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Posts from Help! I'm playing against human players with mages, and my hero is Orac, while theirs is Laslo.

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We started the game, and he began to advance with overwhelming force. I took the Seal of Light and the Magic of Darkness, as well as the Summon spell. If something is wrong, let me know. But here's the problem with the troops: how can I defeat his Knights and Archangels, and in general, what should I do? Please advise. :smile50: :)
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So, firstly, if there's darkness, prioritize controlling the Knights and Berserkers. (The hero is an Oracle, so he casts spells frequently.) Of course, he can use Cleanse... (What magic does he have in his guild?) But it's not guaranteed that he has it. Definitely take Enchantment. But I would take Darkness and Chaos against this player, along with 2nd-tier Golems. Mark them and send them into the crowd, and then use area-of-effect spells. Describe your spells in more detail. Does he have Utopia, Mage Guilds, what's the map size, etc...? Block the Archers. Knights. Are there Archangels that can kill them...? Still, 3 archers. And some mini-artifacts...

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In short, the chances are good. Just write everything in more detail...

Added 6 minutes ago
Put mini-artifacts on the defense units (the "taburetkam"). They will finish the game well. If there were Armageddon, you would absorb it with the Golems (at the end) and then cast Armageddon. The Golems regenerate, and the "taburetkam" don't care, and the player's troops get blown away. That's how it works.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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In principle, everything is correct, just don’t forget to equip your troops with artifacts as well.
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map passage, dragon lair, two utopias, and many other artifacts. No cleansing, which is good :D. But here's what he's doing: he's focusing on evasion, and he has a lot of archers. He's converting peasants into them cheaply and effectively, even though it's not his specialty. He's developed Banish and Elemental Equilibrium:confused:. Yes, I wanted to overwhelm him with phoenixes and elementals, but he's doing something with sorcery. He has 20 mana, which is only enough for 2 mass spells:smile52:. The map is interesting because there's someone to fight:smile17:. And there's also someone else to take: titans or storm riders. Well, storm riders will create a veil, and I also have a Misty Veil, so I think that's enough to remove his initiative and have time to eliminate half of his archers:smile51:. So, that's basically it:rolleyes:.
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Don't rush the game? Quite the opposite! First, mini-units require resources, and a lot of them... Moreover, let him rework his troops – it's better for us; we'll control more, beat up more Paladins, and they'll bring more to our army! And if he turns them into archers, that's also a big plus for us. We block with Paladins, and that's it – his money spent on the rework is wasted! Just try to create as many mini-units as possible... but definitely don't summon anyone. The guy has a lot of defense and attack; he'll summon a Phoenix with the same HP and damage, and it will have more attack and defense, so in that case, if I were to use a summon, it would only be a Phantom, like this! Or what do you have there? In 3.0, I think it's not necessary to choose Titans at all, IMO – Storm Riders, especially since you say there are a lot of archers. He might split into two stacks, but you can block one stack with Gargoyles, and you can also use a Cloud (if you don't shoot it) on that same stack, and on the second stack – Paladins, as usual! There are many options; you'll figure it out during the battle, just don't forget to grab mines, or you'll lose with mini-units, and we don't need that. ...And does he have a teleport in his guild? Because if he finds one, he'll teleport the Latniks to the Titans, Mages, or Gremals... Try not to place them together.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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The map features the Dragon's Passage, two Utopias, and many other artifacts.
In version 3.0, this map has become quite fast-paced. The player who loots the center wins. If you can start with Engineers (Hafiz for Mages) and the Guardian of the Key isn't guarded by Titans (which can be challenging), you should leave your starting area on day 8 with a growth bonus (sometimes you can even grab a Utopia on day 8, but that's rare; it's better to wait, as there's plenty to find in the center). If you get more experience, money, and resources in the center than your opponent, you'll be ahead in development, buy a growth bonus in week 2 or 3, and go to eliminate them. Against a Knight, Chaos under the Sign is the preferred magic. He won't have time to train anything; the game won't last a month. The problem is that the Knight, especially Vittorio, can develop much faster and, considering the higher chance of Fireballs, become stronger. There should be no talk of Titans, Archons, hordes of Paladins, or self-made artifacts. Everything will be decided by week 3 at the latest; the rest is just nuances and finishing touches.
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Maybe they took a long time to decide to play... in a long game, we will have an advantage. After all, the game has already started, and all the conditions are described. Answer this question, instead of talking about what might have been...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
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_Prizrak_;146585
Maybe they took a long time to gather to play... in a long game, we will have an advantage.
It took a while, but I can just win by finding the Tear... there are only 2 spots where it can be dug up, and I know where they are, even without a map or puzzle:D. So, the only thing to do is to prolong the game, as the artifacts are expensive... :smile11: Anyway, thanks Prizrak for the helpful advice:rolleyes:
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You're welcome... feel free to ask if you have any more questions, I'll always answer about the Academy ;)
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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Maybe they took a long time to start playing... in a long game, we will have an advantage. After all, the game has already started, and all the conditions are described. Answer this question, and don't talk about what might have been...
I answered as it SHOULD have been. Judging by the described situation, the author of the topic does not yet have enough experience playing against a human in Heroes 5. And I thought that it would not be superfluous for him to learn about a much more correct strategy, which would greatly help him in future games.
Now, about the current situation.
they started the game, and he started heading towards overwhelming power
although it's not his specialty, he developed Banish and Elemental Equilibrium, and I wanted to crush him with Phoenixes and Elementals, but he's doing something with Sorcery
Therefore, the opponent has all 6 slots occupied:
Counterstrike, Defense, Leadership, Summoning, Sorcery, Light.
With this build, he's not a knight, but a walking disaster. You can kill him at any time.

