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The Battle for Wesnoth

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    Overview

    Battles play out across hexagonal maps. Each battle is a standalone scenario, and linked scenarios form a story campaign. You begin with a commander on a keep, recruit troops into the surrounding castle hexes, and typically win by defeating every enemy leader—while losing your own commander ends the campaign in defeat.

    Though the core rules are straightforward, deep tactics emerge from how they interact: terrain determines a unit's evasion chance, the time-of-day cycle boosts lawful units in daylight and chaotic units at night, and survivors earn experience to promote into stronger unit classes that carry over between scenarios.

    Made by
    The Battle for Wesnoth Project

    Controls guide

    Map

    KeyAction
    Left ClickSelect a unit, then click a destination hex to move or an adjacent enemy to attack
    Right ClickOpen the hex context menu (recruit, recall, or inspect unit and terrain stats)
    Arrow KeysPan the map
    +/-Zoom in or out

    Turn

    KeyAction
    NCycle to the next unit with remaining movement
    SpaceMark the selected unit as done for this turn
    Alt+RRecall a veteran unit from previous scenarios
    UUndo the last move (if no fog was revealed or random combat occurred)
    Ctrl+SpaceEnd your turn
    Ctrl+SSave the game

    Tips

    1. Check the scenario objectives at the start of every battle: while most require defeating all enemy leaders, others ask you to reach a signpost, rescue an ally, or survive for a set number of turns.
    2. You earn 2 base gold per turn plus 1 gold for every village you control. Each village also offsets the upkeep of one unit level; beyond your village count, every unit level costs 1 gold per turn in upkeep.
    3. A unit that begins its turn on a village recovers 8 HP. A unit that neither moves, attacks, nor takes damage during a turn rests and recovers an extra 2 HP.
    4. Always fight from favorable terrain: most elvish units stationed in forest hexes have a 70% defense rating (meaning enemies only have a 30% chance to hit them), whereas units caught on open grassland or shallow water are easy targets.
    5. Press the attack with lawful units during daylight and fall back at dusk, when chaotic factions like orcs and the undead deal 25% more damage.
    6. Every unit of level 1 or higher exerts a zone of control over all six adjacent hexes, stopping enemy units that step next to it—use alternating lines of troops to screen wounded allies.
    7. Dealing a killing blow awards far more experience than an inconclusive skirmish. Feed finishing blows to units close to leveling up, then recall those veterans in later scenarios.