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Could you please advise on how to destroy a Castle while playing as the Reptiles?
Before this, I played as the Necropolis and realized that they are overpowered and not worth playing.
Which hero should I choose first, and which units should I focus on?
P.S. Do the heroes of this faction have a movement penalty in swampy terrain, or do they move as quickly as any other hero?
The Marshfolk have a lot of advantages over Humans, and you should take advantage of them.
First: Lizards are the best tier 2 ranged units; combined with the hero's Defense skill, no marksman can stand against them (assuming the heroes' stats are roughly equal, and you also need to consider whether the heroes have the Ranged skill...).
Second: the speed of the Swarmers is good both at the start and in combat (first, simple Swarmers, then upgraded ones); so, if you don't get Swarmers with your heroes, put Swarmers on the 111th tile (instead of even Lizards or Wyverns) and put everyone on them – the effect is great; and when you engage the enemy, the Swarmer battles begin; it's enough to get a Ranged attack of at least 30, and you'll be in the lead in 99% of cases with a speed of 13:smile19:.
Third: in terms of useful unit abilities, the Marshfolk is the best Castle, starting with the Swarmers (Weakness and Dispel), the Basilisks stun, the upgraded Swarmers are generally excellent (you just need to use them correctly, try to attack Angels or other tier 7 units, and preferably after removing retaliation), the Wyvern-Archers are also great, and Hydras, when used correctly, are one of the most useful tier 7 units.
Fourth: this race has some of the best heroes; if you're playing SoD, then 2-3 of the best are: Tazar (an unstoppable tank from levels 15-20, very good if you have even a slight advantage in the army with a red orb or at least a Cloak of Displacement), Vistan is a specialist in Lizards, much more effective than Tazar in the first week; if you have a stash of Lizards, he's a beast, very good for an early arrival in the second week, and then there's Bron, the only hero in the game who summons tier 4 units (Basilisks), and that says it all.
Fifth: the advantage over the Castle is the cheaper cost of building (in the first week, it's much more realistic to build Hydras than Angels).
Sixth: IMO, ranged blocks are much easier to break in the first week (overall armor of the troops + Swarmers, which, in the case of very strong blocks, can even be upgraded in the first week).
Seventh: the advantage of the impassability of the native terrain – that is, the opponent is unlikely to catch you by surprise by emerging from the wilderness instead of coming along the road; by the time he gets there, you can prepare for his arrival 5 times (I mean, of course, not an experienced opponent, but the one you're playing against...).
Eighth: the ability to upgrade Wyverns from Hives – this is very valuable, because Hives are present on almost all maps, while Conservatories for Griffins may not be given out (I'm talking about the possibility of the opponent upgrading Angels from them), and the map may be too poor to build Arches, but upgrading Wyverns is definitely cheaper (if, of course, there aren't too many of them :D).
As for the movement penalty in the swamp, this actually has nothing to do with the race of the hero – it depends on what units are in the army: if there are, for example, Angels, then they will move, spending 175% of their normal movement, regardless of whether the hero is a Marshfolk or not. However, this problem is solved by the Pathfinding skill; on the expert level, you can move even with Golems through the swamp without a penalty:cool:.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
I'm not entirely sure what you meant by the "secondly" option. Could you please elaborate? What does "we put flies on level 111 (instead of even lizards or wyverns) and put everyone on them - the effect is amazing" mean? And how should I understand "sixthly"? What blocks are you referring to?
I didn't quite understand what you meant by the "secondly" option. Can you elaborate? What does "we put flies on level 111 (instead of even lizards or wyverns) and put everyone on them - the effect is great" mean? And how should I understand "sixthly"? What blocks are you referring to?
