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With a morale of -8, the main thing is to root the ancient Ents (they have negative morale, and as far as I know, it doesn't happen often). And that's it; the Necropolis creatures won't be able to do anything anymore.
Added 1 minute ago
This is, of course, just a joke, but in this case, I would level up Darkness and cast Vampirism. After that, the warriors won't care about morale.
How can they not do anything? They can easily subdue and berserk, if there aren't any corresponding artifacts. Vampire Princes can blind them, if nothing else.
Here's my question. On small maps where the main heroes clash around weeks 2 or 3, can Elves effectively counter Necromancers, and other races for that matter? After all, the Elves' strength lies in their army, which means quickly building up their castle and minimizing losses. But when playing on Veteran difficulty on small maps (like Outlands), the Elves won't have a decent army, nor will they be able to properly develop their castle due to limited resources. Even if everything goes perfectly, and they encounter non-critical neutrals and manage to build the largest possible army by the second week, Necromancers, with their skeletons and Titans, and Mages, with their magic, simply don't give Stronghold Elves a chance. This is just my opinion, but practice shows that this is the case. Of course, Stronghold Elves are strong in the late game, but even Ossir can't withstand rushers, let alone the others. In this regard, perhaps someone knows effective tactics against rushers, especially Necromancers. Because, for example, Kaspar or Vlad might arrive in the early to mid-second week with their skeletons, a tent, and the Raise Dead spell, and that's it – game over. And archers won't help if their hero is taken down by Chaos magic before their turn. So, what should be done?
Wingael is excellent at stopping Rushers. But on the Outlands map, it's better not to take an elf against the Necropolis, as Kaspar's plague tent deals devastating damage to the elf's already small army. But on the Art of Strategy map, for example, Wingael is one of the favorites. He can even sometimes stop Hafiz.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
It’s still tough for the Elves on Russian-made maps. I haven’t played on “Art of Strategy,” but if this map is small, then Wingael’s level won’t be very high, probably around 10-12, and there won’t be many troops for a single decisive attack, which means the chances are slim. But again, I haven’t played on this map.
It’s not that difficult for the Elves on Russian-made maps. 28 Sylvan Archers (and there will be at least that many in the second week, on the “Art of Strategy” map) are more than enough to defend all the mines on their territory. And that will also lead to a higher level with experience gained.
It depends on the city level. If it’s the first one, then you won’t build a Stronghold in the first week. So, you get 7+7=14 archers in the second week. Even with the Stronghold, you get 7+10=17 archers. This is, of course, if you don’t have an archer dwelling and Ossir, who will bring about 10-12 archers. Then, of course, you get 28 archers. But you can’t put them against mages, druids, succubi, and dryads. So, it’s difficult, of course. Wing, with his initially low level, doesn’t really help.
Added 4 minutes ago A mage, a Warlock, or a Necromancer with chaos magic will come in the second week, and 28 archers will die after the first or second hit with a stone, lightning, or something else. And 6-8 druids and meat in the form of pixies and dancers won’t save them. Unfortunately. Wing gains strength around level 15, yes, with the growth of the army.
Added 3 minutes ago Wing is bad against a rush; Ossir is better.
Added 1 minute ago Ganseng
And the level will be higher with education.
By the way, I don’t take education; luck and leadership are better. It doesn’t increase stats much, and 15% experience needs to be leveled up to the maximum, I don’t know. I like tactics, BB, and retribution combined with a forest leader more at the beginning. It increases attack, gives 20 dancers, retribution gives 15-20% damage, BB. It’s better at the beginning than a couple of stats in defense and knowledge.
I repeat once again: it's the "Art of Strategy" map. It has spawning points for the first three tiers of creatures, meaning the creature growth will be the same as from a castle.
Druids and mages don't stand on mines there, so there's nothing to be afraid of. Dryads won't do much against archers under Winghael's command, especially if he's at least level 10. If you do decide to attack, losing 2 archers, I don't think, is a big deal.
Since when did dancers suddenly become cannon fodder? They are the main melee unit at this stage; fairies are the real cannon fodder. It's better for them to attack the fairies than the dancers. Tell me, what sane person would keep archers in the same unit? Divide those 28 archers into 4 stacks, and you'll be happy. And if you find Ilfina in the tavern, that's a huge bonus; her unicorn even saved me from Chaos.
Is getting one stat increased for every second level really that weak? With education, you'll get those 3 extra levels on top of the ones you spent leveling up education, plus additional stats. PROFIT!
Luck is a must-have, although sometimes it doesn't drop (as they say, shit happens)
Then everything becomes realistic. I thought that it would be optimal to upgrade Wing's logistics, attack, education, luck, and leadership. We would be without light magic, but maybe Wing doesn't need it at all? But leadership will give a very useful morale boost, plus the hero will simply attack. What do you think? But this is, of course, not for this map - "Art of Strategy," as it is small, but for a medium-sized map, around level 18-22.
If you can’t get Light, but you still want to develop it, then take “Magic of Speed.” +30% initiative to Wingael’s already fast army will be very useful. Wingael has the Attack tactic by default. In Logistics, Sharp Mind will be helpful, and if there is a lot of grass on the map, then be sure to take “Native Lands,” +2 speed to all units is a significant advantage.