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Tactics for playing against Wizards.

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#51
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0. Genies have few hit points, and their growth rate is lower than that of dancers. They also take a week longer to build, and the mage hero's defense stat is terrible...

1. Dancers also have high initiative.
2. I agree.
3. I agree.
4. They can easily reach the enemy. I almost always use the tactic of +leadership - speed aura.
5. I'll take dancers with the Wind skill. And if they happen to attack first, I'll target the genies. Who will want to attack my dancers with a defense of 26 or more after that?
6. I agree.
7. I disagree, because without miniatures, mages are useless, and there won't be enough resources on a short map.
8. I don't see the point in taking both Chaos and Summoning. Why not just Summoning?
9. I don't know, it depends on the circumstances.
10. That's a valid point. I'll have to come up with something else.
11. I just love unicorns. Besides their very good stats, they have Blind (which, by the way, is a high-level Dark Magic spell, very useful), and their magic resistance aura works quite well. At least, if you place archers and druids in the corner, unicorns in front, and ents on the side, no Charm or Berserk can reliably help (this also applies to Chaos).
12. I like to take Defense, Enchantment, Education, and Summoning for mages, and I try to get Logistics. There's no room for Chaos magic. But what should I sacrifice???

... Ereb, that's basically it. But the forum has been around for many years, and there was a very long break (some problems with the site), so many people didn't return...