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#915
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Mdance;166667
Let me try to explain my vision of how to conduct combat with a Necromancer.

I'm tired of repeating that the League's main striking force is not the army, but the Warlock himself. The army should simply provide him with enough casts to win. We have a core – Hydras. But if they charge in a large group, they will be torn to shreds. Therefore, the priority is to eliminate the enemy's main attack stacks and trade them for our own.

1. Furies. Don't be mistaken – nothing can save them; they die first due to their low HP, while, of course, taking an enemy stack with them.
2. Riders. These are suicide units #2. Their task is, on the contrary, to eliminate the most armored and strongest stack, after which the enemy overwhelms them with a crowd.
3. Dragons. They also charge into the enemy ranks and engage them in combat. They are tougher, so they won't be eliminated immediately, which means the enemy won't go to our ranks. Not yet.
4. Minotaurs. They either rush forward too, but more often they wait for the enemy to approach and engage in combat on our territory.
5. Hydras simply stand in defense.

And now, let's get to the main point – Assassins or Hunters?

Let's consider the Shogun scenario. Let's say it's week 8.

Let's assume there are 150 Assassins. This number is approximate, but it will be roughly the same with dwellings, heroes buying units, and possible losses on creeps.

At the same time, there will be 11 units of level 7 that you are going to poison by shooting at them with Assassins, assuming they were placed on week 3, and the Castle was built either on week 3 or week 2. On some maps, it is quite possible to build both the Castle and the level 7 unit on week 2.

Level 7 units have at least 200 HP (we won't consider Ghosts, as they are not poisoned and there are more of them). How much damage will this poisoning do? It won't even take down one unit.

Now, about combat – Assassins shoot, dealing 25% damage (penalty for shooting and distance penalty), and poison the enemy. Hunters, on the other hand, go into invisibility. While a melee is taking place in the enemy ranks, the Assassins shoot again. Again, a quarter of the damage. Hunters either approach to strike distance or attack those who approach our ranks. Don't forget about their speed – 6. The melee attack of Hunters against low-armor enemy units is devastating. Their damage and attack are higher than Assassins, and Warlocks often take Attack, which further increases melee damage. In addition, there will be no response to the attack. The enemy will have to be distracted, which, again, gives time for casts. And Assassins are visible. And to avoid being poisoned, they will be bombarded with magic, rushed by fast units, and shot at from a distance. Therefore, they will not be able to deliver their full melee attack – only a counterattack.
So, consider which will be more useful.
And, accordingly, since we are throwing Hunters into battle (preferably to break through to the enemy's ranged units – they may not withstand even one hit), the time for casts in invisibility is provided to us not by them, but by the Mistresses. They will go into invisibility later and also meet the approaching enemy with an unexpected attack. After that, it will be almost impossible to finish off the Hydras – they won't have enough strength, which means the army has completed its task.

Now, do you understand my "non-ranged" position?

P.S. Ugh... I'm tired of writing...
I completely agree with the non-ranged position; I only take new upgrades. But regarding combat, everything looks great except for one thing – the opponent won't just sit there. If it's a Necromancer, they can summon a Phoenix that is just as good as ours, and Dark Magic doesn't need to be described. If it's a Barbarian, Furies are almost useless because the Fury from the first attack provides good protection, and the Furies are unlikely to survive until the second attack. All races have something that they can use to counter the Necromancer, and in practice, everything may turn out to be very different from theory. And if Tier 4 units were so overpowered, no one would play as other races.

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