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	<entry>
		<id>https://war.app/wiki/index.php?title=Basic_Strategy&amp;diff=2456</id>
		<title>Basic Strategy</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Basic_Strategy&amp;diff=2456"/>
		<updated>2013-06-12T06:13:09Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page gives an introduction for new players on the basic strategies that give you better chances at winning games.&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to play the first three [[single-player levels]] before jumping into multi-player.  These will ensure you understand the basic idea behind [[bonuses]] and [[basic combat]], as these are necessary prerequisites to playing WarLight.&lt;br /&gt;
&lt;br /&gt;
==[[Free-for-all games]]==&lt;br /&gt;
&lt;br /&gt;
In games with lots of players, it&#039;s generally a good idea to try to avoid getting into a lot of battles with other players.  If two players are fighting each other, and a third is growing unencumbered, the third player tends to win more often since the first two are depleting their armies against each other.  &lt;br /&gt;
&lt;br /&gt;
Remember, fighting between two players weakens both of them.  Be careful who you pick a fight with - even if you end up winning the war, you may just be opening yourself up for conquest by an even stronger neighbor.&lt;br /&gt;
&lt;br /&gt;
Of course, you can&#039;t win without fighting at all.  Therefore, it&#039;s necessary to find a balance.  The best wars are ones that you can win quickly, whereas the worst ones are wars that you either lose or go on for a long time.&lt;br /&gt;
&lt;br /&gt;
==Heads-up games==&lt;br /&gt;
&lt;br /&gt;
Games with only two entities (1v1s, 2v2s, etc.) require different strategy than free-for-all games.  In these games, breaking an opponent&#039;s bonus is just as good as (sometimes better than) taking a bonus yourself.  Therefore, going on the offensive is usually a good decision.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
Deutscher Spielguide mit Tipps, Tricks und Strategien:[http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/ ]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Strategy&amp;diff=2455</id>
		<title>Advanced Strategy</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Strategy&amp;diff=2455"/>
		<updated>2013-06-12T06:12:09Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
So you think you have internalized the [[Basic Strategy|Basic Strategies]] of the game and know your way around? Good.&lt;br /&gt;
This page will teach you some advanced techniques and help you understand the subtleties of game-play.&lt;br /&gt;
==Picking Territories==&lt;br /&gt;
In games with manual distribution of territories picking the right starting position(s) is essential. Especially ladder games require you to choose wisely.&lt;br /&gt;
&lt;br /&gt;
Aspects to consider:&lt;br /&gt;
* Prefer starting spots in smaller bonuses over those in large ones. Often a 3er completed in turn 1 is worth more than a 5er in turn 3. Aim for those bonuses first that can be completed in the least amount of turns.&lt;br /&gt;
* Don&#039;t just look for the starting bonus itself, also take further expansion possibilities into consideration. What will your income be in turn 3, 4 or 5?&lt;br /&gt;
* Sometimes even larger bonuses can be completed in a single turn when there are 2 or 3 adjacent starting locations. However, you cannot be sure you get all 2 or 3 of these spots, so in those cases you always need a plan B.&lt;br /&gt;
* Avoid bonuses with wastelands, at least in the beginning.&lt;br /&gt;
* Bonuses only pay off if they generate more income than you lost armies taking them. Example: A bonus worth 4 with 10 neutrals in it will cost you (neutrals x defensive kill rate) armies, say 10 x 0.7 = ~7 armies on average. It will pay off in the 2nd turn already. Taking a bonus worth 4 with 20 neutrals you may lose ~14 armies, so it will only pay off if you can hold it for at least 4 turns.&lt;br /&gt;
* Always place enough picks to avoid ending up with random spots. In a 1v1 with 3 starting spots you need 6 picks. In a 2v2 with 2 starting spots you need at least 6 picks as well, better 8 in case your teammate forgets about coordinating his picks with yours.&lt;br /&gt;
* In larger team games, always communicate with your team. On large maps pick a general starting area. The closer you start together, the less borders there are to defend. Mind your expansion capabilities though.&lt;br /&gt;
* You can check your teammates&#039; orders and see where they intend to start: Click their name in the list, then click &amp;quot;View Teammate&#039;s orders&amp;quot;.&lt;br /&gt;
* ...&lt;br /&gt;
* ... (how to place counter picks)&lt;br /&gt;
* ... (how to find out your opponents&#039; starting locations)&lt;br /&gt;
* Once deployment has taken place if you didnt get any of your first 3 choices you therefore know that your opponent has these territories.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
{{stub|section}}&lt;br /&gt;
==Sequence of Commands==&lt;br /&gt;
&lt;br /&gt;
Timing is always of great importance. One single key attack happening too early or too late can turn your rock-solid victory into an embarrassing defeat.&lt;br /&gt;
&lt;br /&gt;
Your means of manipulating the order of events are the [[Orders List|list of orders]] to the right of the game board and the [[order priority card]] and [[order delay card]]. Unfortunately the latter two are not always at your disposal, so primarily you have to concentrate on your order of commands.&lt;br /&gt;
