Dirty Strategy I: Slash, Steal, Kill
Classic Knalganians Player1 rush: Ulf + thief + bird with Footpad to finish enemy / steal village on Player1Turn4.
Maps: Caves of Basilisk, Swamps of the Dread(didn't check), Weldynn's Channel, Sulla's ruins, etc.
Small tricks:
1) We are Player1, so we don't have to take our front villages on turn 2: enemy would be in their keep in the beginning of their turn and wouldn't be able to punish us for it.
2) We don't want to show our plan early so we could outplay 8mp enemy scouts.
So, lets start.
On Weldyn' s Channel:
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The key idea here is that after scout moved 1 tile futher their front village(and grab the village using its last move) it wouldn't be able to scout futher than red crosses.
![Image]()
![Image]()
So it is the end of the third turn, this is how our troops looks like. The front village is taken by poacher.
In this attack we have weak ulf, weak thin thief and weak bird while there is a 39hp Cavalryman. And even through all these resistance we would kill it.
Have a look on distribution, we could expect that ulf would deal (39hp at all - 15 hp median left = 24 hp of damage on average would be dealt).
![Image]()
.
![Image]()
.
![Image]()
In the end - we are fine with using 3 bottom-right hexes for 5mp ulf, so, could be, that this initial recruit is not the most optimal. But it makes thing anyway.
===
On Caves of Basilisk
Feature of the map that Player2 usually skip recruit on turn 2 and move their King from village to village. Lets use this fact:
![Image]()
![Image]()
The example of wrong ulf positioning and scout saw him. Had to put it in the red circle and move from one red cirle to another.
![Image]()
Example of the wrong positioning against backstab. The horse would be surround, and most probably killed by the poacher next turn. Leu is placed on a tile where you would usually see an opponent's King after 3rd turn.
![Image]()
Bonus:
![Image]()
Small trick: ulf bought on this tile would be (almost always) invisible for the enemy fish and would kill it(may be with a small help from your King).
===
Okay, what to do next, after this rush?
Depends on a matchup, I often change unit composition into dwarfs: it is very comfortable to defend using dwarfs on an enemy side on the battlefield in defensive tiles.
===
How to defend against it?
1) Buy more units in initial recruit on simplier-to-be-attacked side.
2) Stay in a triangular(at least 3 units you need for it) against backstab. Then the attack would be with poacher, and pad would try to sneak into your formation next turn and/or make you to make a mistake - it is simple to overlook and miss backstab opportunity.
Faction Features:
1) Loyalists: Hi works against this comp - there is nothing to kill it in this setup. Also Cavalryman works really good - and this unit is exact reason for poacher in initial recruit. Loyalist is very strong in damage dealing to these bandits, so this is the reason to say that such a rush almost not working against Loyalists.
Small trick: quite often works to put Horse into the vill and Spier right next to it. Replace one with spier next turn, after receiving initial round of damage.
2) Notherners: you don't have to do much here - these bandits quite ofter die easily on a flat. Just need to have more units. From the other hand your own rush on the other side of the board won't meet any strong defence.
3) Rebels: The bird is the main source of pain here. From the other hand - ulf quite often could kill 2 damaged fighters without huge luck, so if you don't have 3 fighters on a side - just give up a village.
4) Undead: if you defend using Skeleton - not that much a problem. If you have started in Ghoul + Bat - you're in troubles. Another source of pain - 1hp poisoned ulf still kill your DarkAdepts. So from my perspective the best move is to give up a village and attack on the other side of the map.
5) Drakes: usually just give up the village.
Classic Knalganians Player1 rush: Ulf + thief + bird with Footpad to finish enemy / steal village on Player1Turn4.
Maps: Caves of Basilisk, Swamps of the Dread(didn't check), Weldynn's Channel, Sulla's ruins, etc.
Small tricks:
1) We are Player1, so we don't have to take our front villages on turn 2: enemy would be in their keep in the beginning of their turn and wouldn't be able to punish us for it.
2) We don't want to show our plan early so we could outplay 8mp enemy scouts.
So, lets start.
On Weldyn' s Channel:

The key idea here is that after scout moved 1 tile futher their front village(and grab the village using its last move) it wouldn't be able to scout futher than red crosses.


So it is the end of the third turn, this is how our troops looks like. The front village is taken by poacher.
In this attack we have weak ulf, weak thin thief and weak bird while there is a 39hp Cavalryman. And even through all these resistance we would kill it.
Have a look on distribution, we could expect that ulf would deal (39hp at all - 15 hp median left = 24 hp of damage on average would be dealt).

.

.

In the end - we are fine with using 3 bottom-right hexes for 5mp ulf, so, could be, that this initial recruit is not the most optimal. But it makes thing anyway.
===
On Caves of Basilisk
Feature of the map that Player2 usually skip recruit on turn 2 and move their King from village to village. Lets use this fact:


The example of wrong ulf positioning and scout saw him. Had to put it in the red circle and move from one red cirle to another.

Example of the wrong positioning against backstab. The horse would be surround, and most probably killed by the poacher next turn. Leu is placed on a tile where you would usually see an opponent's King after 3rd turn.

Bonus:

Small trick: ulf bought on this tile would be (almost always) invisible for the enemy fish and would kill it(may be with a small help from your King).
===
Okay, what to do next, after this rush?
Depends on a matchup, I often change unit composition into dwarfs: it is very comfortable to defend using dwarfs on an enemy side on the battlefield in defensive tiles.
===
How to defend against it?
1) Buy more units in initial recruit on simplier-to-be-attacked side.
2) Stay in a triangular(at least 3 units you need for it) against backstab. Then the attack would be with poacher, and pad would try to sneak into your formation next turn and/or make you to make a mistake - it is simple to overlook and miss backstab opportunity.
Faction Features:
1) Loyalists: Hi works against this comp - there is nothing to kill it in this setup. Also Cavalryman works really good - and this unit is exact reason for poacher in initial recruit. Loyalist is very strong in damage dealing to these bandits, so this is the reason to say that such a rush almost not working against Loyalists.
Small trick: quite often works to put Horse into the vill and Spier right next to it. Replace one with spier next turn, after receiving initial round of damage.
2) Notherners: you don't have to do much here - these bandits quite ofter die easily on a flat. Just need to have more units. From the other hand your own rush on the other side of the board won't meet any strong defence.
3) Rebels: The bird is the main source of pain here. From the other hand - ulf quite often could kill 2 damaged fighters without huge luck, so if you don't have 3 fighters on a side - just give up a village.
4) Undead: if you defend using Skeleton - not that much a problem. If you have started in Ghoul + Bat - you're in troubles. Another source of pain - 1hp poisoned ulf still kill your DarkAdepts. So from my perspective the best move is to give up a village and attack on the other side of the map.
5) Drakes: usually just give up the village.
Statistics: Posted by igorbat99 — Today, 1:00 am