Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
A large number of obstacles on the map can play a decisive role against the Orcs. The first turn of the Cyclops can significantly influence the further course of the battle. With a normal ratio in numbers, level, and other factors, the Cyclops' attack eliminates approximately half of the target stack, or even more. However, if the terrain is unfavorable, the Cyclops may not even reach their target, but a landscape densely populated with objects is not always common.
And there is no guarantee that the Necromancer will go before the Cyclops, unless they are free units (but I doubt there are any madmen who would choose free units against a Dark Mage, so that they could be controlled or go berserk and destroy 2-3 stacks of their own army). It all depends on luck (possible artifacts, abilities, etc. are not taken into account). Furthermore, Goblin Shamans have an initiative of 9, meaning they will most likely go after the hero and are unlikely to disrupt the first spell (by the way, this does not always work; the chance directly depends on magic, and the Necromancer has plenty of it), which could very well be aimed at the Cyclops if they haven't moved yet.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.