How to play Chaos?
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How to play Chaos?
Being a rather chaotic person myself, I like the Chaos faction from Extended Era - though I don't seem to be playing them too well.
So far, I am a little dismayed by their lack of a) a scout unit b) a decent swimmer unit c) cavalry...
Any hints, or obvious things that are easy to overlook?
So far, I am a little dismayed by their lack of a) a scout unit b) a decent swimmer unit c) cavalry...
Any hints, or obvious things that are easy to overlook?
The fight against human stupidity is endless, but we must never give it up.
- Jan Werich
- Jan Werich
- krotop
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Well, I have poor experience with Chaos, so I'm not sure how helpful this would be, but here is what I pulled from what I've played with them.
1. They do have a water unit in the development version of Wesnoth : the evil crab.
2. Their meat troops are the invaders, which are quite cost/efficient, with the support of invokers. These should be the bulk of your army in most cases.
3. Their scouts are the head-hunter, with his good move and skirmish ability, and the demon, although the latter is a bit more oriented for fight. They also have their use in battle : the skirmisher can reach a slot unaccessible to other units to achieve a kill or make an interesting ZoC (like the fencer) and the demon can eventually tank from a 70% def hex, but consider him as resilient as an elf archer. Though, these units aren't cost efficient enough to have them as a main unit, don't think that the head-hunter is 'the archer of the faction'.
4. At night your main units do 12-2 distant magic and 10-3 melee, so you can expect a really heavy push and pull.
5. The abomination looks like to be the tank of the faction, but I personnally find that they lose HPs really quick, so you can't really use them like a troll for instance, even if they regenerate. I try to avoid recruiting it unless I have a specific purpose for him.
6. Their berzerk dog is also a very specialized one that can't take out all the units the dwarf ulfserker can. Don't recruit it until you see mages, adepts, copters or other units that have a really really poor melee retaliation, because they won't worth the money against other units, even most archers and scouts. With dwarves, the ulf is used for an agressive strategy, but here you have the invoker for that purpose, the hound is for countering very particular units.
I point to my signature, don't trust this blindly of course, this is just my personal vision of the faction. I just hope that among the obvious things I said, at least one will help you to figure what to try next to improve your play.
Edit : changed unit references to their proper name.
1. They do have a water unit in the development version of Wesnoth : the evil crab.
2. Their meat troops are the invaders, which are quite cost/efficient, with the support of invokers. These should be the bulk of your army in most cases.
3. Their scouts are the head-hunter, with his good move and skirmish ability, and the demon, although the latter is a bit more oriented for fight. They also have their use in battle : the skirmisher can reach a slot unaccessible to other units to achieve a kill or make an interesting ZoC (like the fencer) and the demon can eventually tank from a 70% def hex, but consider him as resilient as an elf archer. Though, these units aren't cost efficient enough to have them as a main unit, don't think that the head-hunter is 'the archer of the faction'.
4. At night your main units do 12-2 distant magic and 10-3 melee, so you can expect a really heavy push and pull.
5. The abomination looks like to be the tank of the faction, but I personnally find that they lose HPs really quick, so you can't really use them like a troll for instance, even if they regenerate. I try to avoid recruiting it unless I have a specific purpose for him.
6. Their berzerk dog is also a very specialized one that can't take out all the units the dwarf ulfserker can. Don't recruit it until you see mages, adepts, copters or other units that have a really really poor melee retaliation, because they won't worth the money against other units, even most archers and scouts. With dwarves, the ulf is used for an agressive strategy, but here you have the invoker for that purpose, the hound is for countering very particular units.
I point to my signature, don't trust this blindly of course, this is just my personal vision of the faction. I just hope that among the obvious things I said, at least one will help you to figure what to try next to improve your play.
Edit : changed unit references to their proper name.
Last edited by krotop on February 7th, 2008, 7:25 am, edited 1 time in total.
Don't trust me, I'm just average player.
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Game feedback for the Nightmares of Meloen
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Game feedback for the Nightmares of Meloen
Art feedback by mystic x the unknown
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Unfortunately, the Evil Crab, while perhaps the most awesome unit concept ever, isn't all that effective, even in water. Compared to Mermen and Nagas, it's significantly easier to hit, slower, about as powerful, and costs more (IIRC). It could maybe use a buff, but Chaos are pretty much amazing at land combat, so meh.
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Invaders, demons, and invokers will be the meat of your recruits, in most matchups. The other units die rather easily in many situations, (and even demons die easy enough) although the mutations can deal some serious damage if rotated right. Hounds are good scouts if nothing engages them, and putting a hound behind the enemy's lines can get to some otherwise protected mages. Headhunters aren't bad as archers, but they are very weak, never leave them on grass.
Actually, the HeadHunters have the resistances of an elusive-foot, but a normal footman's defenses. And cost a whopping 18 gold. They seem rather sub-par to me.
Methinks there should be an arcane or fire option for the invoker, or an impact or pierce melee unit (mutations just don't last).
Methinks there should be an arcane or fire option for the invoker, or an impact or pierce melee unit (mutations just don't last).
The fight against human stupidity is endless, but we must never give it up.
- Jan Werich
- Jan Werich
you need to protect your mutations, headhunters, and hounds. You also need to have them handy. A skirmishing archer can be utterly devastating, you just need to use it in times where you can make a kill and move in to protect it. Mutations can stand a turn on their own most of the time, but be careful with them.
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Well, your fire dude is theoretically the Lesser Demon; this is another unit I feel doesn't really live up to its cost, as it's about as useful as a spearman for (IIRC) 3 more gold... increasing its ranged to 6-3 might help, esp since the Chaos lack an archer who can stand up to anything resembling a beating, and since Dark Adepts, on whom Invokers are modeled, got an extra damage type to help vs. stuff that isn't weak to cold or phys (i.e. the undead).Xandria wrote:Methinks there should be an arcane or fire option for the invoker, or an impact or pierce melee unit (mutations just don't last).
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Invaders are a good buy. Invokers, lesser deamons, and abominations are good support units. But overall I agree this faction is too weak. At night they are decent, but during the day their low defense and poor resistances are too much of a liability.
The Headhunter is overpriced and/or dies easily. The Hell crab needs some major stat changes as well.
Using the hounds as scouts is an interesting idea, though. I may try that some time.
The Headhunter is overpriced and/or dies easily. The Hell crab needs some major stat changes as well.
Using the hounds as scouts is an interesting idea, though. I may try that some time.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Short answer is that Dark Riders were created for the campaign (I needed a unit like this to fit the story), unlike the Dark Fighter and Dark Cultist lines which I lifted from the Extended Era faction. I believe the closest equivalent in the Chaos Faction line is the chaos hound.Xandria wrote:Why does not chaos get a level 1 version of those dark horsemen we can see for example in the Unstoppable Legion campaign by Chris NS?
I do actually feel a bit guilty about changing the expectations of the chaos faction, but I felt I had to change the descriptions somewhat to fit in the Wesnoth's godless world. I'm open to suggestions for consistency if this helps.
Well, in the second scenario of the Unstoppable Legion, where you have to run from the dark riders, you captured the feel of Frodo running from ringwraiths excellently. All the time, I was waiting for the dark riders to start keening and screeching
The fight against human stupidity is endless, but we must never give it up.
- Jan Werich
- Jan Werich