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#80
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Drakkoshka
It's still quite difficult to complete the Warrior campaign without losses, but I've already earned the third-level strategist title and I'm not worried.
In my opinion, the Warrior can easily defeat everyone without problems and without losses. :smile02:
Drakkoshka
Now I'm thinking about how to get more rage.
What's there to think about? The Warrior has a lot of perks that increase rage, plus you can also take some from the Paladin skill tree. Moreover, "Rage Control" is at the very beginning of the skill tree, so take it and enjoy. :)
Drakkoshka
There was a good combination at one time: griffins, dryads, and demonologists call for reinforcements (the latter can also resurrect them in the worst case), assassins poison (once or twice, it depends on luck), and archers set them on fire (especially under the control of Agvares, although after I lost a lot of assassins with him as a Paladin, I vowed not to give him non-shooting units).
I also like griffins - they are tough, have infinite retaliation, summon guardians who distract the enemy (they also have infinite retaliation, by the way), and are also immune to various harmful spells.
Dryads look a bit strange in this combination: one stack of elven troops, but their morale should be very bad, right? They can't use "Elven Song" - there are no other elves. Their reinforcements are weak, and they themselves die in dozens (unless male troops start targeting them with high probability :D). However, I don't know, I've never played with them myself. However, I haven't had any difficulties in battles against dryads, either as a Mage or a Warrior, so they surprised me a little as a troop choice.
Demonologists - again, because of them, the morale of everyone should be very low, right? And low morale is very bad for the Warrior, because he plays with troops.
I took assassins in my previous playthrough and loved them, but if you think about it, they are very unproductive. At the very beginning of the battle, they cannot attack (they have short legs, they can't do a backstab until the enemy unit "shows its back") - and I always upgrade "Charge," which determines the style of combat - strike first, kill as many as possible before the initiative passes to them. But okay, we wait, then we strike (although this gives us a loss of one turn for poisoning - if we strike first, the unit will suffer greatly from poison in its turn, but now it has already moved away). What's next? Run forward? But assassins are a rather weak unit, it's too dangerous to go forward with them. The second ability - I don't remember exactly what it's called - is very rarely applicable. They can rarely destroy a stack, unless you specifically direct them to an almost defeated unit. Then, of course, we have a second backstab - which is very good. However, in reality, assassins only play in the first round, and then they stand behind the backs of those who are tougher. They are weak physically for the Mage (well, at least poison helps), but for the Warrior, they play poorly because it is impossible to apply any buff to them.
Archers are, of course, good, especially with the fire arrow, but at some point it becomes clear that they die like flies, as a result of which the army weakens from battle to battle. You can't walk around for a long time with level 2 units, even if they have three good abilities - strong monsters will mow them down like the plague.
I myself am now using griffins, red dragons, cannons, Incas (resurrection of level 5 troops + adding rage), and giants - after finding the Sandals of Ogr, which increased their speed, they became simply amazing. :smile51:

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