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- How to defeat Galtran?

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Didfall;69390

In what sense are they free?
Querty probably meant that Galtran's starting army consists of 30-100 skeletons (approximately), most often around 80-90, and that's already a significant force.

Added 1 minute ago
and in terms of cost, it's about 3000-4000, if I'm not mistaken.

Added 7 minutes ago
Joshua;68849
It's a thankless task to play against Necropolis...
As an alternative, I suggest playing as the Tower. A characteristic of Necropolis is close combat. In this case, it's desirable to immediately apply an expert-level slow to the entire enemy army. Massive scattering is practically unavailable to Necropolis; the next task is to neutralize the liches. There are all the possibilities - 3 ranged units. If all the liches aren't killed, they will be severely weakened. In the first round, the Tower army shouldn't engage in close combat (unless the ghost dragons fly in on their own to their doom). Use the genies to cast something good on the titans or the nagas - these units are very important in battle...
The next turn, the initiative is ours again - this time, focus ranged fire on the vampires - they don't have that much health, and the titans with the mages should be able to handle them. The strength of the vampires grows disproportionately to their number (20 vampires are stronger than 10 vampires, not twice as strong, but probably 3-4 times stronger). It's necessary to reduce their number as quickly as possible...
Magic should be used for combat - it's better to use an explosion on the remaining vampires and liches (if many survived) or, as an alternative, mass acceleration on your own units. In combination with the slowed enemy, many can simply run away from the horde of skeletons and shoot from a distance. The final blow - on the dark knights - they will engage in close combat by the 3rd round - it's necessary that their attack doesn't fall on the nagas, mages, and titans. It's best to put the golems in front - there are many of them, and they are very durable level 3 fighters. Golems are good against vampires (they won't regenerate, bloodsuckers!). I would like to point out that the skeletons will reach you only by the 4th round of the battle if you maintain a defensive position. By this time, the main striking force of the Necropolis's 4th, 5th, and 6th level units should be suppressed. The ghost dragons are weak and without support, they are unlikely to do anything significant.
So, by the 4th round, only a darkness of skeletons, zombies, and possibly ghosts should remain against you (if they didn't engage in direct combat earlier)... the rest is just a matter of technique...
although I didn't take into account the opponent's ability to cast spells - but there are so many options that you can't foresee them all...
You really didn't take into account the magic of the Necropolis, as there is a clear bias towards the Tower,
And now I will tell you how I would act.
Firstly, there is no question of the Tower's first turn (under otherwise equal conditions), so we cast haste on everyone, and everyone except the skeletons and zombies gets out and attacks first (before the genies and titans),
and then... it's just a matter of technique...

Added 19 minutes ago
And if the Necropolis has unfinished dragons, or the Tower has an artifact that increases speed, + on its own territory, let's say you cast slow? but you won't have a second turn, because after the titans shoot, the mages and hobbits won't have time to shoot (even with slow, the GOST Dragon will have a turn of 7). Haste is cast, and that's it...
...of course, you also need to be wary of explosions, the wizard has a lot of spell power, but then there will clearly be a loss in attack and defense, and that's more important, because the wizard won't be able to cast more than 2 or 3 explosions (or the battle will end, or it will already be irrelevant)