Skip to content
#66
Auto-translated
A cyclops has a speed of 6 + tactics + speed aura + boots... who won't it be able to reach? And as for your converter, it won't save you from cyclops when they, under the effect of Wrath, will be moving through every two Necromancer units, pushed forward by two packs of Leaders and a hero, and with increased speed...
For such a tactic, free cyclops are usually used, and they have a speed of 5. And as I already described in the thread about Orcs, with one castle and a decent set of artifacts, cyclops can attack a maximum of once, because against an Orc in the late game, Outpost is essential for any race. And one stack of cyclops will have its entire army's morale reduced in one go, and it won't have a second turn.
The strength of the Necromancer lies in Darkness in this case. You can't just throw bones at the Orc...
A couple of secondary Dark units + Dweller allow you to talk about
>2000 skeletons after 2.5 months, which is about 3000 (Claw Beast, Bone Bow, Archer) damage to the cyclops, of which there are 16-17, i.e., approximately 4000 HP. Vampires, taking into account Drain Life, and Liches reduce morale, and skeletons finish them off with a single shot. If both players have several native castles and no extra secondary units, the Necromancer will most likely lose, but such a situation with castles is generated only if it's done on purpose.
In general, the combination of Outpost and Darkness solves many problems against the Orc. This is especially evident in the example of the Orcish Fortress, but you need to eliminate Logistics.

Statistics

Welcome our newest member: dodoD0D0

Users Online 1 users 1388 guests