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Blind Faith

#77
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I completely agree with Antik. The author should first fix the victory conditions. The map may not be very interesting, but it is quite instructive in terms of fighting the Necromancers. I will share some recommendations. 1. The greatest danger comes not from the archers, but from the ghosts. Therefore, the first and most powerful attack should be with archers against them. It is easy to find the right positioning for accurate hits. And if a second attack also goes through, that's half the battle won. 2. The archers must be reliably protected by spearmen; the archers then start shooting at the peasants. 3. The main enemy forces are standing still while the archers are effective. My main forces are on the opposite flank, and opposite them is a lone peasant whose task is to lure the zombies onto the traps and then onto the ballista. 4. Allaric, although weak, casts Divine Retribution on the archers when he speeds up. I was given the Necromancer's Helmet artifact, so I had magic points. I sold the helmet before the battle to build a Citadel. 5. I finished off the remaining zombies by luring them onto the traps, as I ran out of ammunition. 6. The Plague Tent is good to cast on a weak unit and does not restore losses. 7. Well-developed ballistics helped a lot. I managed to save most of the archers, and considering the reinforcements and the combat-ready army for the battle with the neutrals. Don't forget that I developed well and got artifacts. There were about 10 days until the next siege. In the north, where there are 3 huts, there is a lot of useful stuff. I repeat, the main thing is the battle at the outpost. The Necromancer has about a hundred archers left, and the others also suffered losses. The map can be completed even with Allaric.