The Battle for Wesnoth: 1v1 Online - A Skele-Ton of Trouble as Undead [COMMENTATED]

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  • Опубликовано: 7 янв 2025

Комментарии •

  • @henrymapleton
    @henrymapleton 3 дня назад +9

    I like the unique chuckle animation Dwarvish Ulfserker do before attacking an Dark Adept.

  • @LoneSnow-w3o
    @LoneSnow-w3o 2 дня назад +3

    I still cant believe that theres actually content for Battle for Wesnoth, been playing that game off some random PC Magazine CD along with Dungeon Keeper when I was a child, am 20 now and I can still remember every single mission I played... Havent finished every campaign tho

  • @awordabout...3061
    @awordabout...3061 2 дня назад +1

    One tip - because Bats have such a huge view distance, you can send them off to a flank beyond the opponent's vision range and as long as nobody finds them, you'll have permanent view of what's going on behind your enemies line. Only use them to attack units on their last hitpoints, ideally isolated having just retreated to a village, as otherwise they'll get killed. The Blood Bat is an okay raider unit but geting the upgrade is almost impossible!

  • @Iridium-77-g
    @Iridium-77-g 2 дня назад +1

    I love the Wesnoth content. Don't let this awesome train stop!

  • @alfa-hf7lp
    @alfa-hf7lp 3 дня назад +2

    In the UI on the right, just above the day/night display, there's a text box that will display the terrain type(s) of the hex your cursor is highlighting. This will let you know for sure if a tile is a capturable village or not. Pushing alt+s shows statistics, which you may find useful for your replays. Love your videos! Not very many people commentate this game and you have a nice voice. Ghosts are fast tanks. Their resists are extremely high so their drain is much more effective. They wreak woses and ulfserkers. Gouls are cheap tanks. Push with adepts at night and hold with gouls during day. They'll poison everything so the enemy's weak when the next night comes around. Poison can't deal the last point of damage, but corpses can.

  • @awordabout...3061
    @awordabout...3061 2 дня назад

    These finally got me to sign up onto the ladder - hopefully one day you'll be commentating on one of my games watching me getting battered!

  • @radicaldreamer46
    @radicaldreamer46 2 дня назад

    Something that might help you commentate games is to maybe do "play side" rather than play turn. I remember you mentioning in a video that since you were player two you couldn't get your FOW. That is because it's player 1's turn first I believe. This also gives you the advantage of looking at the statics for the turn (I think it's s by default maybe C-s if I"m forgetting my key bindings) to see how lucky or unluck you are for a particular attack. Also allows you to commentate on each sides move easier without it being jumbled with both armies moving right after each other.

  • @quincykunz3481
    @quincykunz3481 3 дня назад +1

    Undead are my favorite faction because their strengths and weaknesses are a lot more extreme than other factions, but it makes them a little less forgiving to play. Here's my approach with them, take or leave it:
    -I believe the backbone (heh) of any undead force should be skeleton archers unless you have a specific reason to do something else. Into random I would always start with archers, because they are fairly cheap, and there is basically no unit in the game that can trade blows with them efficiently without daytime or impact damage, and most impact users are slow specialists that your opponent will rarely recruit early. On paper they are weak to fire, but in practice fire-users are mages which are squishy and expensive, and drakes which are weak to arrows, so even then they aren't that bad. Orc archers can sting though.
    -Skeleton warriors are usually worse than archers as a general frontline. I typically only recruit them when I see I need slashing damage over piercing.
    -Ghosts are very strong and flexible units as long as you KEEP THEM AWAY FROM FIRE. They probably feel vulnerable to you because their mobility makes it easy to position them too aggressively without support. They are good for harassing or quickly reinforcing a front, but they are too expensive to be careless with. A ghost on a village is really hard to remove efficiently because they have high resistance and low health, so they recover proportionally more from healing than other units would.
    -ghouls are only good for holding specific positions on their favored terrains, and possibly for attriting level 2 units if you're already in a winning position. Even then, they have terrible damage and defenses for their cost, so you need to be confident the poison will do HEAVY lifting to consider recruiting them.
    -dark adepts are prime damage dealers, being cheaper and tougher than mages and practically as strong, while also giving undead a non-flammable attacker. The downside is that they need to be selective with their fights to prevent being exploited in melee. As you mention, it's good to pair them with skeletal units to guard them against getting focused.
    -bats are good on large maps where they can flip villages and move through rough terrain, but unlike ghosts, they are cheap because they can barely fight. Don't get very many of them, and don't commit them to fight without overwhelming advantage.
    -Walking corpses are fun but rarely good. The main use-case I can find is when the enemy is on your front door and you need to throw up a quick defensive wall. They can do suprisingly decent damage at night, but they still lose most trades otherwise.
    general tips:
    -There is no timer in pvp wesnoth. You don't have to take fights where your opponent is strong. You don't even need to attack with your frontline all the time. It's not unusual for a unit to do way more damage on your opponent's turn than yours if you just refuse to give them an easy target. And if you have more units and income you want as slow of a game as possible so you can keep getting ahead until the enemy has no chance.
    -Moving your leader forward can be useful not because they can fight personally, but because they can recruit fresh units closer to the front. Recruitment is your leader's strongest ability.

    • @CairnEnjoyer
      @CairnEnjoyer  2 дня назад

      For me it’s probably the one I have the most difficulty with of the default factions.

