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Yep, that's right – not because there are fewer ifrits, but because there are fewer units attacking them, which means less damage is dealt to the ifrits, and the resulting recoil, which depends on that damage, is also less.
It's quite simple logic – what surprised you?
Not quite. If there are fewer ifrits, then less damage is dealt to them. You can deal damage to a single ifrit equal to its hit points, right? :D :D :D
Therefore, the recoil from a single ifrit will be very weak, and it can be ignored. But if there are so many ifrits that you can't kill them all with one attack, then you need to be more careful. Especially vampires :)
So, it's important not only to reduce the number of units in the attacking ifrit army but also to reduce the number of ifrits themselves :smile01:

I voted for Medusa-Nightmare-Black Dragon. I don't like Minotaurs for the same reason I don't like Berserkers – their ability is uncontrollable. It's all down to luck. And you can't base your tactics on luck. But Medusas are an excellent counter to enemy Potions of Immortality; they can turn a hero without a Magic Resistance skill into stone with ease. And goodbye, double life! They are also good against level 4 creatures and in defense.
Nightmares are definitely the way to go. Huge hit points, the ability to stun an enemy for the first two turns (and the first two turns are the most important; everything is decided in them). Ifrits are for fans of Armageddon and those who like to turn Heroes into a real-time strategy game :D :D :D with a hero who runs around and a Black Dragon. I tend to use Chaos for both defense and offense, and the turn order with Nightmares will be good. A purely offensive strategy is for the armies of the Dead.
I rarely use Hydras, unless there is absolutely no sulfur and it is not expected, and a level 4 creature is needed urgently. And if you are playing against the computer, a Hydra is perfect

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