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Necromancer versus Light Elf.

#6
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Lord_de_Sat
The advantage lies in the ability to quickly block ranged attackers – archers and druids – with ghosts. And to retaliate.

The main principle of development is to take defense from the Dungeon. And the rest – depending on the situation.

It's easier to cast a general dispel spell, if that's what you mean. By the time you kill someone to create a ghost unit in their place, you'll lose half your troops if your defense is insufficient.

The question is, is your Wingael focused on light magic? I mean, is this not a noob-Wingael build focused on attack, leadership, and luck? If he's focused on light, it will be quite difficult.

Furthermore, it's not a good idea to cover your undead with several squads of warriors, as the elf has "Arrow Storm." But you need to take warriors, as they will protect your strongest units, because elven archers are dangerous because they ignore 50% of defense. It's better to protect vampires, messengers, and liches, or dragons.

Regarding your hero development strategy, I think I agree with you. I always use this build against elves. You just need to increase defense (i.e., in arenas, always take +2 defense instead of +2 attack) and raise as many unupgraded undead units of levels 1, 2, 6, and 7 as possible, so that you can upgrade them later.

There is another interesting tactic against elves, if there are many utopias or castles on the map. In general, if there is an opportunity to acquire high-level spells of any school. Then, again, you go for defense (with reflection and grave chill), but you also develop light magic (in which you primarily develop fire resistance), as well as chaos with Fire Lord and pyrokinesis, you use artifacts to cast Ice Shield or something similar, and it's very good if you find the Sar-Iss staff – and then you cast Armageddon. This is a real force with a necromancer.