BATTLE FOR WESNOTH MANUAL PDF

Ellipses, Team Colors, and Hero Icons Below each unit there will normally be a colored ellipses or base. The color identifies its team; in a campaign game, the human-player color is red. Usually the ellipse will be a solid disk. On level 0 units, you will see an ellipse that has broken lines. This indicates that the unit has no Zone of Control. Some campaigns use a star-shaped base to indicate leaders and heroes units which are somehow special and for example not allowed to die in the course of the scenario ; others use a silver crown icon above the energy bar to mark heroes.

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Ellipses, Team Colors, and Hero Icons Below each unit there will normally be a colored ellipses or base. The color identifies its team; in a campaign game, the human-player color is red. Usually the ellipse will be a solid disk. On level 0 units, you will see an ellipse that has broken lines. This indicates that the unit has no Zone of Control. Some campaigns use a star-shaped base to indicate leaders and heroes units which are somehow special and for example not allowed to die in the course of the scenario ; others use a silver crown icon above the energy bar to mark heroes.

Still others have no specific hero indicator at all. Which if any is used is a stylistic choice left to campaign designers. Fighting If you move next to an enemy unit, you may attack it.

Click on your unit that is next to an enemy unit, and click on the enemy you want to attack — this will bring up a window that presents further options for the fight. Every unit has one or more weapons it can attack with. Some weapons, such as swords, are melee weapons, and some weapons, such as bows, are ranged weapons. If you attack with a melee weapon, the enemy you attack will be able to strike back at you with a melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with a ranged weapon.

If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.

Different types of attacks do different amounts of damage, and a certain number of strikes may be made with each weapon. For instance, an Elvish Fighter does 5 points of damage with its sword every time it hits, and can strike 4 blows with the sword in one exchange. This is written as 5—4, meaning 5 damage per hit, and 4 strikes.

Every unit has a chance of being hit based on the terrain it is in. For instance, units in castles and villages have a lower chance of being hit, and Elves in forest have a low chance of being hit. You can obtain additional information, including the chance that the attacker and defender will be killed, by clicking on the "Damage Calculations" button in the fight window. Attack types Blade: Weapons with a cutting edge, used to chop pieces of flesh from a foe. Examples: dagger, scimitar, saber, drake claws.

Examples: Knight or infantry pike, arrow. Examples: mace, staff, Troll fist. Cold: Weapons based on cold or ice missiles. Fire: Weapons using fire to roast the foe like a chicken. Arcane: An attack that dispels the magic animating zombies, specters, and other undead creatures and spirits. Resistance Each unit is more or less vulnerable to the different attack types. A positive resistance figure indicates that the unit will suffer less damages from the attack type.

A negative resistance figure indicates that the unit is especially vulnerable to this attack type. Examples: Drake scales protect them from most of attack types except from piercing weapon and cold weapon. Human Cavalry units are generally well protected except from piercing attacks which are their weak point.

Undead are very resistant to blade and piercing weapon but very vulnerable to impact attacks and arcane attacks.

Using the best attack type against enemy units will substantially increase your chances of killing them. Healing A unit may be healed a maximum of 8 hitpoints per turn. A unit that does not move or fight during a turn is resting and will recover 2 hitpoints.

Hitpoints recovered through resting are added on top of hitpoints recovered through healing so it is possible for a unit to recover up to a total of 10 hit points per turn.

There are two basic ways for a unit to be healed: Waiting in a village. The unit will heal 8 hitpoints every turn. Being adjacent to units with the heals ability. Regeneration Trolls and Woses have the ability to heal themselves naturally through regeneration. They will heal 8 points each turn if they are injured.

Note that because all units may only heal a maximum of 8 points per turn, Trolls and Woses gain no additional benefit from being on a village or next to a healing unit.

Poison Some attacks can inflict poison damage on your unit. When this happens the poisoned unit will take 8 damage each turn until it is cured. Poison can be cured by waiting on a village or being next to a unit with the cures ability. Units with the heals ability can only prevent the poison from causing damage that turn, not cure it.

A unit can not be healed normally until it is cured of poisoning. Some other hints about healing: A unit may take several turns to be fully healed. Healers do not heal enemy units. Healers cannot heal themselves, but see next point. Use your healers in pairs, so they can heal each other if needed.

