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Nature Structures

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#175
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LeSHiJ-MaX;87128
I'm talking about how the further you progress on the map, the more you can accomplish in one turn (please don't criticize me with the saying "slow and steady wins the race").
I don't think it's worth relying too heavily on Faeries as a powerful force against the Necropolis faction (I know their value lies in their flying range and stopping near archers).
What about the tactics for the Water faction?
Have you often seen the Necropolis faction planning to kill you with a simple ground assault?
P.S. I sincerely respect your choice, and I like it; it's just that my choice is slightly different and always varies.
Well, in the fourth game, the movement range is too small – sometimes a hero without an army overtakes you.
I specifically use Faeries and Wolves as living shields in front of the hero. But once the main threat, like the hero and archers, is eliminated, they can be used effectively.
The Water faction's tactic is to shoot with Ice Bolt))) and use Quicksand, and they are even more valuable than archers. Sometimes, if offensive spells are blocked against the desired target, Fatigue or Weakness can help, at least providing some effect, as there's usually enough mana left for the rest of the battle.
I haven't seen the Necropolis faction relying solely on ground units. But that's why I use Water Elementals – if there are many of them, they are perfect against a hero and a couple of other units, or you can use Forgetfulness to make them skip a turn.
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