and he only has 20 mana, which is only enough for 2 mass spells
Considering your Light Seal, only one, or two if you double the mana. You need to stock up on several Dark spells, for example, Weakness for archers, preferably with Mind Control, Blindness, Berserk (remember that it doesn't work on paladins, but it works on knights of Isabeth), Dominate, etc. Not necessarily all of them, but several. Because of the build, he didn't become a warrior, and because of the 20 mana, he didn't become a mage. You will kill his hero at any time, because your build is significantly better, and he will not be able to resist the Dark magic
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Yeah, he also messed around with the magic a bit... 3 magic schools, in my opinion, is unnecessary – two would be enough. Taking Light just because of the Seal, I don't know... Now you can end up with bad perks because they'll start targeting Light units more often (since it's the Academy's main school), and Darkness is effective against physically strong races, but its perks will be less frequent! Fireball, I completely agree that a character with that build isn't a threat!!! (+1) Although, if you think about it, taking Darkness can also be risky; here, it's okay, nothing can be changed, but in other games, it might be costly... This isn't a core magic school – in the guild, you might not get what you need, for example, at level 3 (when building a library), you might get 2 Chaos spells + a Light spell + a summoning spell; this can also happen at level 5 (but there will be 3 spells instead of 4)... You need to know the guild's spells and then develop a specific school, in my opinion, to avoid getting a bad outcome, and if it's on a large map, you can even use Self-Aid!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to Fireball
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{quote}I responded as it SHOULD have been. Judging by the described situation, the author of the topic does not yet have enough experience playing against a human in Heroes 5. Thank you for the proper assessment. So, we'll raid the center and then have the decisive battle. I understood that his magic wouldn't work. Also, the first phantom, the second magic immunity, and the third berserk on Isabelle the Knight. P.S. Yes, he also messed around with magic a bit... 3 magic skills, IMHO, I don't blame him, but it works here :rolleyes: P.S. Cool avatar, _Prizrak_.
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[P.S. cool avatar, _Prizrak_] Are you being sarcastic, or did you really like it??? And next time, don't choose 3 schools, and focus on the spells available in the guild! There are very few Academy units left; IMHO, it's the least popular race, but it has many advantages. I understand that having one more mage in the team is a plus, am I right, L$K (just kidding), or are you just trying out the Academy?
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:

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