Strongest Unit From Every Faction - Battle for Wesnoth

  Рет қаралды 12,120

Hejnewar

Hejnewar

Күн бұрын

Пікірлер: 21
@robertlupa8273
@robertlupa8273 Жыл бұрын
> "Weakness: does no have portrait" lmao
@FR4NKYEtheIV
@FR4NKYEtheIV 2 жыл бұрын
I agree horseman does super damage, I love to build it, altough he is really frail
@llokey1132
@llokey1132 Жыл бұрын
lol poor dune rider, and thanks for the vid man!
@DanifromDani
@DanifromDani Жыл бұрын
Cool vid! Are you planning to do a best and worst leaders of each faction?
@MXB2001
@MXB2001 Жыл бұрын
Solid choices. Can't say I disagree with any although if I was to make my own list I might diverge somewhat. But these would all be top 3 for me at least.
@fedyhtb3096
@fedyhtb3096 2 жыл бұрын
I think the most strongest character in tbw is orchis grunt he’s chip and powerful (chaotic) ,but the weakness is fool 😅
@Kyezoar
@Kyezoar 2 жыл бұрын
It helps that they're super cheap at around 12 gold each the only issue is that they lack a ranged attack until Lvl. 3 which means the AI will almost always use ranged attacks on them
@bmak237
@bmak237 10 ай бұрын
Horseman and his advancements are my most favorite units in the entire game. I have been playing BFW since 2006, and only since last year, I started to tweak and modify the units to my own liking - obviously I will only play solo, else it’s cheating 😅 I just hate the fact that Horseman is pretty much a wuss with pierced-archers and only have 40% at max and only moves on flat terrains with 1 movement cost, and he doesn’t move on mountains!? Like what the hell? But Elvish Riders do.. so I thought enough is enough. But I tweaked Horseman line to make it a powerhouse. >> Horseman/Knight/Paladin/Grand-Knight - Hitpoints: 42/62/82/90 - Exp: 40/80 - Cost: 20/40/80/80 - Alignment: liminal (it’s quite good and most powerful actually) >> Resistances (%): - arcane: 20/20/60/20 - blade: 30/30/30/30 - cold: 10/10/10/10 - fire: 10/10/10/10 - impact: 40/40/40/40 - pierce: 0/0/0/20 >> Attacks: > Horseman: 8-3 melee-blade (marksman) 12-2 melee-pierce (charge) > Knight: 10-4 melee-blade (marksman) 18-2 melee-pierce (charge) > Paladin: 11-5 melee-arcane (marksman) 21-2 melee-pierce (charge) > Grand-Knight: 15-4 melee-blade (marksman) 24-2 melee-pierce (charge) >> Terrain defenses and costs (People are supposed to fear horsemen on grasslands): flat = 50% (cost-1) forest = 40% (cost-2) castle = 50% (cost-1) village = 50% (cost-1) hills = 50% (cost-2) mountains = 60% (cost-3) sand = 50% (cost-1) frozen = 40% (cost-2) cave = 30% (cost-3) swamp water = 30% (cost-3) coastal reef = 40% (cost-2) shallow water = 20% (cost-3) fungus = 40% (cost-2) >> Paladin ability: heals+8
@momom6197
@momom6197 8 ай бұрын
"Ulfserker is my favorite unit in the game, so I made a mod where ulfserkers aren't berserk in defence, and their base damage is 4-6. Also, they now have typical dwarve defence in hills and mountains." My dude, horsemen, don't need buffs. Certainly not that kind of mindless super-buff across the board. Typical lvl1 damage is around 18-21, not 24, especially with charge. Why would they have marksman on their blade attack? That makes no sense. They become a preferable choice to mage with their higher resistance, hp and movement. Just having a blade attack at lvl1 makes the choice between Knight and Lancer less meaningful. Also, you reduced their cost by 20%. Horseman's pierce weakness is meant to give opponents the ability to form battle lines with units like drake clasher and spearman, to prevent horsemen from charging just about anything. It forces the player to use tactics to find favorable engagements. The liminal alignment also makes no sense. It's explicitly the gimmick of the dunefolk, and loyalists are day-oriented by design, they're the only two factions with such a high focus on daytime (even drakes have chaotic saurians). (No lore sense either, since horsemen aren't particularly effective at dawn or dusk.) Basically, your horseman is a preferable alternative to spearman, heavy infantryman and mage. It reduces the tactical complexity of the faction and makes it less interesting. The horseman is a similar unit to the ulfserker: it's meant to pick off weak/ranged units, or break through enemy lines. Their high speed makes them ideal to chase enemy scouts, and their resistance to blade means they can attack even melee fighters sometimes. They are not frontline units. They're so expensive in order to force you to protect them and use them conservatively. It's necessary to balance the fact that charge gives them such a huge advantage on offence.
@akosszilagyi2656
@akosszilagyi2656 2 жыл бұрын
5:03 This!
@PokmalacHUN
@PokmalacHUN 2 жыл бұрын
Magyar vagy tesó! Egyelek Mög!
@dubuyajay9964
@dubuyajay9964 2 жыл бұрын
Does this game have elves, dwarfs, and/or gnomes? Do factions ever team up and allow you to control multi-faction villages/bases and/or armies?
@Xeqcme
@Xeqcme 2 жыл бұрын
There are elves and dwarves (there are undeads and dragons too). No gnomes, but there are goblins. There are scenarios that allow for different teams, you can also create your own game where you control 2+ players. Or join/create multiplayer scenarios on the official server.
@dubuyajay9964
@dubuyajay9964 2 жыл бұрын
@@Xeqcme Wish someone would mod a gnome magic caster unit into the game.
@davestar4091
@davestar4091 Жыл бұрын
@@dubuyajay9964 there is everything you can think of in the Game addon tab Try Ageless era Bro you wont regret
@wertin200
@wertin200 Ай бұрын
I would say that the strongest unit for the orcs is the troll. High def rating, high health and regeneration. For a reasonable price.
@gmilmi8822
@gmilmi8822 2 жыл бұрын
What mod am I supposed to download to get dunefolk fraction? I got Wesnoth on steam, version 1.16.6
@jemandanderes7075
@jemandanderes7075 Жыл бұрын
It's in the base game, you just have to change the era to standard+dunefolk when you host a game.
@StanislavHoferek
@StanislavHoferek Жыл бұрын
weankness? yes, little typo... however, interesting video
@torment4723
@torment4723 Жыл бұрын
every defaction
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