Tips for playing with the loyalists??
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Tips for playing with the loyalists??
I'm starting to believe the loyalists are the worst race in Wesnoth world, they are expensive and weak, so some advices to play with them will be very nice!
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Re: Tips for playing with the loyalists??
spearman is very good for its price. and what spearmen cant handle(undead), Heavy Inf can. + you can have leadership on your king.Stratos wrote:I'm starting to believe the loyalists are the worst race in Wesnoth world, they are expensive and weak, so some advices to play with them will be very nice!
Indeed you are not! In that case . . .
(DISCLAIMER: I'm not a very good player, so don't take this advice to heart.)
Loyalists are in fact a fairly cheap faction, and an extremely versatile one. They have a unit for virtually anything. Because of their strong lean towards daytime fighting it is important that you, well fight at day. For the most part they aren't that weak - Spearmen cost 14 or so and have a 7-3 attack (I think.) They have average terrain boosts, so if you're facing rebels or knalgans it's important to fight away from their prefered territory on a fair footing.
So, ah . . .
Horsemen and mages are not meant to be made in large amounts, since they cost a lot, die easily and are rather specialised.
Heavy Infantry have good defenses, but move slowly and have unreliable attacks. These are good for holding a defensive line.
Fencers are useful, as they can get around enemies to finish off units.
Cavalrmen are not bad fighters but you have better. Keep them for scouting, village stealing and providing emergency assistance.
Spearmen and bowmen will probably be your main fighting force.
I can't really say much more without knowledge of your problem. They are not particularly expensive or weak, so . . .
(DISCLAIMER: I'm not a very good player, so don't take this advice to heart.)
Loyalists are in fact a fairly cheap faction, and an extremely versatile one. They have a unit for virtually anything. Because of their strong lean towards daytime fighting it is important that you, well fight at day. For the most part they aren't that weak - Spearmen cost 14 or so and have a 7-3 attack (I think.) They have average terrain boosts, so if you're facing rebels or knalgans it's important to fight away from their prefered territory on a fair footing.
So, ah . . .
Horsemen and mages are not meant to be made in large amounts, since they cost a lot, die easily and are rather specialised.
Heavy Infantry have good defenses, but move slowly and have unreliable attacks. These are good for holding a defensive line.
Fencers are useful, as they can get around enemies to finish off units.
Cavalrmen are not bad fighters but you have better. Keep them for scouting, village stealing and providing emergency assistance.
Spearmen and bowmen will probably be your main fighting force.
I can't really say much more without knowledge of your problem. They are not particularly expensive or weak, so . . .
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Loyalists have no rival in versatility save possibly the Knalgan Alliance. As Raemon said, you name your problem and a Loyalist will name his unit. In my opinion, though, it's magic which makes the Loyalists really shine. Maybe that's just cuz my luck with hitting sucks, so I need magic to hit anything.
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Duty-bound to be: Last chance for the oppressed non-humans of the world
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Self-nominated (pending election): Forum SUPERMOD!
Loyalists are not cheap. They are about average cost.
Loyalists are also one of the most awesome factions. There are so many ways to play them and their strategies usually come easily and naturally.
In the newer releases (1.3.1 onwards), the starting time of day changes. In the prior releases, the default time of day disadvantaged Loyalists because combat usually started at night.
Loyalists are also one of the most awesome factions. There are so many ways to play them and their strategies usually come easily and naturally.
In the newer releases (1.3.1 onwards), the starting time of day changes. In the prior releases, the default time of day disadvantaged Loyalists because combat usually started at night.
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There's a reason why Loyalists are the default faction in the default campaign.Imp wrote:Loyalists are also one of the most awesome factions. There are so many ways to play them and their strategies usually come easily and naturally.
Chosen to be: Avatar of the God of Vengeance
Duty-bound to be: Last chance for the oppressed non-humans of the world
Accidentally became: Co-founder of the Council of Linac Mux
Self-nominated (pending election): Forum SUPERMOD!
Duty-bound to be: Last chance for the oppressed non-humans of the world
Accidentally became: Co-founder of the Council of Linac Mux
Self-nominated (pending election): Forum SUPERMOD!
I think HttT is the quintessential Battle for Wesnoth campaign, and they feature mainly Rebels.Ultimatum479 wrote:There's a reason why Loyalists are the default faction in the default campaign.Imp wrote:Loyalists are also one of the most awesome factions. There are so many ways to play them and their strategies usually come easily and naturally.
However, I consider TROW the best mainline campaign, so perhaps you are right and it is my obsession with Loyalists shining through.
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Funny thing is, that's the opposite of the campaign strategy. In campaigns, recruit all the Horsemen you can when you've got gold to spare, because on a level when you don't, you'll appreciate the 20 gold recalled Horsemen instead of recruiting 23 gold Horsemen.
Chosen to be: Avatar of the God of Vengeance
Duty-bound to be: Last chance for the oppressed non-humans of the world
Accidentally became: Co-founder of the Council of Linac Mux
Self-nominated (pending election): Forum SUPERMOD!
Duty-bound to be: Last chance for the oppressed non-humans of the world
Accidentally became: Co-founder of the Council of Linac Mux
Self-nominated (pending election): Forum SUPERMOD!
Loyalist have average cost on their units, but their good all around spearman costs only 14 gold which is fairly cheap. Bowman costs 15 which is not bad, and has a considerable melee attack in addition to a good ranged. They both have an ok hp and can hold on most high def terrains for some time. Cavalry is a scout/fighter with a below average (still considerable) attack and good blade/impact resistances. They usually can hold off melee attacks and are good against killing mages, but most cheap ranged pierce units wound them easily. Some sheer numbers of raw damage:
Spearman ---- Cavalry ---- Bowman
Day - 9-3 --------- 7-3 ------- 8-3
Dawn 7-3 --------- 5-3 ------- 6-3
Night Dont attack with those units at night
At night your power is significantly lesser, so unless your opponent cant hurt you or you have other good reasons (finishing off weakened units, killing close to level up units) don't attack. Remember that retreating, or making a move without attacking (to keep ZOC) is also an option. Keep your pressure at day, sometimes you have to advance your units at dusk to do this.
Spearman ---- Cavalry ---- Bowman
Day - 9-3 --------- 7-3 ------- 8-3
Dawn 7-3 --------- 5-3 ------- 6-3
Night Dont attack with those units at night
At night your power is significantly lesser, so unless your opponent cant hurt you or you have other good reasons (finishing off weakened units, killing close to level up units) don't attack. Remember that retreating, or making a move without attacking (to keep ZOC) is also an option. Keep your pressure at day, sometimes you have to advance your units at dusk to do this.