Skip to content
#108
Auto-translated
I naturally watched the saves. Jebus Cross. Wrote about that. I can go into more detail:

In general: how Jebus Cross is played. Priority - early exit into the treasure zone. Exception - your excessively rich respawn. 121-123(or earlier) - good. 124-125 tolerable, 126-127 mediocre bad. 131+ - lol.

Necropolis - a garbage castle, only Tower might be worse. Due to weak guards, necromancy doesn't solve things here. Maps are often generated where nothing worthwhile can be done on the first week, which is immediately GG.

Barbarian is a risky castle in SOD, but it cannot be considered bad in any way.

Now about the game. Day 1. Got lucky, handed over an excellent army. There's a chance.
now instead of splitting up, the necro heroes head to the hill-stone. as a result, the right edge is not played at all. Obviously, Charna and Galtran should have split through the stone, and Isra in the other direction(where the monument would later be).
Then play the chain with 2-3 heroes. Mega-kos - building a transformer. With the Mage Guild(where by the way both Haste and Slow were found) the piercing power of necro armies would be much stronger.

I won't describe it day by day further, as I don't see the point. The standard line in such a scenario - build up the castle to Liches at most, the main stack of Skeletons, everything else fodder, then build the Mage Guild. With Galtran, just chomp treasure chests, Pandora's boxes, run through stat boosters. Capture secondary towns(at least one). At level 3 there is Animate Dead.
On 121, gathering all troops including those from secondary towns, either take the Utopia or hit the GO. (If played well, I think both could be done simultaneously). Then free Caitlin, with Animate Dead, Logistics, and Pathfinding she became mega-piercing. Probably could be played better, too lazy to watch carefully, especially since 111 is ruined. Maretti's luck lies in the play of his opponent.

Statistics

Welcome our newest member: Emil