&lt;br /&gt;
Of course there are no rules that apply to all game situations, but here are some general considerations:&lt;br /&gt;
* In most games, the kill rates are set slightly in favor of the defendant. So it is a very common situation that you want to delay an attack as long as possible, to make sure your opponents attack happens first (if he attacks!). To achieve that without an order delay card, you have to put as many dummy moves as possible at the top of your list of orders. Move some armies in the rear territories back and forth, or better yet bring them to the front lines. Attack some neutrals in the meantime. Just make that most important attack of yours the very last item on your list.&lt;br /&gt;
* When moving reinforcements from the rear to the front lines, move the biggest stack first OR reinforce the most vulnerable position first.&lt;br /&gt;
* When attacking neutrals, attack those where you do not expect interference from other players first, if your stack is just big enough to break the neutral. Try to delay those attacks on neutrals where you might encounter other players as much as possible, let your opponent clear those neutrals for you. Just make sure he does not see it coming.&lt;br /&gt;
* However, if you attack a neutral with a big stack, most often because you anticipate an encounter with a player there or because you&#039;ll knock at her/his bonuses, usually the sooner the better: this way any later move towards your freshly settled stack should crush onto your strong defense. The few casualties suffered breaking the neutral won&#039;t be as costly to recover as attacking second yourself on a supposedly equally powerful stack as yours.&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
==Probabilities==&lt;br /&gt;
&lt;br /&gt;
The [[Analyzer Tool]] is your best friend. It allows you to estimate if your attacks will fail or succeed and thus can give you a good first risk assessment.&lt;br /&gt;
You can also use it to calculate the chances for multiple attacks combined, but since it only shows one attack at a time you will have to do some simple calculations yourself.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*You have 10 armies to deploy.&lt;br /&gt;
*There are 2 bonuses of equal value you could complete, but you only have armies for one of them.&lt;br /&gt;
*So you want to know the odds.&lt;br /&gt;
&lt;br /&gt;
# Bonus 1:&lt;br /&gt;
:# You are missing 3 territories, each occupied by 2 neutrals.&lt;br /&gt;
:# Since you have 10 armies at your disposal, you can attack two neutral territories with 3 armies each, and one with 4 armies. If you hover your mouse cursor over the dots in the upper graph of the Analyzer Tool, it will tell you the odds for each attack.&lt;br /&gt;
:# For a single 3vs2 attack there is a 71% chance of taking the territory.&lt;br /&gt;
:# For a single 4vs2 attack the chance is 93%.&lt;br /&gt;
:# To get the extra bonus armies next turn, all 3 attacks have to succeed, so your combined chances of taking that bonus are:&amp;lt;br&amp;gt;&lt;br /&gt;
71% x 71% x 93% = &#039;&#039;&#039;~46,8%&#039;&#039;&#039;&lt;br /&gt;
# Bonus 2:&lt;br /&gt;
:# You are missing 2 territories, one with 2 neutrals and the other one with 4 neutrals.&lt;br /&gt;
:# Single chance for the 3 vs. 2 attack: 71%&lt;br /&gt;
:# Single chance for the 7 vs. 4 attack: 84%&lt;br /&gt;
:# Combined odds:&lt;br /&gt;
71% x 84% = &#039;&#039;&#039;~59,6%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So in this case the odds for completing the 2nd bonus are significantly better than for the 1st one.&lt;br /&gt;
&lt;br /&gt;
;Note:In ladder games the [[Luck_Modifier|luck modifier]] is lower (16%), so the results look a bit different:&lt;br /&gt;
&lt;br /&gt;
#Bonus 1:&lt;br /&gt;
:79% x 79% x 100% = &#039;&#039;&#039;~62,4%&#039;&#039;&#039;&lt;br /&gt;
#Bonus 2:&lt;br /&gt;
:79% x 98% = &#039;&#039;&#039;~77,4%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hiding your income==&lt;br /&gt;
{{stub|section}}&lt;br /&gt;
==Bonuses==&lt;br /&gt;
{{stub|section}}&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Basic Strategy]]&lt;br /&gt;
* [[Strategic 1 v 1]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
DEUTSCHER SPIELGUIDE MIT TIPPS, TRICKS UND STRATEGIEN: [http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2453</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2453"/>
		<updated>2013-06-12T05:29:01Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Deutscher Spielguide mit Tipps, Tricks und Strategien:[http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/ ]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2452</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2452"/>
		<updated>2013-06-12T05:27:03Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [Deutscher Spielguide mit Tipps, Tricks und Strategien  http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/ ]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2451</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2451"/>
		<updated>2013-06-12T05:26:44Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [ http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/ Deutscher Spielguide mit Tipps, Tricks und Strategien:]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2450</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2450"/>
