This is most effective on small maps or where the distance to the nearest opponent is small. This is a specialized form of leap-frogging (see below) where the relief troops actually expect to break through the opponent's line. For example, a line of spearmen could have horsemen behind them, so that the horsemen get to attack enemy troops which have already been wounded in the fight with the front-line. The goal here is to have a line which can withstand an initial attack solidly and then have other, swifter forces enter the battle to overrun the enemy. In this case one recruits slower moving heavier fighters followed by more mobile forces. Scout games tend to end up being large army games where all sides amass substantial numbers of units. This works best in large maps where the distance to the nearest opponent is quite large. In this case, one recruits a large number of scouts in order to control as many villages as possible as soon as possible. In general these can be divided into the following categories: Once you have a full flow plan relating to where you want to hold the enemy and where you want to overrun, you can proceed to the next step.ĭepending on the size of the map, the distance between you and your nearest opponent, and mobility considerations you may want to decide to open make your initial opening stress a specific competency of your force. Often maps will have areas where opposing forces will have to cross slow terrain (such as a river) and be vulnerable except for small channels (such as a bridge or a ford), Because it is difficult to mount an attack across these choke points, they can be controlled with fewer units while the rest of the army is elsewhere. Size of the map (larger maps stress scouting and mobility while smaller maps stress close fighting more.Areas where your opponent has a defensive advantage.Areas where your opponents' forces can/cannot move quickly.Areas where your forces have defensive advantages.Areas where your forces can/cannot move quickly.The following considerations are important: In general, before you begin a scenario or battle, you should survey the map. When tactics are not related to a sound strategy, they may be sometimes overcome by a weaker or less tactically advanced force which is better able to craft such a strategy. Tactics relate to move-by-move decisions relating to the units on the map. High-level units? Do you prefer to "roleplay" one race?ĭo you want to play many scenarios, or replay one over and over until you achieve the perfect game? Pick and choose those that fit your particular style.ĭo you overwhelm your opponent with sheer numbers, or a few well-chosen Some tactics are only useful in specific circumstances and would be foolish at other times. It assumes you have played enough games to be familiar with the system,Īnd know how to push units around, and are now looking for insight in how to This page assumes that the reader has read GettingStarted and is familiar with the WesnothManual. 5.7 Intelligence (part two) - Know Yourself.5.6 Intelligence (part one) - Know your Enemy.2.8 The Spearhead Principle - a dangerous gamble.2.5 Advanceable vs Non-advanceable Units.
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