Notherners vs Rebels
So stats in Maboul's analysis or at WesnothLife are in favour of Notherners. But here I am in disagreement with it - from my point of view Rebels are superior in this matchup. how so?
Rebels are defensive faction, much more cheap than Knalganians, much less effected by poison(speed+shammy), better on friction(poke using bow even by fighters) and even with tanky archers.
My stream observer could say: "hey, we have seen your last tournaments, everywhere you easily defeated Rebels in one way". Sure, sure. I had +40% Inflicted and weak initial recruit by enemy AND +72% inflicted and, yeah, weak initial recruit from enemy. Why these were weak? Let me explain:
First and the most important: there were lack of pure fighters. There were archers, fishes, even woses. Let me remind you my recruits:
Rebels: Horse, 3 fighters, fighter/fish/archer. 5 units in total - you'll buy the sixth - fighter(if map don't allow you to do it you may recruit 6 units turn 1). But [at the moment of the guide] I am almost always don't buy a fish: why do i even need it initially?
- Against Loyals? Fighter in the village would work better
- Against Orcs? fighter in the village would work better.
- Against Drakes? Fighter stay better in hte wall due to retalliation.
- Against Knalganians? So Birds could kill it, right, everything for the free food for the bird?
- Against UD? Not funny.
Notherners: Wolf, 4 grunts, assasin / archer / grunt / goblin
===
Gameplan for Rebels:
This recruit allows us to have a nice wall on forests + villages + mountains against orcish hordes. Without huge luck Notherners would receive a lot of dmg, especially from our Leader, so will have injured units + without any clear results (but most often wouldn't even bother with heavy strike after initial attack with unluck)
Okay, Igor, what are next steps?
Next - more. recruit of trolls would lead to woses. Woses are much painful to attack compared to fighters/archers/mages - so most often orcs won't go for more than 1 troll. So orcs army would be grunts-archers-poisoners against fighter-archer-shammy-mage. Usually amount of poisoners on side - 1 = amount of shammies on side. When rebels would have about 12 units on side(7 fighters, 3 archers, 2 shammies), they may think about mages to plan a attack. Usually 2 mages is enough to have a nice attack on a village. Important that all these time Rebels should not sit tight they have to move forward and backward, dance, have a friction so orcs would be wounded before their night attack.
Notherners counterplan: luck.
If rebels won't have enough 38/39 hp fighters on frontline, they would have to use more thin units. Who will die after 3+/6 strikes (45.5% ctc if rebel on the 60% area). So killing without losing unit is a solution. Friction against villaged rebels doesn't sound like a good idea.
A couple of tips: you could leave your fullhp grunt on flat next to the village, so next turn you may have a step into their previously unmovable tile due to Zone of Control. Rebels Response: ignore(then you may have 4-5 tiles on villaged fighter), take a flat tile with a unit(possibility of being killed), initiate huge fight line-on-line. But 40+hp grunts are almost unkillable from 2 tiles.
Poisoner could attack on dusk(sunset), being covered from both sides by grunt(previous tip), so, after 1 hit the fighter in the village would leave a "safe zone" of 37+hp, and start to be in a danger zone(36- hp = ability to die from 3+/6 strikes from strong Grunts).
Continue to the first tip: you may do such a sneaky move even on the another line, where you have your support. Difference between Orcs vs Rebels VS Orcs vs Dwarfs is following - Rebels are much cheaper so they would have a chance to counter your moves on both sides without being (much) exposed.
So stats in Maboul's analysis or at WesnothLife are in favour of Notherners. But here I am in disagreement with it - from my point of view Rebels are superior in this matchup. how so?
Rebels are defensive faction, much more cheap than Knalganians, much less effected by poison(speed+shammy), better on friction(poke using bow even by fighters) and even with tanky archers.
My stream observer could say: "hey, we have seen your last tournaments, everywhere you easily defeated Rebels in one way". Sure, sure. I had +40% Inflicted and weak initial recruit by enemy AND +72% inflicted and, yeah, weak initial recruit from enemy. Why these were weak? Let me explain:
First and the most important: there were lack of pure fighters. There were archers, fishes, even woses. Let me remind you my recruits:
Rebels: Horse, 3 fighters, fighter/fish/archer. 5 units in total - you'll buy the sixth - fighter(if map don't allow you to do it you may recruit 6 units turn 1). But [at the moment of the guide] I am almost always don't buy a fish: why do i even need it initially?
- Against Loyals? Fighter in the village would work better
- Against Orcs? fighter in the village would work better.
- Against Drakes? Fighter stay better in hte wall due to retalliation.
- Against Knalganians? So Birds could kill it, right, everything for the free food for the bird?
- Against UD? Not funny.
Notherners: Wolf, 4 grunts, assasin / archer / grunt / goblin
===
Gameplan for Rebels:
This recruit allows us to have a nice wall on forests + villages + mountains against orcish hordes. Without huge luck Notherners would receive a lot of dmg, especially from our Leader, so will have injured units + without any clear results (but most often wouldn't even bother with heavy strike after initial attack with unluck)
Okay, Igor, what are next steps?
Next - more. recruit of trolls would lead to woses. Woses are much painful to attack compared to fighters/archers/mages - so most often orcs won't go for more than 1 troll. So orcs army would be grunts-archers-poisoners against fighter-archer-shammy-mage. Usually amount of poisoners on side - 1 = amount of shammies on side. When rebels would have about 12 units on side(7 fighters, 3 archers, 2 shammies), they may think about mages to plan a attack. Usually 2 mages is enough to have a nice attack on a village. Important that all these time Rebels should not sit tight they have to move forward and backward, dance, have a friction so orcs would be wounded before their night attack.
Notherners counterplan: luck.
If rebels won't have enough 38/39 hp fighters on frontline, they would have to use more thin units. Who will die after 3+/6 strikes (45.5% ctc if rebel on the 60% area). So killing without losing unit is a solution. Friction against villaged rebels doesn't sound like a good idea.
A couple of tips: you could leave your fullhp grunt on flat next to the village, so next turn you may have a step into their previously unmovable tile due to Zone of Control. Rebels Response: ignore(then you may have 4-5 tiles on villaged fighter), take a flat tile with a unit(possibility of being killed), initiate huge fight line-on-line. But 40+hp grunts are almost unkillable from 2 tiles.
Poisoner could attack on dusk(sunset), being covered from both sides by grunt(previous tip), so, after 1 hit the fighter in the village would leave a "safe zone" of 37+hp, and start to be in a danger zone(36- hp = ability to die from 3+/6 strikes from strong Grunts).
Continue to the first tip: you may do such a sneaky move even on the another line, where you have your support. Difference between Orcs vs Rebels VS Orcs vs Dwarfs is following - Rebels are much cheaper so they would have a chance to counter your moves on both sides without being (much) exposed.
Statistics: Posted by igorbat99 — Today, 1:42 am