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Well, on Former Friends, almost always the one who reaches the island first wins. I was talking about more interesting maps.
I understand. Then, give an example of an interesting map from your point of view, one that doesn't have huge guards, where upgrading archers is not profitable. With more specifics, it will be easier to discuss.
Nope. The Dragon bought at the Outpost helps a lot.
But that's bad, having to make such a detour through the sand. It's best to break through the guards right away, and then pick up everything with a rogue and transfer the artifacts. Or do you manage to conduct battles for the outpost and artifacts with different heroes, and have a third hero pick up the loot?
If you're lucky with the neutrals, it's a breeze. The Ranger carries them in auto-battle like children.
That's true. But battles for the Necropolis (and for the Tower) are long and require manual control.
The specifics of the battles are different.
But I agree with that. However, Kaspar is often banned.
I'm not against banning rushers, it's just a different game. But I always stand for the principle: if you ban a hero for your opponent, give them the right to ban one of yours. And it's hard without Ossir. But in principle, Gilraen and Dirael are quite adequate. It definitely doesn't involve the 3rd day, but taking the 7th outpost is quite realistic, maybe even faster, I haven't tested it much. And have you tried playing on Former Friends without Ossir? It's still interesting.