Multiple healers from different allied sides can heal the same unit and speed up healing. Trolls and Woses cannot regenerate other units. Trolls and Woses cure themselves from poison as a village does. Strategy and Tips 3. Basic Strategy The following basic combat principles and tips are intended to help starting off your career as a Wesnothian battle veteran. The minor concrete examples are somewhat tied to the "Heir to the Throne" campaign.

Once a unit loses more than half of its hit points HP , you should seriously consider retreating it to safety and either station it in a village for healing or give him to the care of a healer like Elvish Shamans or White Mages.

Healers are very useful! This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counterattack, it most often will perish. Further, by sending it to its sure death, its gathered experience points XP are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. No enemy can attack them if enemies cannot even come near them.

In the Action menu, you can select "Show Enemy Moves" to highlight all possible hexes your adversary can actually move to. This takes your zone of control into account. Thus you can check that your near death unit, which is behind, indeed cannot be attacked as the enemy cannot move close to it. When your armies meet, you may want to try to be the first to attack. So try to end your move out of striking range of the enemy army. He cannot attack but most likely will close into your striking range.

This means that once an enemy moves into one of the six neighboring tiles, it is forced to halt and its movement phase ends only enemies with the rare skirmisher ability ignore this. Because of ZOC, an enemy may not slip between two units which are aligned on a north-south or diagonal line and have exactly 1 or 2 hexes between them.

By combining these pairs into a long wall or using them in different directions, you can prevent the enemy from reaching a wounded unit behind. He has to defeat the units imposing the ZOC first. If the enemy can barely reach it, even a single unit may shield a small region behind itself. Maintain a defensive line By lining up many units directly adjacent or with at most 1 hex space between them, you can build up a powerful defensive line. Note that, because Wesnoth uses hexes, a east-to-west "line" is not a straight line but a zig-zag curve.

The north south line and the diagonals are the "real" lines. Coming from one side, the enemy may attack any single of your units in the line with only 2 of his units at a time. As a rule of thumb, a healthy unit without particular weakness can withstand an attack from two normal enemy units of the same level or lower without getting killed.

Unfortunately, your line often has to bend to form a wedge or to fit the terrain. At these corner points, 3 enemy units may attack. This also happens at the ends of a line if the line is too short. Use units with high hit point on proper terrain or with proper resistances to hold these weak points. These are the most likely to be killed, so use units with no or few experience points XP for this purpose. Lining your troops up also prevents the enemy from surrounding any one of them.

For ZOC reasons, a unit with one enemy behind it and one in front is trapped. Rotate your troops When a unit in the front line is heavily damaged you can move him safely behind your defensive line.

To hold up the line, you will most likely have to replace him with a reserve, so hold a couple of units in back of the front line. If you have healers, damaged units in the second line will quickly recover. Note that your units can pass through hexes containing your own troops.

Use the terrain Try to position your troops so that they are attacking from a hex with high defense against an enemy in a hex with low terrain. For example, you might position your elves just inside of a forest edge so that attacking orcs must stand on grassland while your elves enjoy the high forest defenses.

Attacking and choosing your targets Advancing and attacking is of course the most interesting part of your way to victory. Kill or weaken enemies in your path and move your defensive line forward. This can become tricky as the enemy gets to attack back on his turn.

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WesnothManual

That depends on the location you have choosen on first startup to hold your data. If I ask you to send a debug report this is the way to do it: End unit turn toggle. I will listen and try to answer to everybody. In Wesnoth, however, sometimes it is indeed a valid tactic to take up superior positions and wait a turn or two for either a better time of day or the enemy to make the mistake of attacking, leaving them open for a good counterattack. Where are savegames located?

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WesnothManual/es

Bagis You should try to make a habit of using it and make it as easy as possible to do so. The game will then unpack those instead of wesnpth. Being aware that your turn may end in a different state than you planned for when it began will save you some distress and wfsnoth to strategic concepts appropriate to the game. The really useful acheivement in a scenario is the advancement of units by careful harvesting and distribution of experience points through combat, and this depends far more critically on both chance and attention to detail. End unit turn toggle. They manuak probably among the first things one has to learn.

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