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Necropolis versus Orcs.

#26
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Magistar
I once fought a Necromancer on a large map, and the Goblins never allowed the hero to recruit anyone. Only the Banshee's Wail, enhanced with the Howl of Terror, could do that. To make them move earlier, I used their leaders to push them forward. With Fury, considering the Pure Fury skill, they gained level 3 almost immediately, especially with the Amulet of Mastery. Cyclops were simply tearing through the enemy, they were barely damaged, considering that 80% of the damage was absorbed by Fury with a maximum skill level. He couldn't recruit them, he couldn't cast Berserk because of the Dwarves' shield; I don't remember if I had the Dwarven Helmet against blindness or a hat for morale and luck. In the end, there was nothing to control them with, which leaves what? Darkness isn't a panacea, even if it's dangerous.
Why doesn't the Necromancer use Creature Ability (CA) against the Orc? Just to see the morale cry in response and realize that a bunch of levels were wasted? With a sharp mind (and the Log on a large map is decisive), the hero almost always moves before the leaders. Summoning is weak in the late game. Education, Log, Darkness attack and defense are needed in the late game. The Orcish CA is strong, yes, but for it, you have to give up the speed aura, retribution, and take 6 skills in useless machines. Subordination under Offensive Guard, Stone Skin, Acceleration, transferring subordination/giving mass debuffs. Necromancers with Claw and Blood Beast hit hard, plus Zombies and Vampires, plus Zombie and Vampire attacks of 90 Fury, which are reduced by the ability, so 80% absorption will quickly disappear. Perhaps that Necromancer didn't level up his attack.