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Fortress versus Necropolis.

#49
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Hello everyone, I've just registered on this forum. :) Now, about the topic at hand. I've been reading here, and you guys are really something. :D The Necromancer's leadership is only effective in a very small minority of cases. And there's no point in taking Logistics for the Outlands when the game lasts 4-5 months. The Necromancer is ideal for long games; there's no one stronger here. Dwarves, for example, are not even in second place; any Elven hero can defeat them without a chance, of course, with the right build – for example, Storm Wind + mass dispel + leadership with speed aura + attack with Forest Fury and Retribution + Education + Luck. :rolleyes: A foolproof strategy for the Necromancer (with rare exceptions): Orson with Expert skills: Defense, Attack, Education, Darkness, Sorcery. And abilities: Master of Curses, Master of Minds, Stone Resilience, Haste, Tactics, Distraction. Throughout the map, we try to find defense – especially on arenas – not attack, but specifically defense. As a rule, it can be boosted to over 30-35, taking artifacts into account – then the Dwarf has no chance. We run around the map, trying to raise unupgraded creatures – mainly archers and zombies. When there are no more low-level creatures on the map, we raise Undead or Dragons from Utopias. We only raise upgraded creatures if there's nothing else to spend our resources on until the end of the week. A very important detail is to try to get to the cart with artifacts or other available ways to obtain the Necromancer's amulet as soon as possible – preferably by the end of the second week. Then, raising Bone Warriors (un-upgraded) will only cost 1 resource point. If you have enough skill when clearing neutrals, you can skip Spiritual Link and Eternal Slavery – with the same speed of clearing, you can lose almost no one – I won't go into detail, as the tactic is very extensive – it covers all situations and is not relevant to the topic. Artifacts – the following are recommended: Armor of the Forgotten Hero, Mountain King's Axe (or Staff of Sar-Iss), Ring of Speed, Horseshoe. Everything else – 6 pieces of the Dragon set (for a tasty bonus). If there are very few low-level troops, you can replace the Armor of the Forgotten Hero with Dragon Armor, and the Necklace of the Dragon with the Necklace of the Blood Claw. By the way, the Dwarf set is useless against another Dwarf. :D Army at the beginning of the battle (4-5 months): Bone Warriors (1500-2500, average 1800), Rotting Zombies (about 1000), Spirits (300-400), Vampires (200-300), Archliches (120-180), Death Messengers (50-100), Phantom Dragons (40-60). Battle tactic – use general haste, then enthrall one of the units (Yaks are best, or Bears if they are still alive). Then, cast Vampirism on all units that still have a lot of health – all are suitable except Spirits and Vampires – first Zombies, then Death Messengers, then Dragons, then Bone Warriors. For the troops – immediately after the Dragons' turn, remove (preferably with Spirits) their retaliation (as soon as they are close to our troops). Then, attack with all the other units – by the time of the Dragons' next turn, there will probably be no more than 0-5 of them left. And then, defeat all the other Dwarves. Usually, the chances of such undead against Dwarves are no less than 80%. Rare exception: A battle against an Academic with the following build: Empathy + Control Machines + Storm Wind and General Defense + Counterspell + Resistance and BDP – with the corresponding skills brought to Expert level. Knowledge above 40, mini-artifacts for initiative, defense, and (attention!) reduction of defense per hit – the last mini-artifact gives a cumulative effect. Then, any Necromancer will have a hard time, although usually there is still enough meat to finish off the Mage's troops. But then, the undead's chances are 30%. That's about it. :)