Elf Strategies
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Elf Strategies
I am specifically wondering what people have built in multiplayer to counter act undead or dwarf units.
What's a good mix based on their unit selection?
What's a good mix based on their unit selection?
Dwarfs are resistant against the physical weapons. So, you can use mages. I would also use a shaman against fighters. And if you manage to advance one, take a soceress(dwarves have
no cold resistance)And 7-2 blade/9-1 impact (or so) really isn´t good.
Try to get them on grassland(or forest), where they get hit more often.
As undead, it should be possible with ghosts or adepts.
It´s always nice to poison them and see their life going...
no cold resistance)And 7-2 blade/9-1 impact (or so) really isn´t good.
Try to get them on grassland(or forest), where they get hit more often.
As undead, it should be possible with ghosts or adepts.

It´s always nice to poison them and see their life going...

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Generally speaking, Dwarves actually have 20% resistance to cold and 10% resistance to fire. (Note: Dwarf cold resistance will be 10% come 1.1)toms wrote:Dwarfs are resistant against the physical weapons. So, you can use mages. I would also use a shaman against fighters. And if you manage to advance one, take a soceress(dwarves have
no cold resistance)
I Assume you're referring to Elvish Druids here, which have 4-2 melee impact, 6-2 (slow) ranged impact, 6-3 (magical) ranged imapct and also cure (Note: Shaman losses heal ability upon advancing to Sorceress).toms wrote:And 7-2 blade/9-1 impact (or so) really isn´t good.
Umm... here I think you've forgotten the actual topic. I could not make any sense of this statement in the context Strategies for Rebels.toms wrote:As undead, it should be possible with ghosts or adepts.![]()
It´s always nice to poison them and see their life going...
For Undead, Woses and Mages will do a nice job against Undead. Although, Undead as they are in 1.0, should pose little problem.
Dwarves, OTOH, do not truly have any specific weakness. Here I would recommend focusing on playing in a strong strategic manner, with a well balanced mix of units.
7-2 blade and 9-1 impact is a slowed dwarvish fighter! I know the numbers of shamans and the higher levels.WildPenguin wrote:I Assume you're referring to Elvish Druids here, which have 4-2 melee impact, 6-2 (slow) ranged impact, 6-3 (magical) ranged imapct and also cure (Note: Shaman losses heal ability upon advancing to Sorceress).toms wrote:And 7-2 blade/9-1 impact (or so) really isn´t good.
Don´t twist the words in my mouth!

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Sorry, but you might want to check those numbers again...toms wrote: 7-2 blade and 9-1 impact is a slowed dwarvish fighter! I know the numbers of shamans and the higher levels.
Don´t twist the words in my mouth!
A base dwarvish Fighter does 7-3 and 8-2, so when slowed that would be 7-2 and 8-1.
Oh... unless of course the fighter you are referring to is only half-strong.

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Stop being [censored]. You're really nitpicking his posts in a place where it's inappropriate: a thread for strategies for ELFS as it states (not Rebels!!).WildPenguin wrote:Take another look at the post.![]()
Oh, and apology accepted (in advance).
I have to agree that mages are good, but you'd better kill the dwarves quickly or else retaliation is swift and brutal. (Unless you also slowed as per toms suggestion.) Archers match well against D.Fighters if you can stay in forest. Use your comparative mobility to your advantage.
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Sorry if I came across harshly, that was not the intention. 
No hard feelings toms.
Well, at least now those who read the thread will remember that base Dwarvish Fighter impact damage is 8 (too bad it was dropped to 7 in 1.1
)
On the topic of 1.1, the changes (for example, slow now causes the unit to do 1/2 damage, instead of -1 attack, and the undead quite different) their may well affect strategies posted, and will make toms suggestion for slow will become even more useful in game.
With Wesnoth rapidly changing, it makes it even more important to be able to devise your own tactics. So, perhaps the best strategy is to learn the units well, and as many 'tricks' as you can - I think your game will be better from it long-term.

No hard feelings toms.

