![]() ![]() It's a matter of which damage type you need. Pikemen become nigh-impervious to pierce and are extremely strong pierce damage dealers, and have the firststrike ability, which is always discouraging for melee attackers. Basically the swordsman is more reliable and finally gives you a first-rate bladed melee fighter, while being able to resist both blade and impact using their armor, but is fully vulnerably to pierce. Skeleton-heavy undead or wose-heavy rebels might be among the exceptions.Īdvancement choices are difficult. It's good to have one or two in the initial recruit lineup. If you don't know what to recruit next, 90% of the cases you can't go wrong with another spearman. Especially at day a spearman can take a solid chunk out of most enemy units, while keeping decent chances to kill against low-HP units. Three strikes are kind of the balanced middleground between the killing POWER of two high-damage strikes and the killing RELIABILITY of four lower-damage strikes. The only thing that beats spearmen at being cost-effective - and even this may be arguable - is the orcish grunt. They rip apart drakes and cavalry - if they can catch them! A very respectable performance for only 14 gold. Still, against factions that field these spearmen are usually and in limited numbers still fine investments to kill other units, dark adepts in the undead army for instance. The only units spearman really underperform against are woses, heavy infantry and most importantly skeletons, and to some extent ghosts. At day he has 9-3 or even 10-3 base damage, which is enough to soften up and kill most units that don't resist pierce by a lot. He will do a decent job against most enemy units, and thanks to decent HP he can hold his own in a line and even has a ranged attack to discourage low-HP ranged attackers from trying to pick at them - at 6-1 it isn't to be underestimated, even though not crazily powerful. Weaknesses: Restricted to only pierce damage, not very mobileĪdvancement: Reasonable, flexible choices Strengths: Very cost-effective, good damage becoming impressive at day plus firststrike ability, ranged retaliation, no vulnerabilities The Loyalists have the most units of all the Multiplayer Factions - 8. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land. ![]() Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Their skin color can vary, from almost white to dark brown. Men are shorter than the elves, but taller still than dwarves. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. They have no extra special abilities or aptitudes except their versatility and drive. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. The race of men is an extremely diverse one. Similarly, the Loyalist faction is a very versatile melee-oriented faction with important ranged support from bowmen and mages. Humans are a versatile race who specialize in many different areas. Loyalists are a faction of Humans who are loyal to the throne of Wesnoth. ![]()
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