rid of it and only poison 1 unit than a whole army.
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And if you are facing Drakes the units you have to be most catious of are:Drake burner, Sariun Skrimmisher, and Darke Clasher.

Units to consider using are: Dwarvish Fighter, Ulfserker, Dwarvish Guardsman, and Poacher.

STEPS

1.) First is the sariun Skrimmisher. This lizard like creature is a real nusience. It can by pass the ZoC of all units.(except if it is complety surrounded) Try to get this little critter on a village or grassland. it dosen't have much defense anywhere else. Except forest,mountain, and of course SWAMP. In day Ulf it in night you can still kill it with any other unit, jus tmake sure it can't get your villages.

2.) Second is the Drake burner. try to ulf it in night and/or attack with dwarvish fighter in day. Make sure you are in good terrain if you attack in day. An excellent strategie that can bring this bad boy down is to use your guardsman. IT HAS PIERCE. Plus good resistances.

3.) The Drake Clasher is the drakes almost only village holder. DON'T ULF IT. Use your poacher in night, the clasher has no ranged attacks. If you are struggleing with numbers of these try your guardsman and wait till the right time then tell your troops to bring in its head.
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In concluson the knalgan alliance has its strong points and its weak points, but if you know how to get around those weak ponts you army will prevale. Or just do what I doULF IT!!!!!!!!
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If you chose Rebels

And you are facing Loyalist the units that you have to be cautious of are:Horesman, Mage, and Spearman

Units to consider using are: Elvish archer, Elvish fighter, and Elvish scout

STEPS

1.) First of all your opponent knows that a good portion of your units has low hp, so your biggest threat is thehoresman. He will try do deal double the damage with charge, and in the day could kill one of your units with one strike.(ESPECIALLY YOUR SCOUT) So try to to make good use out of its weakness toward pierce. Their are 2 ways to apporach this:

1a.) your elvish scout probably has movement than your opponents horesman so you could swoop in and use its good ranged abillty to get good hits in. You could also try(but not recommended) to get your fighters ranged attacks a strike at him. The reason this is not recommended is that your fighters are slow and if you fail to kill it the horeseman can retreat and get around it. Also the horesman charge abillty will extremely damage him. Since your low hp and the horesman's resistance toward blade.

2a.) Your elvish archers are your best bet since they strike 4 times and do high damage. 2 well place archers can Zoc it and kill the horesman quickly. Just make sure that you kill it because you will be vunerable if it is still alive.

2.) Your second biggest threat is the mage.It has the natural abillty to hit your units 70% of the time. So your forest wont help you here. Instead use your fighters. It has high melee damage and like the horesman 2 well place fighters can bring it down. If your supply of fighters is dwindling that you could use your archers to make a line and protect your wonded units. Sice a mage focuses mainly on ranged attacks than your archers will strike back with their ranged atacks and do major damage. Trust me any opponet will hesistate when using mage against a full powered elvish archer.

3.) Third is the spearman. This unit is very tough to beat if it is on a village. Not only does it strike first even when defending, but 1 well placed spearman can hold off a army for quite along time. This might sound strange but if you see a spearman on a village even durring night, don't attack. Wait till day make a good positon and your opponet will be so caught up with his or her attack bonus he will probably let his guard down and put his spearman on grassland.
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And if you are facing Knalgan Alliance the units that you have to be most cautious of are: Dwarvish Ulfserker, Dwarvish Fighter, and Poacher.

Units to consider using: Elvish Fighter, Elvish Archer,and Elvish Scout

STEPS

1.) First is that Dwarvish Ulfserker. That thing can kill. Since most of your units have low hp it can bulldoze through your toughest fighters. To beat it try weakning it with your archers and then go in for he kill with your fighters melee attack. of your opponet has them concealed behind his units use your scouts. High movement equals ulfserker dead. All you have to do is use 2 scouts have one of the scouts use its ranged attack to weaken it, and the other to use its melee attack to finish it. If scout nuber 2 dosen't kill it than just use the other to finish it. Your opponent can't tkae its attantion off of the scout behind his lines so he will spend his time attacking your scout instead of your main units.