Secondly, this is about additional heroes, the "losers." That is, not the main hero (dad/mom), but those who run around without troops and collect everything that's lying around - resources, unguarded artifacts, mines, etc. They also scout the territory. Since the speed (i.e., movement range) depends on which troops (by speed) you spent the night with the previous day, "losers" who are given one dragonfly with a speed of 9 will be able to travel very far on the map (i.e., they will have time to collect a lot of good things, scout more territory). This is always good.
A block means, for example, when you can't pass because of monsters standing on the map and guarding something - a mine, resources, artifacts, buildings, a passage to another territory. Ranged blocks are when the monsters are ranged attackers. There are usually difficulties in breaking through them, because by the time you reach them in battle, they will shoot you down. If there are fast units in the army, such as dragonflies, you can quickly fly up to the ranged attackers and block them (so they don't shoot, but fight in melee) - while the main army has time to approach.
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes: Лидер клана "Из многих единое" Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
Okay, thanks for the answer! I understand everything now.
I just didn't know that additional heroes were called "loshes."
And about the blocks, I was just thinking about something else.
Thanks again.
P.S. I would be very grateful if you could tell me more about the development and basic tactics for the Dungeon faction.
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes: Лидер клана "Из многих единое" Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
And don't hesitate to use the search function :).\nMany things are discussed on the forum, for example here:\n/topic/708/\nYou can start with post 373, for example; it would be difficult to read through everything, and there's no need to
I watched a few replays of SS vs. 47, and I have a couple of questions... Who are they? Are they pro gamers, or just players from this forum? I heard in one of the replays that HoMM3 would be at WCG2009. Is that a joke, or was there really such a discipline at WCG2009? If so, who won? And in general, who should I try to emulate, these two guys (SS and 47), or the players from this forum? Who has a higher level of play, the forum players or SS and 47? I've noticed that 47 and SS don't use chain formations and don't split their army into 1-1-1-1 formations, while the players from the forum always do, using chain formations and 1-1-1-1 formations, which makes me suspect that they are not professional players. They play and make many mistakes, like placing a unit in the wrong spot, miscalculating the range of an archer, or making a wrong move with a flying unit, etc. So, I wanted to know your opinion: who are these two guys? Are they just two typical casual players who like to play Heroes, or are they two hardcore pro players who are almost impossible to beat? I've watched a lot of replays, and it's always the same two guys, 47 and SS. And 47 said that he would win at WCG2009 and that there is no one equal to him! Is he just bragging, or is he really a hardcore player?
you can win against the Castle; it's not that scary, but it's strong and dangerous for the Swamp faction:
1. Choose between these heroes: Tazar (it's better to choose him if you can definitely level him up to 20 and higher, then the defense percentage will increase significantly), Bron (good at the start, as he immediately provides Basilisks), I also like the hero Korbach (specializes in Serpents, which can be very useful, as you often have to throw Serpents at the enemy unit right away, and he also seems to have the "Pathfinding" skill).
2. Fast development: you can really build a Fortress faster than a Castle.
3. Battle tactics: Gnolls are cannon fodder, a distracting unit that takes the enemy's retaliation, Lizards are quite strong archers, Serpents are the most useful unit; weaken the enemy's strongest units with them, and you can also use them to deflect attacks, block archers, Basilisks are shock tanks, the main strong combat unit (if you're lucky, they can turn the enemy into stone for 3 turns, taking them out of the game) – just a shock unit for fighting all enemies in general [maybe this is because I start the game with Bron], Gorgons: throw them at the strongest enemies or those you fear the most, Hydras: try to make as many enemies as possible be hit by their attack (they attack all cells around them), attack with Wyverns whoever is more convenient and hurts more.
4. Magic: if the game takes place on large maps where heroes can be well-leveled up, it makes sense to develop Wisdom and Expert Water (mass healing, blessing, weakness, forgetfulness, removing all spells, teleport, clone). It's still good to be able to support your troops with spells.
Specifically against the Castle: well, basically the same as against the others, everything according to the usual and convenient scheme. It makes sense to use Gorgons, Wyverns, Basilisks, and someone else to attack one unit at a time and eliminate them from the game.
