If you need a power unit, turn it into a Fire Drake. Like recruiting according to the situation, also level up to the situation. Never use it to attack an Archer or Adept at ranged unless it's morning and you have a high chance of hitting. It has a decent melee attack, but it is better used for ranged. Use it to toast units with no ranged, and against units with fire ranged, like Mages or Orc Archers. However, it is a smart idea to leave the Saurians on higher defense, and leaving the Drakes with the 40% defense and the healing of the village.Įconomy is a big part of the drakes, so make sure to grab a crapload of villages to keep your flow of units steady.Ī Very important unit for the Drakes. Saurians luckily have a high defense in most places, ironically however, they only have 50 on villages, but village healing will make up for the 10 defense lost. ![]() But remember, with Wesnoth's luck system, anything is possible, so a low defense shouldn't keep you from winning. Try anything from mountains to hills to forest, where they will get a good 40. You should always try to avoid road, because they only get thirty. Like I mentioned before, a Drake's biggest weakness is his crappy defense. A Drake Fighter is somewhat ideal, but a Clasher can usually hold up the Fighter's need in a battle. From there you should improvise, Gliders are good to grab villages, but so are Skirmishers, who also have a decent attack power. Have lawful AND chaotic units, allowing them to fight well in all times of day.Īs you can see, the Drakes have many advantages that are often unnoticed.Ī normal recruit of six hexes, I would recommend 1 Burner, 1 Clasher, one burner or clasher (depending on who you will fight) and one Augur. They level up much faster, and are valuable healers. Saurian Augurs cost less, and are only slightly weaker than mages. Saurian Skirmishers have the Skirmisher ability, allowing them to sneak past enemies who use their ZOC to protect an important or wounded unit. And in multiplayer, people usually aren't going to send of their leader into the fray.) (Loyalists have leadership, but only if you pick a Lieutenant as your leader. If I'm not mistaken, along with Elves, they are the only faction with leadership. If I'm not mistaken, along with Elves, they are the only faction with which you can recruit healers from level 1. Good movement, most can fly over terrain that is unwalkable. ![]() The most important things you need to know about Drakes are: They cost a lot and they have very low defense.Īlong with these flaws, they also have some advantages: ![]() Drakes have a lot of obvious weaknesses, but they also have many subtle strengths. Since Drakes would be one of the starting factions of a young player new to Wesnoth, it is somewhat of a problem that the drakes are somewhat more complicated to learn. ![]() Personally, I was interested by the awesome badass Saurian units, because, as a kid, like all kids, I was immensely interested in Dinosaurs. Many RPG's and Strategy games have you fighting against a dragon, rather than playing as them. Generally, Drakes are very "un-human" and therefore are drawn into interest because they are new, different. Undead for more obvious reasons, Ghosts, Zombies, that kind of stuff. Young players that are new to Wesnoth would often pick Drakes or Undead to play, as they always seem the most "out of this world." Drakes being strong, radiating with power, and, all kids like Dragons. (Probably Orcs, as they are my second best faction in terms of skill) This might also include strategies for other factions if I decide to. I'm not a pro in any way, so don't take this as the ultimate guide to being awesome at Drakes. This is a Strategy guide for the Drakes, since I'm kind of tired of the "Drakes are tooooo strong" and the "Drakes are sooooo weeaaaakk" topics.
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