2.) Second is the Poacher.Not only does this unit have incresed attack during night,b ut it has defence on your forest. Try to get it on grassland and use your fighter to finish it. If it manages to level, which in most cases it does since it needs a minimal xp requirement. Try not to freak out and regroup. wait till day, ZoC it and finish it with fighters.

3.) Third is the dwarvish fighter. Mkae good use out of its bad movement, and go after it with archers. If it trys to retrat use your scout to catch up with it and finish it off. Also Both the Ulfserker and the dwarvish fighter have bad defence on a village.KEEP THAT IN MIND.
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And if you are facing Undead the units you have to be most cautious of are:Dark adept, Ghost,and Ghoul (Sheleton depening on situation)

Units to consider using:Elvish Fighter and Mage

BEFORE I START THE STEPS I WOULD LIKE TO SAY THAT THEIR WILL PROBABLY BE SOME CONTROVERSY ON THE WOSE. I WILL EXPLAIN WHY I DIDN'T INCLUDE THE WOSE IN THE UNITS TO CONSIDER USING LATER

STEPS

1.) First of all most of your attcks are not good against undead so your oppnet will try to use the ghost. The ghost has resistance to every thing but holy. But using fire works to. try using you mage at day to finish it. Put into consderation that the ghost has low hp.

2.) Second is the Dark adept. At night it can be hard to deal with since it has a magical attack. Try using your mages since they can hold them off with their magical abilltys for awhile. You have to save your fighters for day. Ay day since the adept has no melee attack attack with fighters to finish them off.

3.) the ghoul can also be hard to deal with. At night put fighters on defense terrein and keep them in front line to protect mages. Since the ghoul has no ranged attack it will be forced to deal with your fighters best attack. Its sword. At day put your fighters on villages and finish with mages.

4.) If you opponent chose to use a skeleton just use your mages at day and fighters to protect the mages in night. Skeleton has resistance toward blade, but at least it is less than pierce.

The reason I didn't add wose is that it may be good ves skeleton units, but your opponent isn't stupid. He knows you have wose and even if you do use them they are to slow to retreat at night and a well placed ghost and dark adept can kill it fast. Again this is just a suggestion you can use the wose if you want. It is just not recommended.
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And if you are facing Northanersthe units you have to be cautious of are:Wolf rider, Orcish archer, and Orcish assassin

Units to consider using:Elvish fighter, Elvish archer, and Mage

STEPS

1.) First you have to be cautious of the wolf rider. Unlike other scouts this one has good defence on a village and has good speed. In night if this unit is one a village can be hard to deal with. So if you absolutly need to attack it. Wait til day and use your elvish archers to kill it. If this dosen't work just use your mage.

2.) Second is the orcish assassin. This unit has good defence on almost any terrain. So if you are attacking it in night don't say I didn't warn you that it can be very deadly. Its biggest weakness is that it has very poor resistance to blade. Your elvish fighter can deal with him, but if that dosen't work you can always use your mage since it gets around terrain bonuses.BE CAREFUL. ASSASSIN HAS POISION.

3.) Third is theorcish archer. Keep those wose away from this guy. It has a fire attack. But you don't have to worry you don't really need wose here all you have to do is attack with your fighters. If that dosen't work because of terrain use your mage in day to finish it.
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And if you are facing Drakes the units you have to be most cautious of are: Sariun Skrimmisher, Drake clasher, and Drake burner

Units to consider using:Elvish archer, Elvish Shaman, and Elvish Fighter

BEFORE I START I JUST WANT TO SAY ONE THING. DRAKES CAN BE HARD TO DEALL WITH WITH REBELS. YOUR UNITS ARE NO WHERE NEAR THE DRAKES POWER, BUT IF YOU LEVEL YOUR ELVISH SHAMAN TO A ELVISH SORCERESS THAN YOUR GAME WILL BE A LOT EASIER. IT HAS COLD ABILLTY.