You can use Serpents to block archers, send Gorgons against Angels or Champions (depending on who is more dangerous), Wyverns and Basilisks are the main attack force, Gnolls are cannon fodder and a distraction, archers (it's better to attack those who are closer and more convenient, so that there is no penalty or to help Wyverns and Basilisks), Hydras – against several enemies. With equal forces and heroes, I think the Swamp will still win.
When playing as the Fortress, I'm afraid to go against: Towers, Dungeons, Citadels, and Necropolis.
and much also depends on the map... on "s" and "m" maps, i.e. on small and medium maps, you need to go for quick army development, meaning no municipal and all that, only troops, fast clearing with resource gathering. of the troops, you need to upgrade wyverns first, then if time and resources permit, gorgons, there's no point in taking hydras at all or building their dwelling. also, everything depends on resources, if you have enough wood, it's fine, then it's worth building the wyvern nest as quickly as possible, if resources on the map are scarce (which happens extremely rarely), then basilisks and gorgons... and an early strike on the castle on such maps should be successful. on large and extra-large maps, the main thing is to start quickly, i.e. be more active roaming the map and crushing everything you can defeat, it would be nice, of course, if you have sufficient forces and wyverns to take the Griffin Conservatory and the wyvern nest, get angels and wyverns, the main thing is to be more active roaming the map, preferably with several heroes. fortress on s and m maps sometimes has problems with stronghold and fortress, necropolis.. on l and xl maps, problems can also arise with mages from tower and dungeon, and necropolis, with competent and good play on an xl map, is practically impossible to defeat... and you should, in principle, tear apart castle, although of course anything can happen and castle is no weaker than fortress, with castle you can beat fortress, it depends on which opponent (but still the chances of victory should be higher), well, if against the computer, then it should have absolutely no chance.
There's really no point in recruiting Hydras or building their dwellings.
In my opinion, you should always try to build Hydras. They make it easier to break through defenses, and they're useful in the final battle. It's also easier to capture a few Hives and get Hydras than it is to get Wyverns.
Bogatyr, I've been observing you for some time. I kept thinking, "never mind," but I'll say it now.
Before writing tactics or strategies against a human player, it's logical to play against a human player yourself. And not against someone at your level, but against other players, preferably stronger than you. Then there will be more benefit from it.
Here you write:
Tactic 3: Gnolls - cannon fodder, distracting and taking the brunt of the enemy attack
But who among reasonable people would target your gnolls?
Or, about starting heroes: "Korbach"? Why did Korbach give up?
This is like saying the obvious:
everything follows a standard and convenient scheme; it makes sense to use Gorgons, Wyverns, Basilisks, and others to attack one unit at a time and eliminate them from the game.
But who will let you eliminate their main attacking stack right away? If a person isn't an idiot or a bot, they won't send their units to die like that.
Or this, from your other posts:
Water magic is the only useful magic for the Swamp.
- Earth magic is useful for all races! Remember that!
In a fast-paced game, especially on medium and small maps, when you can't level up the hero to 20 or higher (more precisely, 23-24, where all the hero's skills become expert), it makes sense for the Swamp to focus on rapid development and a rush, but only not against a good mage hero from the Tower or Dungeon with a set of powerful spells.
Wow, you're really into tempo. 23-24 levels. In all my years of playing, I've only had a hero reach above level 24 a few times. Is that what you call a "fast game"? )))
The only thing you said correctly is:
it depends on the opponent.
That's the key.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
No, Leader1, the key word here is different.
bolotnik
...most online players think in a standard and шаблон way... ...it requires an approach and skill that I unfortunately don't have, so I just expressed my opinion, without claiming anything...
But if you don't have your own skill, why rephrase PhysMiG? And at the same time, get confused about basic concepts like "on 'm' and 'l' maps, i.e., on small and medium maps."