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Posts from Elf (Wing) & Orc (Krag)

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In reply to Ment
13 years ago
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Ment
Permanently increases initiative, but only for the special unit, Raileigh.
Could you please be more specific? I'm new to the game and don't understand everything right away.
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13 years ago
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This is a hero from a campaign. His special ability gives a percentage bonus to initiative. However, besides in the campaign, this hero is unavailable.
13 years ago
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Dirael is the best! Ents, archers, readiness, and summoning magic are key. Everything else is secondary. The main goal is to take out the ballista and centaurs early. If the Orc has upgraded the ballista's attack, then the hero's attack is less dangerous. If the Orc tries to kill the archers with the hero's attack, there's the wasp swarm, which reduces the attack value of the unit linked to the Orc hero. In general, the skill build is as follows: 1. Summoning magic: Life Master, Fire Elementals, Charm Master. 2. Defense - up to readiness. 3. Attack: Tactics (for readiness), Archery, Fire Arrows. 4. Wisdom: Magic Affinity, Graduate, Spell Mastery. 5. Logistics: Scouting, Keen Mind, Pathfinding. The essence is simple: you need to outlast the Orcs. Ents with readiness are simply beasts: they attack twice - before and after the enemy unit's attack. Our defense is as high as it gets: elves have maximum defense, plus the defense skill, plus wisdom. But that's not enough; we also upgrade resurrection in summoning, keeping the druids alive longer. The Orcs have only one defense against resurrection and summoning - upgrading Suppress Magic. But that doesn't save them - we have wisdom and druids. In the end, we might have only a few ents left, and that will be enough, because we also have fire elementals, the ballista's fire arrow, and resurrection. The most important thing is to destroy everything that shoots as quickly as possible and keep the archers and druids alive as long as possible. Dragons, unicorns, and dancers are just meat, their task is to protect the archers and druids. They need to be used to destroy the ballista and centaurs. The latter, by the way, are quite tough and won't be able to hide, as we have tactics, and the enemy won't be able to position themselves effectively. And when the job is done, you can always run back or even defend directly in front of the enemy, because we have readiness and good movement range. We take artifacts for defense and knowledge. The druids will convert this knowledge into magic anyway. In general, I don't know how to play as Orcs against Dirael with these skills. Maybe someone can explain where the Orcs have a chance here? :) And forget about this Wing, he's weak!
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13 years ago
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If an Orc invests in the Silence skill, the knockback effect from the Hornet Swarm will be significantly reduced... And if he has "Frightening Roar," he can instantly drive the Ents away from their superior defensive position. How can you counter this?
13 years ago
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If an Orc invests in the "Suppression of Summoning" skill, then the impact of his units on the Hive will be significantly reduced... And if he has "Frightful Roar," he can instantly drive the Ents away from their super-defensive position. How do you deal with that?

That's rough. :) I didn't know about the Roar. I don't play as Orcs myself, only against them. Well, then he'll take out the archers, what can you do. But he won't take them out immediately. First, I attack first, and my units will be standing in front of him. Second, the Ents immobilize, so he needs to get through more than just one stack to reach my archers. Third, I'll have summoned creatures, so I can hide behind them. Fourth, Suppression won't save him: I have Wisdom, Druid Channeling, Summoning magic, plus artifacts that boost Knowledge, plus two skills that enhance the summoning of elementals, and a skill that enhances resurrection. So, the Hive will be less effective, but that's not so important. I only need it at the beginning of the battle, for the first three turns. Then it's a different story - summons, resurrections, defense.
7 years ago
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Even though it's considered bad form to post in such old threads, I'll add my thoughts.

1. Krag's "Sharp Mind" is useless. At the same time, this hero has the best "Sharp Mind" in the game. How is that possible? Simply, at the beginning of the battle, instead of attacking, press "wait." =)
(You get banned for this in tournaments, and I think it's deserved.)

2. The Orc's "Education" is "special"; if you forget about it, the stats won't decrease. Thus, you can get two "dummies" for the price of one, or Luck, or something else.
(This tactic is also considered unfair, and I agree.)

3. Developing Direali is not only completely awful but also designed for level 29, and if you develop "Cursed Ones" and "Archers," it's even level 32.
a) Why summon creatures in the late game at all, except perhaps for a Phantom? "Life Master" and "Fire Warriors": 120 additional HP for resurrection and even a hundred "Fire Warriors" with initiative 8 – will they save you in a long game? At least a "Fog Cloud."
b) "Fire Arrows" without a "Ballista"? Even with a "Ballista," it's nonsense in the late game.
c) "Readiness" is a rather weak skill; the Elf is not suitable for it at all. Without Luck, Leadership, "Battle Battle,"... it will be very weak.
d) "Wisdom" as a counter to the "Summoning" dummy? O_o, read the manual.
I understand that you wanted to promote Direali everywhere, but there are no universal heroes, and playing against the computer doesn't develop your skills.

Against an Orc, you need Defense, Attack, Leadership/Luck, and Darkness is highly desirable. Debuffs from "Goblin Archers" cannot be countered.

"He is only needed at the beginning of the battle, for the first three turns." - Such an Elf will be killed by a standard Orc (Aura-Retribution, Defense, Anti-Magic, "Sharp Mind," or Krag, abusing "Education," or "Spell Power" + Defense + something else) much earlier.)
And three turns is not the beginning; at the very least, it's the middle, in this case, the end.

4. "Frightful Roar" does not affect rooted "Ancient Ents"; they maintain their position and stats, and the Barbarian wastes a turn, as do the "Mountain Guards" of the Dwarves. We tested it.

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