STEPS

1.) First is the sariun skrimmisher. It has the skrimmisher abillty so don't try to ZoC it. Instead attack at day and use your elvish fighter. Also make good use out its weak defense on a village. This means that a sariun can't hold a village for long. At night if you find the edge to attack try your elvish archer. Only do this if you think it is a good idea. Keep you units in forest if needed.

2.) Second is the Drake burner. Take into consideration that is has no defence terrain bonuses, but in exchange it has one deadly ranged attack. In day your opponent probably won't hesistate toattack, so use this to your advantage. Put a elvish fighter on a village.... alone. Wait for the attack and if all goes well he will attack it with maybe up to 3 burners. Your fighter should survive because he is on a village. Then strike back with your archers and fighters. Remeber try to get the finishing blow for your shaman. VERY IMPROTANT

3.) Third is the Drake clasher. The only drake unit that has defence on a village.To beat it drag it off the village and use your archers to finish it. If your opponent trys to mob a buch of these guys on you keep your cool and get those fighters in front line, wait till night, and hopefully destroy them with your elvish sorceress. If you have one yet.
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In conclusion the rebles have a strong foundation if they are in forest. Only take them out for a finish blow, wait for an advancement, and strategically lure your opponet off his stronghold to destroy them. Put all this into consideration and your team of elves will rule the world of wesnoth!!!
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And if you chose to play asUndead

And you are facing Drakes the usits you have to be cautious of are: Drake burner, Saurian Skrimmisher, and Drake clasher

Units to consider using: Dark adept, Ghost, Ghoul, and Skeleton

STEPS

1.) First of all you should be careful of the Drake burner. This unit can fry a good portion of your units. Plus with the flying abillty it can ignore all terrain making it harder to retreat. Instead use its flying abillty to its disadvantege. The drake burner has no real terrain bonuses what so ever. Also because of that and the lack of a good melee attack, your skeleton can make quick work out of him in night. Also your Ghoul can poison him to make him retreat in day. In day retreat him and put your dark adept in front line. Your opponent has 2 choices: 1a.)Either to use his ranged attack and recieve massive damage or 1b.) to use his melee attack and deal little damage. Either way if your adapt is on a village you'll be fine.

2.) Second is the elusive Sauriun Skrimmisher. This guys can ignore ZoC control, so forget trying to trap it. Instead think ahead of the game. Your opponent will probably use it to gather villages. THIS IS GOOD. The Sauriun has very little defense on a village. In night he will try to gather villages as much as possible. And in day he will try to defend himself know that you will have little chance of killing him in day.
In day shove all that nonscience in his face by using you your skeleton to deal damage with the help of your adept. In night use your ghost to defend your villages.

3.) Third is theDrake clasher.This unit can pick off you adept easily in day scince it has 4 melee strikes. In day try to put you ghosts on a village to prtect your fleet. Not only is the clasher EXTREMLLY WEAK VS COLD, but in night your adepts ban strike back. 2 or 3 well placed adepts can take it down.
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If you are facing Knalgan Alliance the units you have to be most cautious of are:Dwarvish Fighter, Ulfserker, and Poacher

Units to consider uusing: Dark adept, Ghoul, Skeleton, and Ghost

STEPS

1.) First of all your bigest threat here is the Ulfserker. It can knock out both of your 2 best units in one hit. Your adept and your ghoul. Be very careful when approaching this guy.ALWAYS I MEAN ALWAYS PROTECT THOSE ADEPTS AND GHOULD IF AN ULFSERKER IS IN SIGHT. To beat it attack in night with your skeletons. Use its abillity to its disadvantage. your skeleton has resistance toward blade and can deal massive damage. In addition It has next to know really useful terrain bonuses. In day us ghosts to protect your other units. Well I guess skeletons work also.

