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Warlock – “Cultist” [Campaign 4, Mission 3]

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I captured mines as I went, but the computer would recapture them. My goal was to complete the mission quickly with maximum hero development, so the mines were problematic. As for troops, I only reinforced my army if I was lucky and happened to pass by a castle (or capture an enemy castle) where there were units to hire (or at least on the next day). Otherwise, I just kept moving. Therefore, the enemy usually outnumbered me significantly. But the issue isn't about numbers...
I'm not sure if it's easier to play as Warlocks than other factions (I don't know about Druids and Mages at all, as I only play the campaign), but in my opinion, it's more interesting. They have so many good development options. Humans and Necromancers in 1.41 seem easier to me. Hordes of crossbowmen and skeletons sweep through everything.

To each their own. I, for example, can't stand Rangers in the fifth game. In my opinion, they are an absolutely useless hero who focuses on defense and a little bit of knowledge. But what's the point of knowledge when their magic is zero, and what's the point of defense when there's no attack at all? As a result, they are only good for defending cities. As an attacker, they are nothing special. Although, if they have a large numerical advantage over the enemy, with their speed, I still prefer open terrain rather than walls. Necromancers are also quite strong, but I just couldn't make it work with them... In general, to each their own... Humans have powerful Paladins, and if you train peasants into crossbowmen, you can gather a powerful force, but still, Warlocks are more enjoyable and interesting for me, even if their numerical growth is much smaller, because each unit is valuable.

By the way, I haven't played version 1.4; I still have 1.0 installed...
Im Herzen der Stille
Im Herzen der Nacht
Wie oft hab ich mich schon gefragt
Wo Du gerade bist
Wie oft hab ich mich schon gefragt
Ob Dir gerade Liebe widerfahrt...