		<updated>2013-06-12T05:26:24Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [Deutscher Spielguide mit Tipps, Tricks und Strategien: http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2449</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2449"/>
		<updated>2013-06-12T05:24:28Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Deutscher Spielguide mit Tipps, Tricks und Strategien http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/]http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2448</id>
		<title>Medium Earth Traditional</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Medium_Earth_Traditional&amp;diff=2448"/>
		<updated>2013-06-12T05:22:46Z</updated>

		<summary type="html">&lt;p&gt;Redirect: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strategic 1 v 1 [[Templates|template]] is one of the built-in templates to WarLight. This template attempts to produce the best settings for a two-player heads-up duel.&lt;br /&gt;
&lt;br /&gt;
These are the same settings used by the [[1 v 1 Ladder]] and the two 1 v 1 auto-games.&lt;br /&gt;
&lt;br /&gt;
==Territory Distribution==&lt;br /&gt;
&lt;br /&gt;
This template uses the [[Random Warlords and Random Cities|Random Warlords]] distribution option, which means that the territories available for distribution will be different for each game.  Further, the use of [[wastelands]] ensures that the map is sufficiently randomized that a one-size-fits-all strategy is not possible.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a possible map distribution using the Strategic 1 v 1 template:&lt;br /&gt;
&lt;br /&gt;
http://blog.warlight.net/Images/ImpallerPicks0.png&lt;br /&gt;
&lt;br /&gt;
In this setup, note that the green territories (one per bonus) are the ones available for starting.  Each neutral starts with 2, except for the [[wastelands]] which start with 10.  Further, any green territories that neither player starts in will be replaced by a 4 - these are called cities.&lt;br /&gt;
&lt;br /&gt;
==Newbie Tips==&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll want to pick 6 territories.  Picking beyond 6 doesn&#039;t do anything, and picking fewer than 6 could cause you to get random territories, which is always bad.&lt;br /&gt;
* Try to get your first [[bonus]] as quickly as possible.  While the big +5 bonuses may look tempting, you&#039;ll be better off if you can take a smaller bonus faster and then use its income to take bigger ones.&lt;br /&gt;
* Don&#039;t attack [[wastelands]].  Expanding as efficiently as possible is key, and spending armies on wastelands that could be spent elsewhere is inefficient.&lt;br /&gt;
* Don&#039;t start in a bonus that has a wasteland.  The bonuses you start in will be the cheapest to take, so by starting in a bonus with a wasteland you&#039;re removing that efficiency.&lt;br /&gt;
* Although your early bonuses can be taken faster when picks are close to each other, it is usually recommended to keep your options open and try start in bonuses which lie pretty far from each other.  This helps ensure that you can expand safely somewhere far from early battles as much as possible. &lt;br /&gt;
* Make sure to use the [[Analyze Tool]] to check the odds of your attacks.  These games use a 16% [[Luck Modifier|luck level]], which means that 2v1s and 4v2s are guaranteed wins.  New players sometimes think they need to attack 1s with 3s or 2s with 5s just to be sure they win, but this isn&#039;t necessary at the 16% luck level.&lt;br /&gt;
&lt;br /&gt;
==Advanced tips==&lt;br /&gt;
===Picking territories===&lt;br /&gt;
* Always take at least one easy bonus that is somewhat protected (two or more turns away from the enemy). You assume that your opponent will want the same spot, so pick it as your first pick.&lt;br /&gt;
* Your second and third picks could be a balance between: easy bonuses, territories that will prevent your opponent to get a bonus that you expect him to choose.&lt;br /&gt;
* Through your picks, you can figure out where your opponent is. It matters to stop one minute at the beginning and come up with a strategy to get the combat going in your opponent&#039;s border, not yours.&lt;br /&gt;
* It is worth picking two warlords that are so close together that you can get a bonus in the first round. That happens in Africa and Asia, mostly. The only problem is that it might make you vulnerable, if your opponent expects you to choose that strategy.&lt;br /&gt;
* Although 3 close picks can speed up your expansion, especially when surrounding a 5-land bonus which can be completed on turn 1, it&#039;s a very risky strategy: facing a nearby counter-pick will break your unity in the area and you won&#039;t have any other option to expand safely. Moreover, if you get 2 out of 3, most often your 2 close picks won&#039;t combine easily to gain unquestioned control of the area, that is, if the opponent can just stay alive against your 2 seeds.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Try to figure out as fast as possible your opponent&#039;s income. That information will allow you to choose between an offensive or defensive strategy.&lt;br /&gt;
* Most of the time, it is worth growing - either slowly or quickly - even if you are fighting your opponent. It increases your income and gives you cards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Deutscher Spielguide mit Tipps, Tricks und Strategien ]http://thewesternview.de/2013/06/12/warlight-deutscher-spielguide-mit-tipps-tricks-und-strategien/]&lt;br /&gt;
* [[Ladders]]&lt;br /&gt;
* [[1 v 1 Ladder]]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Redirect</name></author>
	</entry>
</feed>