2.) Second is the Dwarvish fighter. In day this unit can turn your your skeleton and adept in to minstmeat. Since it has a strong melee attack and a good impact attack for your skeleton. Instead in day defend with your ghosts and remember to keep ghould on villages so if your opponent has the urge to attack a unit on a village he is forced to attack the ghoul and get himself poisoned. In night if he is on grassland use your ghost and adept to attack. if he is on mountains or hills try giving your Ghoul a shot so he is forced to leave the mountains and go to a village where he has less defence.

3.) Third is the Poacher. This is a unit that can make quck work out of your ghoul. Not only dose it gain attack in night but it has defence terrain in all most all terrain. In day use your ghould to drag it out of its terrain by poisoning it and then strike back with skeletons in night.
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And if you are facing Loyalist the units you have to be most cautious of are:Mage, Claveryman, and Spearman

Units to consider using:Dark adept, Skeleton archer, Skeleton, and Ghost

STEPS

1.) First of all one of your biggest threats is the Claveryman. I know some may say the clayverman. Why!!!! Well if you look at is resistances it has defense against everything but pierce. Plus it is fast. Its not a powerhouse unit, but in day it can damage your dark adepts, and if you don't have a pierce it might get away with it. Well al you have to do is in day put your ghosts in front line. Your ghost can probably protect you till dusk, And when it reaches night bring your skeleton archers up front. Most likely he will try to retreat.... don't stand for that. ZoC it with your ghosts.

2.) Your second biggest threat is the mage. This guy can fry your 2 skeletons ans your ghost in day. So try to put your dark adept in front line and force the mage to use its magical attack to weaken it. Once night bring your skeleton axe weilder up and ter it apart.

3.) Third is the spearman. On a village in day can hold off your entire army for quite awhile. Even your adepts in day might not stand a chance. If you absolutly need to attack in day try to lure it with a couple walking corpse. theen strike. In night use your adept to strike it even if its on a village. Just make sure you capture the village so when day comes you have a stronghold.

The reason I didn't add the infantryman is that it is to easy to kill. Your adepts and ghost can kill it easily. Plus it has slow movement and bad terrain bonuses.
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And if you are facing Northaners the units you have to be most cautious of are: Troll whelp, Wolf rider, and Orcish archer

Units to consider using:Dark adept, Ghoul, Ghost, Skeleton

STEPS

1.) First of all your biggest threat here is the Orcish archer. In day even though your units are weakened, so are his. plus the orcish archer isn't that hard to beat if you are attacking. Just use your skeleton. In night and you need to defend try putting your adept on a village so it i forced to use its ranged attack and your adept can use its ranged attack to fight back. Not sayying your opponent will do this. He will probablyget another unit to attack. But hey that is one less unit to be careful of. In night try to keep your skeleton out of ranged if they are injured. It has one nasty fire bow.

2.) Second is the wolf rider. This guy in night can kill your adept easily. So try to put ghosts up front. They can protect them. In night if yo wish to attack use your skeletons. Not only do they have resistance toward blade, but they deal a lot of damage. If the wolf rider has concealed itself on a village.(I KNOW I SAID THIS BEFORE BUT THE WOLF RIDER HAS GOOD DEFENCE ON A VILLAGE.) Use your adepts magical attack to kill it. When defending in day..... all you have to do is put yoor skeletons in front line.

3.) Third is the troll whelp. This guy can be very annoying because it has regeneration and high hp. To beat it use your ghoul to stop regeneration and and your adept to finish it. if it is attacking you either put your ghost on a village for protection or putt your ghoulh on a village to force it back because of poison.
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And if you are facing Rebels the units you have to be most cautious of are: mage, Elvish fighter, and wose(depending on player)

Units to consider uing:Dark adept, Skeleton, Ghost

STEPS

1.) first of all your biggest threat is the mage. TO beat it attack in night and use your skeleton. In day defend by puting your dark adept on a village forcing the mage to use its ranged attack. Remember to keep skeletons and ghost on second line.

