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Tactics for Necropolis.

#32
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Read carefully and memorize the tactics of good Necromancer players

Necro Gameplay Strategy
(partially mine, partially from a very good player from heroes.by — Starik)

Characteristics:

1. Weak troops at the start
2. Three troops in the castle are below average — zombies, wraiths, dragons
3. Others: Skeletons — best in quantity, Vampire Lords — best 4th tier troop, ordinary vampires — below average, liches — decent shooters, but among the 5th tier they are in the middle, knights — 2nd in strength after Nagas.
4. Most needed resources — wood, stone, sulfur
5. Due to a thick and strong stack of skeletons, "cans" (fortified positions), Hive, and utopias are easily and early broken.
6. Skeletons without the support of other troops are not very strong against other castles, even in significant numbers.
7. If starting underground, you can hit impenetrable blocks of shooters and lose in the 1st week.
8. If starting on the surface — usually there are no problems at all, except that you need to be more careful with crypts.
9. Very rare losses.

Necessary tasks for successful Necro play:

1. Find sulfur for liches.
2. Level up 2-3 necromancers at once
3. It is highly desirable to be on the surface. To achieve this, play only as the red color and try to get to the surface via restarts.
4. Have experience playing as a Necro.

Strategy

1. Build the guild on 111; on 112, build the skeleton transformer and dump troops from non-necromancer heroes into it, as well as zombies (but if the second non-necromancer hero has very few troops (for example, only 4 archers for Valeska), and zombies are needed to break something strong, then do not build the transformer). Spread heroes in different directions, clear everything with magic and skeletons. Sacrifice zombies in battles. If Struker arrives — same thing, there is usually almost no difference.
2. Level up expert necro. Search for sulfur. Once found, build liches; skeletons should start increasing.
3. Search for money, wood, and stone for knights. Having knights in the first week against Stronghold-Castle is a half-won game.
4. Second week. Knights in one direction, liches in the other. Upgrade the knights. When you need to break a Hive-can-Naga bank, combine troops. The goal is to take a few angels to move quickly, because our troops are slow. Hit everyone with knights-liches-vamps-angels; skeletons are used rarely.
5. Search for utopias and collect skeletons. If there are several angels, one can be given to even a level 1 hero; in a week, this will add about 100 skeletons, if there is somewhere to go.
6. Start of the 3rd week. Buy up the army, everything possible of level 1-2, except zombies — push them into the transformer. We have about 300-500 skeletons, 8-10 knights, however many liches survived, and so on. If dragons weren't built, there is plenty of money to buy everything.
7. If skeletons are 500+, combat skills aren't totally terrible, and there is slight magical support like expert shield — break the utopias you found; losses will be low. Unconverted zombies act as meat.
8. Most often, you can simply crush the opponent. Or you can wait for 1K skeletons. The most frequent, and thus most pleasant option — the opponent arrives and perishes. The second option — we didn't survive until that time because we lost in the 1st week

Additional characteristics:

1. If Galtran is available at the start, the weak troop problem is solved; carefully bypass shooters or hit them with magic, and by 121 we will have about 200 skeletons
2. If Vampire Lords are allowed, the priority in the first week is vampires with Castle and searching for crystals and gems. 12 Vampire Lords with advance-expert armor or simply with skills around 5 break the max can-Hive. If on TE, we have 15. If there is a vampire stash, they are broken by side heroes. If there is a vampire stash and monster exp is enabled, you can already think about utopias in the 2nd week. With Vampire Lords, you can level up 5-6 necromancers at once
3. If the map is d(3) or d(2) — when capturing Castles-Ramparts, build knights and then put them in the transformer. If there is a lot of money, in a swamp-dungeon-Rampart you can put up level 7 and convert them into dragons.
4. Our favorite stash is the peasant stash
5. In battle, the opponent thinks about how not to get hit by 300-1000 skeletons.

Total: risk only when starting underground. Plus there are 2 restarts, so if you get to play as Necro in red — there is practically no risk. Blue can be dangerous.

Additions: You should also restart not when there are no heaps of stashes (as many do when playing other races), but when there are practically no heaps of level 1-2 monsters that can be cleared without losses, and the paths to secondary sites (or paths in general) are hard to break. Furthermore: try to plan so that battles with level 1-2 monsters are fought mainly by the necromancers, but for more serious units, it's better for fighters to battle (there will be fewer losses and a good game pace if you don't fight with necromancers alone, but pass the army along a chain for various necessary breakthroughs). Well, and one more very important thing: when a necromancer levels up, decline everything (except logistics and earth magic on Soda), all skills (even attack, armor, tactics, etc.), simply improving initial skills and leveling necromancy to expert as quickly as possible (I think it's unnecessary to explain why this is required, but the fact that this solves much more than getting a skill, for example, attack, is undoubtedly the case in the end...)