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#264
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Wlk777
I have practice, and a lot of it, and the fact that Necromancer troops are the weakest in the game is a fact, so calling this town strong can only be done with big caveats — yes, on some templates it's convenient to play as them, but overall the town itself :smile18:
Apparently not that much practice, or of low quality, if such conclusions are drawn.
In the middle ??? :eek: Aren't you being too hasty? :confused: In my opinion, they're in deep trouble speed-wise ;)
Let's compare the speed at which the main hero moves in the first week for different towns:

1) Castle - 6/7 (griffins, archers/valkyrie archers)
2) Rampart - 7/8 (elves/Ivor's elves)
3) Tower - 6 (gargoyles)
4) Inferno - 7 (dogs)
5) Necromancer - 6 (Gosh's skeletons)
6) Dungeon - 6 (harpies, miner Troglodytes)
7) Stronghold - 9 (Tirax's dogs)
8) Fortress - 9 (flies)
9) Conflux - 7 (fairies)

Except for the lead of Stronghold and Fortress, the rest of the numbers are very even. The extra 70 movement points hardly matter.

Added after 6 minutes
Wlk777
In my view, TE didn't come out "many years" ago.
The Chaos players proved this in relation to SoD-200%. The Michurin's players, I recall, were long baffled as to how it could be considered normal not to build the Eye for Dungeon in the first week, and not to build the 7th dwelling at all for any town. In TE, the situation hasn't really changed.

In SoD under chaos rules, Necro was crossed out in 99% of cases, because it was imba. Only with the invention of the necropatch towards the end of the Chaos League did it return to the ranks. I haven't played with or without restrictions on Vampires or Gosh, so I won't presume to judge the balance.