2.) Second is the elvish fighter. Remember to attack in night with your skeleton. not only does it have resistance ws balde and pierce, but can dish out a lot of damage. If it is in forest use your adept to kill it. If you are in day and they are attacking you, put your skeleton in front line.

3.) Third is the wose. This is optional. i personally don't think the wose is a challange. But this is for noobs so to beat it all you have to do is atttack in night with your adept and ghost. In day defned with ghost and it will fall. MAKE GOOD USE OUT OF ITS LACK OF SPEED.
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In conclusion the udead are a very strategic race. To win in most cases attack in night and defend in day. Remember undead have a good magical abillty and have good lures. Use them well. Undead I think could very well be the best race. Remember one thing alway never forget this.........

protect your adepts they are good in all cases!!!!!
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And if you chose to play as Loyalist

And you are facingDrakes the units you have to be most cautious of are: Saurian skrimmisher, Drake burner, Drake clasher

The units to consider using are: Spearman, Heavy Infantryman, fencer, and Bowman

STEPS

1.) First of all you have to be cautious of the Saurian Skrimmisher. This tricky little critter can not only ZoC all your units and get behind your flanks, and it has a lot of bonuses on almost all terrain. To beat it try to attack in day. In night to shield your villages by puting your infantry on them. it can hold of almost an entire saurian army. There is a downside to this. Your opponent has his burners. They can fry your infantry. Try to keep them busy with your own nasty skrimmisher. The fencer. Let him keep the burners busy, while you wait for the time to strike back with your bowman or spearman.

2.) Second is the Drake burner. Like I said this thing can fry your infantry. Keep them in second line. Instead in day bring your spearman to front line. In night if your opponent is stupid enough to attack with burners, and if he has no saurian in sight use your bowman on a village. Not only is it night and the burner is weak, but he is forced to dish out his ranged attack. Which in your case is good because you have good defense on village. plus you use your own ranged attack in retaliation. Which if I didn't add is extremely effective.

3.) Third is the Drake clasher. This is like the Drake factions tank unit. This unit is very intimidating in day. Not only does it have resistance to eveything but cold(which if I might add the loyaist don't posess), but just 1 of these can knock out your bowman in 2 turns. Try in day to defend. trust me. I would not attack in day.You might have your own day bonus, but its not worth it. Instead bring your Infantry to front line and hold off this unit. In night your oppont is probably not expecting a full fledged assult, so get out there with your bowman and spearman and show it who is boss.
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And if you are facingUndead the units you have to be most cautious of are: Skeleton archer, Ghost, and Dark adept

Units to consider using: Spearman, Claveryman, and Mage

STEPS

1.) First of all your biggest threat here is the Skeleton archer. In night this unit can sock it to your claveryman, and spearman preet hard if they aren't covered. Instead try to go on the defense. Put your mage on a village. The skeleton archer might hessistate to attack since he is forced to use his ranged attack, and also knowing that your mage has one nasty missle attack that is just waiting to kill him. If you are in a bad position and outnuber than it might be a good idea to subsititute your mage for a spearman since it is more durable. In day if your mages are a liitle wounded, don't lose your cool. Just bring ut the claveryman. Not only is this unit resestant toward the archers impact fistm but if he trys to retreat your claveryman is fast enough to catch it.

2.) Second is the dark adept. This unit in night can be a hassle if you are defending on a village since it has the magical abillty. Keep spearman in back. Instead like before you can either use your claveryman or mage. The claveryman has a lot ans I mean a lot of resistance for cold. Your mage makes the adept use its ranged attack while you conter attack with your own. Either way pick the one that suits you best.To beat it wait till day and finish it with spearman.

