Skip to content

Play against Necropolis.

User Avatar
#43
Auto-translated
Major Whirlwind; 149778
Again and again...

Orcs aren't exactly a new race. Quite a bit of time has passed since the release of Lords of the Orcs.

A dozen tournaments? Isn't that a bit much?

I apologize, I had a glitch.
I sent the first response, but it didn't appear in the thread, so I typed it again:))


Orcs remain the most vulnerable race to magic. They have no magic arrow to kill phantoms, no way to remove spells (either their own or those of others), therefore, in a battle with mages, it is never advantageous to drag things out. If you defend with all your troops, you won't even have time to blink before your own troops defeat you. Meanwhile, the necromancer's creatures will quietly and peacefully wait, observing this lovely scene. And liches and skeletons will naturally continue to shoot.
I disagree. Although I prefer to play as Necropolis myself, I don't agree. Many factors influence the outcome, including the presence of obstacles on the battlefield. If the battlefield is flat, the orcs will attack the necromancers from the second, or even the first, turn. The slaughter can begin before the necromancer's hero even takes a turn. In addition, he still needs to develop his dark magic to obtain higher-level spells, and they must be available in the built-up guild; otherwise, he might get Armageddon instead of Berserk or Dominate. Blood Fury significantly absorbs damage from combat spells, so meteor showers and fireballs aren't very scary for orcs. Furthermore, we shouldn't forget about the magic disruption of goblin shamans; this either consumes twice as much mana for the spell or strikes the shamans instead of those it was intended for, resulting in cyclops instead of berserkers, or berserkers instead of shamans.
Мертвые сраму не имут (с)

"Альянс Полумертвых"