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Wesnoth is a great game, but there's always something new players might miss, or old players might simply not have known. In order to facilitate play, those so inclined are encouraged to post advice or warnings here, by creating a section ([code]==Playername's Advice==[/code]) and posting therein. Comments regarding other players may be made- insults are entirely inappropriate, however.

Please join this endeavor in the spirit of fun, and also of giving me your secrets to victory!

General Page Title Type Of Thing

Rimblade's Advice

General 1. It is possible to label sections of the map. Be advised that this is hilarious.

2. Taking the villages of allies is considered bad form, especially if you have more than they do. (I swear, I didn't know this)

3. The classic tactic of striking an enemy's flanks and retreating is ingenious in theory, but not entirely effective in a game where trees provide no visual cover and every village you lose becomes a massive drain on your coffers.

4. Several factions have access to quick, light units, which are adept at entering your territory and quietly taking every single village you own. It is advisable, upon noticing this, to redirect a quick unit of your own to quickly re-capture those villages, thereby guarding your coffers with little expense. If you have no such unit, you are in massive, massive trouble. (See Also: Goddamn Bats

5. Nobody has ever, ever won by running from their castle into a nearby area of caves and hoping that none of the other players will be bothered to kill them.

6. You can name every unit you recruit. This is a good idea as it gives them a sense of identity and individuality. If you let them realize that you're actually an omnipotent evil sky-god churning out a factory of pixel-monsters to die for your amusement, they might turn against you. Guard against this by giving them silly names.

Factions

Elves

1. Elves have Wose, which are walking trees. These are largely considered overly expensive, but they do two valuable things- they become nigh-invisible when placed in forests and they hit really, really hard.

2. Also, Wose become Elder Wose, which are so kickass.

Drakes

1. Drakes hit very hard, fly rather far, and breathe fire. The downside? If you're not very good at the 'brute force' style of play, this is unlikely to defeat a determined foe in his own niche.

2. Saurian spellcasters are both valuable for their healing power and their huge stat bonus at night. Ranking these up is quite worthwhile.

Undead

1. Nobody in the whole history of the universe has ever won by flooding the map with the level 0 walking corpses. This is just a good way to strengthen your foes. Yes, I'm looking at you, Dale.

2. The Undead get Dark Adepts on the cheap. These have no melee, but their spells are just as accurate and absurdly powerful as a normal Mage's. If the Undead player does not produce a lot of these, he has probably made a mistake.

3. Ghosts are expensive units with low hitpoints and weak attacks. They have excellent range, but suck for most other purposes. HOWEVER- leveling up a Ghost allows one to create a Wraith, an equally far-ranging creature with a powerful vampiric attack and ranged blast, excellent defenses, high resists and kickass animation. These are fantastic units.

4. Ghouls get plague attacks- these will continue ticking away at the afflicted every turn, and a few ghouls in a wave are capable of quickly weakening the enemy's best defensive units to very low hp.

5. The Undead get Goddamn Bats. These, unfair as it may be, level up to become EVEN MORE ANNOYING. Combined with Ghosts, Undead can make quick work of a careless player's bases.

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