3.) Third is the Ghost. To deal with this guy in night defend like last time by putting either your claveryman or mage on a village. TO beat it fire back with a mges fire attack to make quick work out of it.
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And if you are facing Northaners the units to be most cautious or are: Wolf Rider, Orcish assassin, and Orcish archer

The units to consider using: Claveryman, Spearman, and Mage

STEPS

1.) First of all your main concern here is the orcish assassin. This unit can poison your troops, evade attacks, and mover realitvely fast to. To beat it don't attack directly. Try to get it off its terrain. If your opponent is aggressive and trys to attack one of your units well you have a secret weapon that can almost always hit it and deal a lot of damage. Your mage. Try to keep it on a village while he uses his poiso darts. Then you couter attack and bring this bad boy down. In day you can also make good use out of its weak resistance toward blade. Use your claverman to dish out the damage.

2.) Second is the wolf rider. This guy is the only scout that has a lot of defence on a village and has no weakness toward pierce. To beat it make sure it can't get to your mages, you will need them for later. Instead in night put your spearman on a village. Not only do you strike first but you can probably hold off up to 3 of these till morning. You also have a ranged attack. Another strategie that works fine is that if your are low on spearman put a claveryman on a village. it may not have good village defence but it does have a lot of resistance towar the wolf riders primary attack. blade. In day if he retreats send your claveryman to cath up and slow it down, then finish him with a spearman. if he trys to defend on a village... just send your mage.

3.) Third is the orcish archer. This guy in night can turn your claveryman in to a walking bow target. Try to keep your claverman in second line while you stay on a village and either force the archers ranged attack on your mage, or let your spearman stick it out. Either way wait till night than let your spearman or claveryman counter attack in day and send this archer back where he came from.
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And if you are facing Knalgan Allance the units you have to be most cautious of are: Ulfserker, Dwarvish fighter, and Poacher

Units to consider using: Claverman, spearman, Heavy Infantryman, Horesman, and bowman

STEPS

1.) First of all your biggest concern is the Ulfserker. Once this unit has a target it attacks and attacks and attacks and attacks untill either it or your unit is dead. That means if you have a bowman in a line of its path, well. Lets just say that is one less unit that you have to control. Instead use its effect against it. Since it is using a blade attack your claveryman will probably stay alive in day, but in night I wouldn't take the chance. Put your spearman on a village or any other terrain that gives you at least 60% defence. Chances are you might stay alive vs 1 ulf. You can also try to put your Infantryman in its path. You will probably win, even in day.

2.) Second is the dwarvish fighter. In night likwe the ulfserker can kill your bowman in like 2 turns if you are not careful. Try to defend with your spearman. Not your infantry, spearman. Unlike the ulf this guy wont keep attacking. And is stronger an a couple good hits and your infantry is done. Your spearman can defend itself better. Wait till day and strike with your claveryman. Not only does the claveryman have resistance toward the fighters blade and impact atttacks but if he trys to retreat you can catch it. Also make good use out of its lack of defense on a village. You can also use your horesman. Like the claverman it has resistance toward blade and impact. Plus with the lack of vilalge defnce you'll probably get one good hit in. Your last option is the bowman. This unit as long as its covered can take a lot of the fighters hp away.

3.) Last is the Poacher. this unit is chaotic which means it is good in night, but bad in day. Also this unit has defence on almost any terrain. To beat it defend in night with your bowman. Not only can you drag it off its defensive terrain, but your bowman will counter attack with its own ranged attack. Weakening it for day. In day bring the spearman up to front line and show em' who is boss. If he runs for a village or a forest terrain catch him with your horseman or claverman and finish him.
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And if you are facing Rebels. The units you have to be most cautious of are: Elvish archer, Elvish fighter, and Mage

Units to consider using: Claverman, Horesman, bowman and Spearman

STEPS

1.) First of all your biggest threat is the Elvish archer. Not only can this unit do heavy damage to your 2 most valuble units the horesman and the claveryman, but it can hide in forest, and move realitvly fast. In night put your bowman on a village, so the archer is forced to use its ranged attack. In day strike cack with your spearman or clalveryman. If he is hideing in forest well let me say one thing. ALL ELVES HAVE VERY LOW HP This means maybe 1 horesman charge can K.O it instantly.