    • @quincykunz3481
      @quincykunz3481 2 дня назад

      @@CairnEnjoyer I think the key is getting used to how important resistances are for them. Undead and drakes are the only factions that have really major resists and weaknesses.

  • @Ostvalt
    @Ostvalt 3 дня назад

    I always play necromancers when able in games, so Undead is my favorite faction in Wesnoth. Ghosts being flying and having drain attack was coolest thing ever when I was young. Other units also feel super unique. Dark Adept is glass cannon, that cannot even melee. Ghoul is tanky poison spreader, skeletons resistant to pierce and (even if bad unit) Walking Corpses allow the fantasy of zombie acopalypse. Undead is 10/10 faction if considering the fantasy what units should do.

    • @LoneSnow-w3o
      @LoneSnow-w3o 2 дня назад +1

      Skeletons can max out their upgrades after the first lvl up tbf, that gladiator unit isnt even that bad, theres also the ability to just ignore deep water which can come in clutch

  • @Ostvalt
    @Ostvalt 3 дня назад

    Just noticed that this map has starter disadvantage. The one going second starts with the corner village captured. This is the easiest way to balance advantage that starting player has in symmetric games. Seen lot of it in AWBW. Other way would be to give additional unit who goes second, this ofcourse would be hard when player could be any kind of faction. Maybe neutral wolf could be this unit?

  • @georgiiparkin
    @georgiiparkin 3 дня назад

    Great video!

  • @ObiwanNekody
    @ObiwanNekody 3 дня назад

    I like this map that seems to encourage advancing your leader with the forces as you have several mid field recruitment spaces

    • @CairnEnjoyer
      @CairnEnjoyer  2 дня назад

      Yea it’s a very interesting map and created a pretty fun “chase” game

    • @radicaldreamer46
      @radicaldreamer46 2 дня назад

      @@CairnEnjoyer Yeah I believe when I played on this map I just recruited a few fast units at the start then moved my leader up before recruiting the slower core of my army.
      It's sadly been a long time since I've played some competitive games :( I should probably see how easy it is to get back playing

    • @CairnEnjoyer
      @CairnEnjoyer  2 дня назад

      @@radicaldreamer46 I was a bit too timid with my leader and this hurt me a lot during the game.

    • @radicaldreamer46
      @radicaldreamer46 2 дня назад

      @@CairnEnjoyer yeah I've noticed (about half way through the game, had to leave for work). This map heavily encourages leader combat as you're close to a keep, has a really nice rotational combat in the middle.
      Something I struggle with in this match up is mobility. I remember a game I had where when I tried to attack at dusk the elves completely surrendered their towns to me, causing very little engagements at night then at morning they'd abuse their mobility to start fights with me at morning as I retreated, ended up with too many engagements during the day

    • @radicaldreamer46
      @radicaldreamer46 2 дня назад

      Yeah around 15 minutes you should have front switched to the north. The big issue is that you split yourself and let a sizeable force of your units die for very little gain when you shifted your leader up around 17 minutes. Really I think you should have left 0 units left. Each village is only worth 2-3 gold per turn, and a skeli is worth 14~ (meaning that a single skele would have to live 3 turns to get the gold back, and even then you are sacrificing XP to the enemy who would gladly love to try to level up a unit). Leaving units to defend properties work if you can reinforce but given the army that is barreling down on you, it's best to just consolidate your forces in the north a bit and try to attack that night if you can must enough concetrated force. His attacks were much more committed which allowed his aggression to work well even in suboptimal times of days that should have been stronger for you to engage in.
      This map really likes fast mobile units, so another bat to claim the north while he used his scouts to claim the south would have left you maintain equal properties. Also your bats so far don't seem annoying enough, that might be something to play around with as well.

  • @ObiwanNekody
    @ObiwanNekody 3 дня назад

    Thank you for sharing 😊

  • @dragonzd97
    @dragonzd97 3 дня назад

    Woses are also giga chads against loyalists, the faction that has only piercing damage on all the none mages until level ups xD. but yeah woses also have arcane weakness so as undead you have break them down with adepts they take damage real fast from those at night time. Undead are the synergy factions or in other words a army of super specialists, the units are all REALLY good at one job but once they have to do something else it preforms really bad. combined arms is also another word for it.
    if you keep playing this from time to time maybe i'll run into you.

    • @SusCalvin
      @SusCalvin 2 дня назад

      I liked the ambush ability. You could have this relatively big, beefy unit just standing in a forest. They were not fast, they were not good as recce. But a couple of them could wait for a wounded or exposed enemy and finish them off.

  • @trevorp875
    @trevorp875 День назад

    @19:04 didn't kill the weak mage? Rough... I know commander damage is nice but always pick off the weak ones. You may have been able to level the 1 skeleton to level 2 and life longer there.

  • @JRefumee
    @JRefumee 2 дня назад

    Good Game
    SPOILER:
    SPOILER Here:
    Sure you have lost, but you won experience. Soon you are lvl 2 :)

  • @kubama7031
    @kubama7031 3 дня назад

    360p ??

    • @bloodhat3097
      @bloodhat3097 3 дня назад

      It should be on 1080 right now, Probably just youtube Shenanigans

    • @CairnEnjoyer
      @CairnEnjoyer  3 дня назад +2

      RUclips always limits it soon after publishing.

  • @niikoop
    @niikoop День назад

    too much commentary, more action and less blabla