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Ideally, a duel with the Academician should end in just a few turns.
Again, let's take Winghael. Even if the enemy lacks artifacts for initiative and has minor artifacts for it in their army – Dryads, Dancers, Dragons, and if necessary, even Unique units – they will still move earlier. Then, Lukari, Druids, and Ents will move. The most initiative-heavy units of the Academician will start moving around the same time as our Unique units. The worst-case scenario for Sylvan is the presence of good minor artifacts and two rings for initiative on the opponent's side. Then, Dryads, Dancers, and Dragons may not be able to move first. This unfavorable scenario happens rarely, so in most cases, everything goes according to plan A. The battle tactic is simple and similar to the tactic against the Dungeon – a quick assault. With a developed Luck skill and a Blessed unit (morale will also be useful, so it would be good to upgrade Leadership), the Academician's troops should die quite quickly. If the battle drags on, your opponent will have a better chance of winning. Therefore, we try to destroy (or significantly reduce the number of) the most dangerous enemy units in the first turn.