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Tactics for Rampart.

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Derty, you're nitpicking. The starting log certainly plays a role, but if the opponent also has a hero with a log, or if their hero gets a log right away, there won't be much of a difference at the beginning of the game. We were talking about the logistical bonus. By the second week, the lack of explored territory usually starts to have an impact, and you often have to go blindly, sometimes even without any speed boosts. But with Castle, the scouting is more active thanks to the stables, so the moves can be more accurate. In terms of strength, I think that on the standard map, the blue Rampart is weaker than the red Necropolis, Fortress, Dungeon, Swamp, and Castle. Weaker doesn't mean it has no chance. The setup and the player's skill can easily compensate for the difference. For example, if Kirra has stables and boots, then the increased number of moves will more than compensate for the lack of scouting. Shooting is certainly useful at the start. But, as I wrote, if it's the third week and a rush is happening, then this shooting sometimes becomes useless. Some kind of implosion spell (you wouldn't cast antimagic on elves), or a powerful meteor, and that's it. But Gunnar's tactics will never be useless. By the way, Mephala is also an alternative, as is Yvory (mainly because of the starting army):D I formed my opinion mainly from single-player games, since I don't play Rampart much online.

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