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But what does this have to do with anything? I meant that Chaos uses Imps + Chaos Devils, and quickly abandons other creatures. Replacing, for example, Medusas and Orcs with two additional heroes. Doesn't this increase movement speed? Less weight on the cart means the horse can move faster. And if movement speed increases, it means we can defeat more neutral creatures. And if we defeat more neutral creatures, it means we'll earn more experience. And for God's sake, tell me, where did you come up with this nonsense that "creatures gain experience"???

I agree with this :) Only it didn't follow from the first sentence.
Let me explain: the defense of mechanical creatures and golems against direct damage spells is higher, and some curses don't work on them. Golems, unlike wizards, won't die after the first spell. Nagas have more hit points than Djinns, which means they can absorb more damage, i.e., to reduce damage from Chaos spells, you should take Nagas. I suggest taking Dragon Golems because they are mechanical - and the strategy I proposed focuses on mechanics and spell immunity. Of course, I only fight with Titans myself))) But as I said, the described strategy is flawed. And the classic (wizard-djin-titan)(golem-djin-titan) is fraught with great damage from Chaos's higher-level spells.
Only golems and titans have magic resistance. There are no others. The immunity of mechanisms to mind control spells is not fatal; we only ignore confusion.
As for Life magic, what's the point of it anyway? It's better to choke them once with a strangler, or catch them with a cloud of confusion.

I didn't understand something about dispel... it only removes buffs... it won't remove hypnosis. But it can remove immolation from heroes without any problems.
I've tried it, of course. But teleporting enemy units regardless of the line of sight is an unparalleled thing. Which is missing in Equilibrum. And teleporting Titans doesn't give much benefit - enemy heroes will be under Zone of Protection, you won't kill them with the first hit. One hit on the enemy tactician is great, but you also need a second. Besides, with accuracy, Titans shoot from the edge of the map 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 reach - most likely. There will be no one to finish it off - Chaos Devils and wizards will take good care of the Titans.
Two Order heroes, one casts General Spell Steal, the second teleports the Titan into the enemy camp, and that's it :) even better with a Naga (in Equilibrum).
Two hundred Hobbits with a specialist in Nobility is not a problem. For me, the question is always - should I 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 point in a Priest of Life - Djinns from the Blessed faction only benefit from Joy (and even that is not necessary - there is Grandmaster Leadership) and armor. There is already accuracy for Titans, 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 Chaos Devils with Hobbits than to watch your heroes die, hoping for Hand of God.
But I agree that a strategy using units of the first level is not the best.
They will take down your Hobbits at the first more or less convenient opportunity. Moreover, you won't be fighting against 1 Chaos Devil, so you need a lot of them. And they slow down the turn very much. Life has Guardian Angel, General Joy, General Protection, and regeneration - aren't these useful spells? Especially Guardian Angel. Oh, and there's also resurrection (if the enemy doesn't have Dispel).
And wizards will be hitting Titans for a long time


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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