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11 years ago
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Hello, comrades! I'm facing a problem – I can't defeat that darn gnome on the "Former Friends" map. The game conditions are: we don't attack each other, and the final battle takes place in the 3rd month. Our levels are around 17. The opponent develops his army as shown in the attachment. The main problem is with the Trolls. When they approach with the "Battle Fury" rune (attacks without retaliation on everyone around), they significantly reduce my army. The Dragons are annoying because of their damage reflection (I gathered a large number of cavalry units for the human faction, and they were wiped out like matches). And all these troops are also incredibly resilient and get resurrected.
Once, I couldn't do anything at all because the Harpooners and Berserkers constantly stunned my troops (there's some kind of rune there), and I was defeated by the Sylvan faction.
By that time, he usually has good artillery and high defense. What do you advise?
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11 years ago
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It's all so sad here. In 3 months, you can clear the entire map, but instead, you're stuck at level 17. The gnome build is utter nonsense. There's not a single mass cast spell, no soldier skill, no battle mage skill. You have to really try to lose against such a gnome.
A decent setup helps against Erls. An elf with resurrection and empathy should be able to easily defeat such a gnome, and against Wing, there's no chance for that gnome.
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11 years ago
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rob777
Hello, comrades! I'm facing a problem: I can't defeat that darned Dwarf on the "Former Friends" map. The game conditions are: we don't attack each other, and the final battle takes place in the 3rd month. Our levels are around 17. The opponent develops his army roughly as shown in the attachment. The main problem is the Trolls. When they approach with the "War Frenzy" rune (they attack without retaliation against everyone around), they significantly reduce my army. The Dragons are annoying because of their damage reflection (I gathered a lot of cavalry for the Humans, and they were wiped out like matches). And all these troops are also incredibly resilient and get resurrected.
Once, I couldn't do anything at all because the Harpooners and Berserkers constantly stunned my troops (there's some kind of rune there), and I was defeated as the Elves.
By that time, his artillery is usually good, and he has high defense. What do you advise?

If you don't attack the Trolls, the "War Frenzy" rune will be unavailable to them. What prevents you from developing the Dark faction for the Humans, or even for the Elves, and letting the Trolls attack their own?
In general, prolonging the final battle to 3 months on a small map creates a clear imbalance. This way, the advantages of some factions are quickly lost, while others, like the Dwarves, gain an advantage. The optimal option for "Former Friends" is one month (clearing the dungeon in the first week, clearing the center in the second week, and then preparing for the battle)
In reply to MasteR
11 years ago
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MasteR
If you don't attack the Tanners, the Rune of Battle Fury will be unavailable to them. What prevents you from developing the Dark faction using Humans, or even Elves, and letting the Tanners attack their own units?
In general, prolonging the final battle to 3 months on a small map is a clear imbalance. This quickly diminishes the advantages of some factions, while others, like Dwarves, gain an advantage. The optimal duration for "Old Friends" is one month (clearing the dungeon in the first week, clearing the center in the second week, and then preparation and the battle).
This Berserk Rune becomes available after the death of 1 unit, while the Battle Rune is available immediately. At the same time, the Battle Rune does not work on its own stacks when they are under its effect. Any upgrade of Tanners is primarily countered by positioning, as the damage to a single target is not very high, but if you allow them to simultaneously use the Battle Rune with Berserk and cast Lightning spells on the entire army 6 times, then it's game over. In a prolonged game, Humans under Axel and Elves under Wing look more serious than Dwarves. Higher-tier Dark creatures are somewhat unreliable against Dwarves, as their stacks are strong, and they cannot deal much damage to themselves; Light creatures should be present, and there may also be Dwarven resistance
In reply to Vadimh
11 years ago
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Vadimh
It's all so sad here. In 3 months, you can clear the entire map, not just stay at level 17.
We don't attack other players' sides, that's what we agreed on, so the maximum is 19. Well, maybe in 3 months I'll reach 20, but definitely 2.5.

Added 4 minutes later
I agree with Vadim about the Darkness faction; there's just no one to conquer, and dragons can't be controlled. I'll manage to summon about 20-30 Paladins, they approach the dragons (dragons have 40% retaliation), and they fly away just from their own damage, and the dragons still have to move.
I wrote about how badly I lost with the Elves; maybe he just got lucky, but I was playing as Wing and was under his control. I don't understand how that happened, but that's what happened; the stun rune just decided the game, as it almost always works against both dragons and archers...

And resurrection doesn't help much when you have 25 dragons; there just won't be enough magic for either Humans or Elves.
And in the build, of course, there will be something from the mass spells, most likely Stone Skin. I just added it to give a better overall picture.