Well, at least now those who read the thread will remember that base Dwarvish Fighter impact damage is 8 (too bad it was dropped to 7 in 1.1

On the topic of 1.1, the changes (for example, slow now causes the unit to do 1/2 damage, instead of -1 attack, and the undead quite different) their may well affect strategies posted, and will make toms suggestion for slow will become even more useful in game.

With Wesnoth rapidly changing, it makes it even more important to be able to devise your own tactics. So, perhaps the best strategy is to learn the units well, and as many 'tricks' as you can - I think your game will be better from it long-term.

Meh, nothing new...just what I knew all along.
Of course I'm always going to try to get the dwarves on open fields!
It's like trying to use drakes to fight mermen in open seas...just not a good idea to fight dwarves on the mountains.
The wose rush couldn't be stopped. How many are there? There are 7 forests within a 2 days walk of your capitol, as the wose goes.
I dunno, sometimes when I go online people have good strategies I had not seen before so that's why I asked.
Of course I'm always going to try to get the dwarves on open fields!
It's like trying to use drakes to fight mermen in open seas...just not a good idea to fight dwarves on the mountains.
The wose rush couldn't be stopped. How many are there? There are 7 forests within a 2 days walk of your capitol, as the wose goes.
I dunno, sometimes when I go online people have good strategies I had not seen before so that's why I asked.
Or water, or swamp. Although, without Mermen or Nagas you'll want to position your own units on the banks as much as possible, which can be tricky.MCP wrote:Of course I'm always going to try to get the dwarves on open fields!
Gryphons can do this. Their superior mobility, used correctly, can almost make up for their comparative wimpiness and the dwarves' resistance to blade. Strike by day and pull away to villages at night. However, Rebels don't generally have Gryphons. Trolls also can fight dwarves in the mountains, but again, Rebels don't have them.MCP wrote:just not a good idea to fight dwarves on the mountains.
I would take a few shaman over mages. Slowing dwarven melee and healing your own units (while the dwarves have no healer of their own) is very effective. Spam fighters, mix with shaman, tank the dwarves while you slow them/heal yourself. Let him try and melee you while you pick at his HP from range.
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Just remember, that if you will overdo with number of shamans they will be just eaten by knalgan's ulfserkers..
Also I prefer mage over shaman - it's quite difficult to kill dwarf on mountain without magic attack...
Also I prefer mage over shaman - it's quite difficult to kill dwarf on mountain without magic attack...
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I completely agree.Dragonking wrote: Also I prefer mage over shaman - it's quite difficult to kill dwarf on mountain without magic attack...
Also, in regards to the "attack dwarves on mountains with gryphons" idea from Jonadab, I would love nothing more than to see my opponent attack my mountain-dwarves with gryphons. The gryphon will likely inflict one (if you've had decent luck) fairly weak blow, take damage, and be finished off during the next turn if they have even one other unit in the area....There will be no "pulling away to villages" for that poor gryphon. Keep in mind also that roughly half of the time, the gryphon will double-miss the dwarf. Adds up to a very very bad idea.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
If I had to kill dwarves in the mountains with elves I would:
Use mages and try to kill 10-25% of them(like 1-3). I would then set up a line of fighters, for instance, to take abuse(good dodge in mountains anyways) and protect the mages the best I can. Try to make sure no one unit can be triple teamed(duh). Depending on the number of units or amount of money I have at my disposal, a healer would be very useful to slow them and to heal my units(which dodge almost as well as dwarves in mountains). If I could possibly use scouts or archers to surround them I will, or wose... no one expects the wose to surround them in the mountains.
Doesn't matter which forum I go to, people tend to not follow the topics.
Use mages and try to kill 10-25% of them(like 1-3). I would then set up a line of fighters, for instance, to take abuse(good dodge in mountains anyways) and protect the mages the best I can. Try to make sure no one unit can be triple teamed(duh). Depending on the number of units or amount of money I have at my disposal, a healer would be very useful to slow them and to heal my units(which dodge almost as well as dwarves in mountains). If I could possibly use scouts or archers to surround them I will, or wose... no one expects the wose to surround them in the mountains.
Doesn't matter which forum I go to, people tend to not follow the topics.