I think everything is clear here. New Minotaurs are needed against factions that have strong Dark Magic, as they have an aura of courage or something like that. It would also be good to partially weaken the Necropolis's Banshee's Cry. The combination of riders and minotaurs doesn't always work due to the large difference in initiative. And dragons are better, of course, because of their 1.5x damage, and they don't have a counter.
Posts from Discussion about Dungeon (Dark Elves).
Could you explain, I'm very interested:
1) Why are the new Minotaurs better against Necropolis and Inferno, while the old ones are better against other factions and neutral creatures?
2) Why do red dragons become better if magic immunity is not relevant (due to the opponent)?
Good afternoon
1. The ability (morale must be at least 1 for everyone around) – besides the banshee's scream, there are also artifacts that lower morale, and the new Necropolis dragons.
2. Try using their ability, and you'll understand:smile14:
Added 11 minutes later
By the way, yesterday I had a fascinating battle with an Orc in multiplayer (of course, I was playing as a Warlock), and I think I found an algorithm that significantly increases the chances of winning.:smile51:
Unfortunately, I'm short on time (work), so I'll write about it tomorrow.:(
By the way, I have a date today:D with a fellow player. So I might be able to write about both at once.
See you later.
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See you soon.
Good afternoon.
The ability (morale must be at least 1 for everyone around) – besides the banshee's scream, there are also artifacts that lower morale, and new dragons for the Necropolis.
And artifacts... can be found by any race, not just the Necropolis, besides, there are more artifacts that raise morale, and they can also be found on your hero. + various objects on the map that increase morale are also present...
Yeah, against Orcs, tactics will definitely help... I'm about to have a battle with a friend. He's playing as Orcs, and I'm playing as Haven, of course. In the previous games we played, I lost. Either he had a bunch of crossbowmen or the Rakshasa had an initiative of 35... This time, I can't afford to lose.
P.S.: What map is this?
And if the Riders have the opportunity to reach and eliminate enough enemy units from a key stack in one turn - it's better to do it! (They ignore defense, but does Orcish Rage ignore it? I haven't noticed, but I'm still curious, maybe someone has noticed).
Against Orcs, the tactic is:
Hero: Irania. You need Mentorship, Chaos with Fire - this is the minimum (it would also be great to have Sorcery).
Aggressive, very fast creeping up to level 19. By the end of the third week, it should be done! And then we start training Hit-and-Run units. We just run and hit-and-run, hit-and-run, hit-and-run. Then we try with Irania herself; if we see that the enemy isn't being eliminated, we retreat, heal, and hit-and-run again. The trick is that it's quite expensive for the Orcs to build and maintain high-level units. As a result, if we eliminate Executioners, Centaurs, and Cyclops (which is doubtful), we can consider it a victory. If Tilseck has Hit-and-Run, there's no point in killing the Ballista. But in the endgame, it would be very helpful to eliminate it early. Also, you should be wary of Orcish Warriors, but it's still not too scary. And one more thing - DON'T FORGET TO USE CHAINS! THEY ARE DECISIVE!
VAyshan - you didn't understand me about harpies and furies! Harpies are for clearing (killing neutrals), furies are for the final stage!
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Vayshan - it's unlikely you'll be able to defeat a skilled Orc without a "Hitran." Therefore, "Iran" is preferable because it allows you to train "Hitran" units. Luck is no longer as important as it used to be. At least, if you don't want to prolong the game and get completely crushed by the Orc, I suggest you forget about luck, focus on Chaos, Education, and Magic.
Player - you're probably joking, right? In Creeping, initiative isn't that important, but in Final, it's a serious argument! The Furies will die anyway, the question is only how many times and when they will manage to attack! Therefore, in Final, Furies are 100%. The Haven's resistance to weakening is unlikely to be critical. And to have more of these units in Final, you need to buff them with Haven. A stray bullet is a stray bullet, even in Africa...
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