Multiplayer: Knalga vs. Loyalists
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MauriceBotBot
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Multiplayer: Knalga vs. Loyalists
I need help with this matchup.
My current understanding is that if Knalga does not get something done during the first night, the daytime assault by a full strength loyalist army will most of the time be devastating, regardless of defensive terrain. However, dwarf units are too slow to generate meaningful offense during the first night, so Knalga is stuck recruiting a horde of bandits. This works fine, but the first night becomes incredibly swingy and quite dependent on the roll of the dice. A fearless HI will eat the outlaw units for breakfast.
I need to hear some thoughts. What is your strategical approach on the matchup? Especially regarding the first night/day cycle.
My current understanding is that if Knalga does not get something done during the first night, the daytime assault by a full strength loyalist army will most of the time be devastating, regardless of defensive terrain. However, dwarf units are too slow to generate meaningful offense during the first night, so Knalga is stuck recruiting a horde of bandits. This works fine, but the first night becomes incredibly swingy and quite dependent on the roll of the dice. A fearless HI will eat the outlaw units for breakfast.
I need to hear some thoughts. What is your strategical approach on the matchup? Especially regarding the first night/day cycle.
Re: Multiplayer: Knalga vs. Loyalists
Actually Dwarves are great at holding terrains and towns even during day, just positiom them well, Guardsman on towns are hard to take out, same with Dwarves on hills and especially mountains.
Or you can use chaotic units at night, if the enemy recruits HI it will be more expensive and can be counteted well with footpads that can shoot at him without retaliation and are way cheaper, use some other units to support, thunderer, poachers, figgters and a guardsman to take the town, bersekers if he likes mages, even if the berserker fies it will be worth it, cause he's a bit cheaper and will probably do some damage before going down.
Remember that Hi has low defence, even on villages he get only 40% so it's easy to hit, you can finish him even with backstabs, your chaotic units have 60% or 70% defence so it will be harder for loy to hit them especially if the unit has only 2 hits and only some HI get the fearless trait.
You can also outmaneuver them, if they are all on one side; just divert to the center or other side, all your units are faster than HI, even slow Dwarves move better cause unlike HI they are not slowed or blocked by most terrains.
Or you can use chaotic units at night, if the enemy recruits HI it will be more expensive and can be counteted well with footpads that can shoot at him without retaliation and are way cheaper, use some other units to support, thunderer, poachers, figgters and a guardsman to take the town, bersekers if he likes mages, even if the berserker fies it will be worth it, cause he's a bit cheaper and will probably do some damage before going down.
Remember that Hi has low defence, even on villages he get only 40% so it's easy to hit, you can finish him even with backstabs, your chaotic units have 60% or 70% defence so it will be harder for loy to hit them especially if the unit has only 2 hits and only some HI get the fearless trait.
You can also outmaneuver them, if they are all on one side; just divert to the center or other side, all your units are faster than HI, even slow Dwarves move better cause unlike HI they are not slowed or blocked by most terrains.
Re: Multiplayer: Knalga vs. Loyalists
Use DWARF POWER and you will be fine.
Fighters, guardsmen for villages, thund if the enemy goes heavy on cavalry though they're less useful in this mu. Pads if the enemy makes a lot of HI, poachers instead of thunds if you prefer mobility over hp, depending on your playstyle.
If you're not ready for the day 2 assault, you may have to give up a village or even two temporarily, so you need a pad or gryphon to trap an enemy unit at dusk in return (which you should have gotten turn 1 for quick village grabs anyway).
Fighters, guardsmen for villages, thund if the enemy goes heavy on cavalry though they're less useful in this mu. Pads if the enemy makes a lot of HI, poachers instead of thunds if you prefer mobility over hp, depending on your playstyle.
If you're not ready for the day 2 assault, you may have to give up a village or even two temporarily, so you need a pad or gryphon to trap an enemy unit at dusk in return (which you should have gotten turn 1 for quick village grabs anyway).
Re: Multiplayer: Knalga vs. Loyalists
If you haven't yet, read Cackfiend's strategy guide, and watch a few ladder games to understand how good players play kang.