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Haven vs. Chaos

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#69
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Firstly, creatures do NOT gain experience. Secondly, it is the CREATURES that increase the heroes' turn (in addition to pathfinding and artifacts)!
And what does this have to do with anything? I meant that Chaos runs around with ifrits + Black Dragons, fairly quickly abandoning the other creatures. Replacing, for example, medusas and orcs with two additional heroes. Doesn't this increase the speed of movement? A load off the wagon – the horse walks easier. And if the speed of movement increases, it means we will be able to defeat more neutral creatures. And if we defeat more neutral creatures, it means we will earn more experience. And for God's sake, tell me – where did you read such nonsense that "creatures gain experience"??? :eek:
I didn't quite understand the phrase...
Titans have the Amulet of Chaos, i.e., 50% protection from magic and +50% to armor against Chaos creatures. The fact that they receive not 1000 damage, but 500, in my opinion, indicates that resistance does exist...
But nagas, dragon-golems, and mages with djinns have no protection...
I'll explain: the protection of mechanical creatures and golems from direct damage spells is higher, and some curses do not work on them. Golems, unlike mages, will not die after the first potion. Nagas have more hit points than djinns – so they will be able to absorb more damage, i.e., to reduce damage from Chaos spells, you should take a naga. I suggest taking dragon-golems because they are mechanical – and the strategy I proposed focuses on mechanics and spell immunity. Of course, I myself fight only with Titans))) But as I said, the described strategy is flawed. And the classic one (mage-djin-titan)(golem-djin-titan) leads to greater damage from higher Chaos spells.
And where, I wonder, will the Chaos creature get life? In the castle, he has Nature and Death
Moreover, let's say he immediately gets Exorcism. Where have you seen a Chaos creature removing curses from its units? considering that his army consists either only of Black Dragons or Black Dragons and ifrits/nightmares.
He will remove hypnosis from ifrits/nightmares. And if there is a hero without a magic resistance skill in the squad, then it may be necessary to remove the spell from him as well. There are always two or more mages in Chaos armies, so one cast Exorcism will not paralyze the army. And in general, the calculation is for the first turn, and if the Order mages still move first and cast hypnosis, Chaos automatically becomes the defending side. Life magic can be obtained in a seminary/university, school of magic, university of magic, witch's hut, and found on an altar. This is a fairly wide range. I'm not suggesting taking a priest or knight into the Chaos army – if you decided that, then you misunderstood me again. I suggest studying Life magic as an auxiliary skill for one of the existing heroes. But if there is no Life magic, then there isn't, and you will have to be content with "Remove Curse."
Have you tried teleporting your own? It's extremely effective to throw a naga or titans/dragon-golems "over the shoulder" at an enemy mage or tactician with a Wraith.
I've tried it, of course. But teleporting enemy units, regardless of the line of sight, is an incomparable thing. Which is missing in the Equilibrum expansion. And teleporting Titans doesn't give much – enemy heroes will be under Zone of Control, you won't kill them with the first blow. One hit on an enemy tactician is great, but you also need a second. Besides, Titans shoot with accuracy from the edge of the map in general just as well as at close range, and the only reason to teleport them is to reach a blocked target. But as I noted, this target is not easy to defeat – most likely. There will be no one to finish it off – Black Dragons and wizards will deal with the Titans.
Oda oda, hobbits decide! something like...200 hobbits against 1 Black Dragon might work.
Two hundred hobbits with a Noble skill are not a problem. For me, the question is always – to take a priest of life or hobbits into the army. I usually take hobbits, and you don't have to throw rotten bananas at me. Because there is little use for a priest of Life – djinns from the Blessed faction are only good for Joy (and even then not necessarily – there is Grand Master of Leadership). For Titans, there is already accuracy, and everything else is not essential. Hand of God is good, but you don't always have time to develop it, it doesn't always drop in the guild of mages, and in my opinion, it's better to hit the Black Dragon with hobbits than to watch your heroes die, hoping for Hand of God.
But I agree that the strategy of using units of the first level is not the best.
Oh yes! You won't believe it....it's in the tavern!
Don't tease me ;) :D :D

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