Added 1 minute later
I'm interested in this specific case because, without the delay, I could easily defeat him on this map with the Tower faction
11 years ago
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A single Stone Skin won't get you far. Speed is essential, and it's best to get both Haste and Slow. Elven Resurrection is quite powerful, considering that blue Druids convert it from Knowledge, which isn't a very high HP stack, and that white Rogues copy the Resurrection effect onto themselves. So, if you search the map for artifacts, even with armies of 25 Dragons, Elven Resurrection can still be decisive. Dragons are easiest to take down with Archers, as they ignore half of the armor and don't reflect 40% of the damage.
In reply to Vadimh
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11 years ago
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Vadimh
This Berserker Rune becomes available after the death of 1 unit, while the Combat Rune is available immediately. However, the Combat Rune does not work on its own stacks when they are under its effect. Any upgrade of the Tan units is primarily countered by positioning, as the damage to a single target is not that high, but if they are allowed to unleash lightning strikes across the entire army simultaneously with the Berserker Rune, about 6 times, then it's game over. In a prolonged game, Humans under Axel and Elves under Wing appear more formidable than Dwarves. Higher Darkness seems unreliable against Dwarves, as their stacks are strong, and their damage is not high enough to inflict significant damage on themselves. Light should be present, and there might also be Dwarven resistance.

I wrote about Darkness not with the intention of subduing anyone and defeating everyone. The same Tan units can block Dragons, thereby creating space for Paladins and others, especially if the arena landscape is favorable.
You can also take Light with Storm Wind (and preferably 2 Necropolis artifacts) so that the Tan units simply cannot reach the creatures in one turn with their overpowered Rune. And the Vampirism of Darkness will be very useful against the same Paladins. Block the Dragons with some Griffons or enemy troops so that the main forces are not killed by them.
11 years ago
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While the Human is casting support spells to block melee units, the Dwarf will have time to buff himself with runes and simply kill the Human. Vampirism can be countered by removing the effect, and the Dwarf is likely to have that ability. Trolls don't have a high initiative, and by the time their first turn comes around, angels, unicorns, and griffins will have already moved. If, by the time the Trolls' first turn arrives, the entire army is lined up and taking damage from ranged attacks, that's a problem for the Human, not an imbalance caused by the rune.
In reply to Vadimh
11 years ago
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Vadimh
Resurrection spells are tough for Elves, considering that blue Druids convert it from Knowledge, which doesn't have a very high HP stack, and that white Rogues copy the resurrection spell onto themselves.
I've always preferred the 2nd upgrade for both Druids and Unicorns, but it's an interesting combination – it's worth trying. I also had an idea to try it with Orcs; their Bloodlust should help them withstand the initial onslaught and then start dealing damage.
And I liked the idea with Stormwind; it will be especially effective because they won't expect it and will likely not take it into account when setting up their defenses.
11 years ago
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Orcs are generally quite aggressive against Dwarves. A well-developed anti-magic defense with fire protection almost always counters all of the hero's magic. Cyclops destroy the cart on their first turn. Then, the Orc doesn't rush into an attack but carefully shoots with centaurs. The Dwarf will be forced to attack. His attack is carefully countered. The main thing is to quickly focus on the bears and avoid standing under the battle rune. A Storm is not really needed; the correct positioning counters Titans. They are good for distracting Necromancers, Humans, and Elves, but this is not necessary against Dwarves.
New Druids deal more damage than old ones. So, when there are many of them, their spell damage decreases significantly, so the new ones will always be better.
11 years ago
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Vem, thank you for the advice. We had a battle, and in the end, I won with the Orcs with a decent advantage. If anyone is interested, I can describe how the battle went. My hero was Haghesh, and he had Inga. He had all the runes except for War Frenzy, but that wouldn't have helped him either. Haghesh's Centaurs are very powerful with Luck -6 Lava with direct fire. The battle was won because the hero constantly buffed the Fury points on the mobs (mainly Cyclops). With the Resurrection rune, he raised the Dragons 15 twice, but he couldn't even break through the Cyclops, even with Berserk. The Trappers successfully slowed down the Dragons once, which greatly helped the Daughter, who debuffed the Dragons, and the Dwarf didn't have Anti-Magic and couldn't cleanse them in time. The Tany were very weak against the Centaurs, and I finished them off there. I countered the Bears with Wyverns, and with the Paladins, I either sped up my unit's turn or provided support. Overall, it worked out well, but I probably wouldn't be able to hold out for that long with another race, because the Resurrection rune rapidly boosts units, and Berserk deals insane damage. It's frustrating when only a couple of Dragons remain, and then suddenly +8...)

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