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Posts from How to break through the Gate of Oblivion on Jebus in week 2?

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13 years ago
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Or could 1,500 halberdiers be the main defense at Jebus Cross? Or 900 lizards?
In reply to Terraniux
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13 years ago
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Terraniux
Could, for example, 1500 halberdiers be the main guard at Jebus Cross? Or 900 lizards?
No, the generator doesn't create more than a certain unit limit when creating a map. This limit is around 100, maybe 110-120. On Jebus, the Guardians of Order cannot be less than level 5, and even then, not all of them – only gr liches, minotaurs, pitfiends, and harpies.
13 years ago
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Chingis, I would be happy to see your high scores for the Necropolis, Inferno, and Conflux scenarios!
13 years ago
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Ghingis
Due to greed, I'll be delayed by a couple of days.
Greed is a bad feeling. You probably know what happens to greedy people.
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13 years ago
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There’s a bug where you can position a unit one tile further than the tactics allow.
13 years ago
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Chingis
The AI uses a tactic where it places a stack of Nagas one tile further forward than the tactic allows. I tried to replicate it, but I couldn't place the stack on that tile. The AI's Nagas can reach the mages, but mine can't. Basically, the AI is a super cheater.

This trick has been known for a long time. Not long ago, there was even an argument about it in the online games section. Check out the "Bugs" section of the FizMig forum.
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13 years ago
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Chingis
I agree. Does the FizMig guide explain how to use this bug?:) If not, please tell me how to do it?:)
I don't remember if it's described in the FizMig, but here's how it's done:
During the tactical phase, place your units, especially those you need to reach the target, on the desired cell. Then, press -A- (this will start the automatic deployment, and two-hex units will start moving one cell further). The important thing is to cancel the autobattle in time before the tactical phase ends, but after the unit you need has moved one cell further by pressing Esc. Otherwise, the computer will start its turn. If you don't have enough skill to cancel the automatic deployment in time on the fast animation, you can temporarily reduce it in the settings.
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13 years ago
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Chingis
By turn 116, Tiris already has 3 Angels and 26 Ducks. By turn 117, 3 Angels and 32 Ducks. And so on.
This might be enough to break through the Garrison.
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13 years ago
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Chingis
Or should we rely on luck and fate?

Rely on luck, fate, and intuition, IMHO. No one can predict randomness.
13 years ago
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1) I often use dragons as single units in key battles. If there are three stacks of them, the chance of inflicting "Slow" is very high. Of course, you shouldn't just waste them.
But still, Galtran's main attack force consists of skeletons and Knights, and the dragons' task is to ensure their safety and maximum effectiveness.
The first turn should be used to cast "Slow" on the skeletons (the archer block)! This literally doubles the damage.
2) It's unlikely that anyone will target the skeletons with ranged attacks, as they don't have any special abilities, unlike the dragons.
From experience: sometimes groups of "Dementors" (witches, weak units) and even groups of zombies can help!
Because they do have a special ability! Especially effective in hives.
In general, you need to position the ranged units directly in front and closer to the enemy; then the chance of them shooting at the enemy increases significantly.
Or, take some weak archers and don't use dragons; then they will almost certainly target them, as long as there aren't too few of them.
Archers attack those who are more dangerous (i.e., those who can reach them faster – in your case, the dragons, in one turn, or the archers themselves, also in one turn), and they also try to inflict maximum damage (which is why they like to attack weak units).
Recently, I positioned 20 Magogs in a direct line of fire, and 9 Titans attacked them, even though there were 39 groups of Wyverns, 29 groups of Minotaurs, 50+ groups of Vasylisk, and even 100+ groups of Lizards.
13 years ago
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Chingis
mrshch
Your phrase isn't quite clear: "The first move is for the caster to buff the skeletons (to block the archers)."?
Dragons provide the first move against most neutral creatures, which allows you, for example, to speed up the skeletons and/or block the archers with dragons.

Added 13 minutes later
Chingis
mrshch

Using skeletons as endless cannon fodder, not being stingy with them, since they recover quickly, and eventually grow in numbers. This is the preferred option.
If there is Raise Dead in the guild, then it's even better.
If you have Raise Dead, it's better to use larger units. Health points are restored, and it's much harder to take away 200 health from a dragon than from skeletons.
You need 2 magic power to raise a knight, 3 for a skeleton, and 4 for a wraith. This is without the Earth skill.

Added 6 minutes later
Chingis

The first time, I used speed on the skeletons, and the cyclops took them out in the first turn, but all the other troops survived. And the skeletons recovered after a couple of battles.
Have you tried using demons?
Send me the save file from a couple of days before the battle, and I'll try to beat it.
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13 years ago
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Chingis
1. Interesting. Does the aging ability reduce the standard HP by 2 times? Does it reduce the HP of the nearest unit in the stack or all units in the stack?
All in the stack.
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13 years ago
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Chingis
Back then, it was a great ability.
Yes, it compensates for the dragons' weakness as combat units.
13 years ago
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Chingis
I didn't even build any Demolishers. There's a save file in the folder above, right before the Grand Order. You can replay the scenario (where the Grand Order has 110 Cyclops), it's a pleasant scenario, and it's enjoyable to play. You might be able to win on day 123-124.
So, one question: what rules are you playing by? Are you upgrading Vampires, building the Amplifier, and taking Vidomina?
This is so I can play your save file according to your rules, otherwise, I'll crush everything with Vampires, and it turns out you're not upgrading them.
13 years ago
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Chingis
I didn't even build any Demolishers. There's a save file in the folder above, right before the Grand Order. You can replay the scenario (where the Grand Order has 110 Cyclops), it's a pleasant scenario, it's a joy to play, maybe you can get to turn 123-124.
So, one question: what rules are you playing by? Are you upgrading Vampires, building the Amplifier, and taking Vidomina?
This is so I can play your save file according to your rules, otherwise, I'll crush everything with Vampires, and it turns out you're not upgrading them.

Added 11 minutes later
Sorry, I can't find the save file. For Necropolis.

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