Connection ErrorBad RequestSession 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.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
QwertyStatistics
Registered:
Posts:2,002
#67
Auto-translated
GhostЬ;195039
And one more thing: teach the basics of logistics!
Brother, logistics is a crucial skill for the main (and not only) hero on most maps. Logistics is quite simple: there are heroes who specialize in logistics. These are the castle hero with black dragons, Gunnar, the elven castle hero, Kirr, and the barbarian castle hero, Dessa. The higher their level, the faster they move. The logistics skill itself, like others, has three levels of development: basic, advanced, and expert. If you are offered basic logistics, brother, then in 90% of cases you should take it. The higher the level of logistics, the farther the hero will move.
If we are talking about logistics in a broader sense, as optimizing the hero's movement on the map, then it makes sense to say a few more words about the basics.
1. The hero's movement range depends on the terrain the hero is walking on. I won't go into details right now. If you want the terrain to not matter, take and max out the "Pathfinder" skill.
2. There are some artifacts that increase the movement range. Boots, for example.
3. There is a building called a stable. It can be built in the castle of angels, but sometimes it can also be found on the map. If you enter this building, your hero will move farther until the end of the current week! (And also, brother, if you have unupgraded cavalry (level 6 from the knights' castle), they will upgrade them for free there!)
4. The basic movement range is determined before your turn. And it depends, among other things, on the speed of your slowest unit. Therefore, good players often use a technique called "speed up." They leave only creatures (they also call them "units") with a speed of 11 or higher with the main hero at the end of the turn. And at the beginning of the turn, they take them again. This way, the hero moves much farther. As you probably already guessed, the maximum range does not increase after the speed of creatures reaches 11, that is, whether you have a speed of 15 or 11 for your creatures, it's all the same.