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Hmm... how did the druid become vulnerable to hypnosis? Why didn't he put him in the back ranks? Druids usually belong there. ;)
I'm sorry, but doesn't hypnosis work regardless of line of sight? That is, regardless of whether the creature/hero can see the mage or not? After all, hypnosis affects the mind, right? I haven't played in a while, I don't remember, but I think that's how it works. Therefore, it doesn't matter if the druid was protected or not.
Well, I don't know... the only option here is to hide your mages. I think they'll survive for about two turns - that should be enough - antimagic, guardian angel, mass fortune, and we slowly hold the titans in defense with archons. We eliminate everyone starting with the mage with buffed phoenixes.
Antimagic is like the ability of the Chaos Knight. If you cast it, you can't cast blessing spells afterward. Complete immunity for the entire battle. You can't even resurrect phoenixes! This is definitely a mistake. If it were possible to bless and resurrect phoenixes after casting antimagic, that would be amazing! Therefore, you always need a tactician who increases parameters regardless of anything! A well-developed tactician + casting antimagic = victory over Order, which will only be left to kill the tactician to remove all the bonuses from the screams.
Added 3 minutes agoLeSHiJ-MaXIf I remember correctly, the cast magic only works on the next turn. It seems the enemy mage just had more speed.
It turns out that's the case. I don't know how it happened, but his hero went before mine. Maybe the morale dropped at the beginning of the battle - I got lucky!
Added 16 minutes ago
Why doesn't anyone consider phoenixes to be the main attacking force? 20% of the squad can be restored at any point in the battle, so they are not afraid to lose them in an attack... + dragon strength, snake strike, their fiery breath, and decent stats...
Why not? I always build phoenixes and consider them very strong. Earlier, when I was just starting to play Heroes 4, I built dragons because of confusion and ranged combat. But then I quickly realized that phoenixes can bring much more benefit. In general, in the Nature army, melee units (phoenixes, manticores, unicorns, archer hero) can bring great benefits, and not ranged units (dragons, valkyries, elves), because Nature and Life magic (and most often it is the second mage) is aimed at increasing the parameters of creatures, and therefore at melee combat. These are spells like dragon strength (it's worth something on its own, compare dragon strength on dragons and phoenixes, it's useless for dragons), giant strength, mass luck, mass first strike (phoenixes, unicorns), mass speed (not only speed, but also an increase in movement!! - which means we can reach the enemy on the first turn), antimagic again (you can't cast it on dragons and valkyries:))). And if you take Life magic, then melee units rule again (heavenly protection, general blessing, etc.). I would take ranged units for Nature if it weren't for their slowness on the adventure map. This is another argument for taking fast melee units, and not slow ranged units (for example, valkyries). Well, all this is aimed at playing against a human, against the computer you can play and choose what you like, what creature is more aesthetically pleasing, etc. You can even build a Stronghold for griffins. In a real game against a human, building griffins and elves leads to falling behind in development and a quick defeat, because Nature doesn't work without a portal.