2.) Second is the Elvish fighter This unit is blessed with both a good sword attack and a ok bow attack which can devestate your horse based units. In night put a spearman on a village and force him into his ranged attack which if I might add does less damage. Wait till day and strike back with your bowman or claveryman. Like the archer if he is in forest use your horesman to try to get a one hit K.O.

3.) Last is the mage. This unit gets around terrain bonuses, so get something something that can strike back with a ranged attack. Hold on its coming to me. Maybe maybe maybe...... a bowman. In day this unit will attack.*claps his hands and says perfect* Your bowman is also good in day which means you will dish out a lo of damage. If you want to go on the offensive take out you handy horesman and get a 1 hit kill.

BEFORE I END THIS STRATEGIE SECTION FOR BEATING THE REBELS I WANT TO SAY THIS. KEEP IN MIND THAT ALMOST ALL YOUR OPPONENTS UNITS HAVE LOW HP. SO YOUR HORSEMAN WITH MAYBE A LITTLE HELP CAN KILL MOST OF THEM.KEEP THIS IN MIND!!!!!
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In conclusion the loyalist can be played very well in both manners of defence and offence if you make good use of terrain anf villages in night. Wait till day and blow em' away.

JUST REMEMBER ONE THING------->CLALVERYMAN ARE GOOD UNITS AND MAKE GOOD USE OUT OF THEIR AWESOME RESISTANCES.
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Last edited by darksteel on September 10th, 2005, 2:39 pm, edited 15 times in total.
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Post by darksteel »

THIS WILL BE DONE SOON JUST BE PATIENT, THANK YOU[/u][/b]
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Tomsik
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Post by Tomsik »

i think its very useful(most for new players) and when you end it all it should be placed in wiki and linked in visible place :)

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Post by darksteel »

Thanks :D
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Ardonik
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Post by Ardonik »

Could everyone please start using the wiki instead of the forum when posting lengthy strategy guides? This thread will eventually disappear underneath newer topics, but articles on the wiki remain visible forever. What's more, putting it on there allows others to add their own thoughts or merge your guide with another one.

Darksteel, get an account on there and copy your text to its new home!

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Post by darksteel »

ok..... I will try that.
:)
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Ankka
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Post by Ankka »

Well, the guardsman isn't nearly as invincible as before, since steadfast was changed.

Also, there is a huge amount of typos in that article, making it more difficult to get the meaning at times.


Thirdly, you're mixing quite nicely two things: how to use a faction and how to beat it. For instance, here:
darksteel wrote: Elves also have a lot of different tactics as well. But it takes effort and A LOT OF PATIENCE to use them. Elves use of the forest is top notch. But as long as you can drag them to grassland or most other terrain you will be fine. Magical, marksman, and maybe some berserkers and a lucky hit from a horseman can beat them.
Otherwise, the info is pretty accurate, and tips useful. :)

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Post by darksteel »

Thanks Ankka....I will fix type-o's in the end.

I have been busy, but I will work on finishing the rest now :D
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Post by darksteel »

CONGRATULATONS THE KNALGAN HOW TO BEAT SECTION IS COMPLETE!!!!!! USE IT TO YOUR FULLEST.


I am still working on the others :D
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Post by darksteel »

THE REBELS STRATEGIC HAS BEEN UPDATED AND COMPLETE. THE OTHERS ARE ON THE WAY!!!
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Post by darksteel »

GUESS WHAT THE UNDEAD STRATGIE IS COMPLETE..... 3 MORE LEFT. :D
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Post by darksteel »

And that ends the loyalist strategie guide. For all you loyalist players come on over.

2 more left :D
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Post by turin »

OK, just so you know, Cavalryman is spelled just like that - Cavalryman. Not Claverman. ;)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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darksteel
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Post by darksteel »

turin wrote:OK, just so you know, Cavalryman is spelled just like that - Cavalryman. Not Claverman. ;)
Ok ok I know... I am a horrible speller. But what is important is what you think of the guide? :?
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