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Orcs vs. Humans

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Let's try to figure out where I'm not being honest.
I'm not being completely honest. I mentioned the pros, but you have to figure out the cons for yourself.;)
He's not an idiot, of course. But the opponent with Tactics will also try to reach the Orc in one turn and position his strike units closer to us, which is actually beneficial for us.
This is a very debatable statement. Perhaps only an elf would rush a large group at the orc. For everyone else, uncontrolled rage and an insufficient number of fast units become too big of a problem. Personally, I believe that in the late game, there are 2 main and classic strike tactics against the elf: either to sacrifice a low-level stack against cyclops and deal damage with Vengeance, or to switch to a defensive formation + vampirism.
The strength of this tactic lies in its unexpectedness for the enemy - few people know about it.
It seems that everyone already knows about this tactic, even those who didn't want to.:smile04:
Then the Daughters and Chieftains take over - these are also not insignificant strike units. The Cyclops simply stand still, as their initiative will be noticeably reduced compared to the Knight's magic resistance.
If we rank the races by vulnerability to an attack, then the Knight is not very strong here. The "bulk" of the troops is average, Magic is low, only the defense parameter is normal. But if there was money for training, then enough troops may survive to stand for some time in the same defensive formation. Enough time for magic and cyclops to restore the status quo. The question is strongly tied to the amount of money on the map.
I agree, it's not weak. But what a beautiful and impressive victory you get in this case! The opponent simply stares in bewilderment at the endless turns of the Cyclops and curses through his teeth.
It's beautiful, I don't deny it. But beauty is one thing, and REGULAR effectiveness is another.
I'll reveal a "terrible secret" - when fighting the Elf, I didn't have Education at the time of the encounter, but in terms of parameters, I wasn't inferior to the Ranger. Bugs in the Orcish Education, such bugs... And I'm a terrible bug abuser...
Bugs are bugs, but the third native Castle is still needed. Even on a very long random map, this is a problem.
When the Psionic came up with this tactic, he specifically clarified that it was "tailored" for a long game with several Castles - it is then that a sufficiently powerful strike force and the necessary number of "boosting" units are gathered, so maps like "Three Rivers" and similar ones are helpful to us.
Yes, that's what you should start with when describing this tactic.
Maybe I'm old-fashioned, but I don't like going against established truths. Everyone (well, I mean adequate players) knows that, taking into account the hero, the Orc has the strongest growth in the game and there is no beast more terrible than the Cyclops (without a hero - perhaps the Elf). And on a map in the late game with 3 native Castles, I simply won't play against an Orc and a decent player with anyone other than the Orc :D
If the Knight knows that this scheme will be used against him, then yes. But how will he know that?
He should know! Because the scheme implies dividing the army BEFORE the attack. If he doesn't notice, doesn't understand, etc. - this is already a question not of tactics, but of the opponent's noobishness.
Yes, you are right. This is exactly why Spell Power is needed. Because all sorts of Elves have Dryads and Dragons, who can immediately rush into our ranks and block the stack of Cyclops. The Knight has the highest initiative stack - Griffins. This is what is weakened. At the same time, the profile magic of Light, which the Knight often uses, will also be weakened, as well as such an unpleasant thing as Divine Vengeance for the Seraphs, because the kill count for the Cyclops will be off the charts.
This is all understandable, but against the Orc, I would still take Darkness for the Knight, just for the ability to use the readiness + vampirism + alt. griffins combination. And I repeat, fast units from other Castles, which don't care about Spell Power!
And you can also thin out the Knight's army as much as possible and run away when things start to look bad. And then return with Centaurs, Goblins, Warmongers and Wyverns and mercilessly finish him off.
We're not discussing hit-and-run tactics here. This is a separate and very long song:smile40: And each race sings it in its own way :D