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A truly strong castle, where, in my opinion, the main strength lies in the Gorgons. Unfortunately, Hydras are only good for throwing at groups of enemies))) But that's also a good use for them. However, having only one archer is definitely a drawback... Still, with such strong defenses, it's better to focus on melee units.
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
Well, first of all, you need to build Lizard Archers and Dragonflies; that's a good start, and then add Squirrels. Leveling up is still decent, and then you can focus on everything else! By the way, the Swamp is a very beautiful Castle!
"Отыщи всему начало, и ты многое поймёшь." К. Прутков.
Lizards aren't that strong, but dragonflies are a really effective unit! They fly far and also dispel many spells. And the castle is simply made with a very good atmosphere.
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
An approximate game scheme for the Swamp at 160% random. Start with Tazar. (see templates for smka and 8mm6) - there is an opinion that he is the best hero for randoms in the entire game. There have been few cases of his defeat in melee. He can only be taken down by magic. But it can either be blocked by resistance or be present on Tazar himself :) Or simply a cloak or sphere; then it's very problematic to win against him. On the 1st, we place hydras. (it has never happened that they didn't appear :) in the fort or if lucky, in the castle. On the second, these hydras (2-3) together with Tazar take any wyvern tree. (finding it is the main task), but on these templates, it is solvable. Then, with a super cool stack of upgraded wyverns (there were games with 50+ in the second week, + angels from conservatories), the Dragon Utopia is taken either at the end of the second or beginning of the 3rd. And then a rush to the opponent.
Regarding units gnolls - decent Lizards are super units (damage 2-5, good health, marksmen can't compare!) basilisks - respectable + ability flies - super units (removal of weakness and speed) cows - I think no comment wyverns - weak, but fast and there are many of them! hydras - super. multi-headedness solves multi-target tasks.
Start with Tazar. (see templates smki and 8mm6) - there is an opinion that he is the best hero for random in the entire game. There were few instances of his defeat in melee. He can only be taken down by magic. But it can either be deflected by resistance or Tazar himself might have some :) Or simply a cloak or sphere; then it's very problematic to win against him. On the 1st, we get hydras. (it's never happened that they didn't appear :) in the fort or if lucky in the castle. On the second, these hydras (2-3) together with Tazar take any wyvern tree. (finding it is the main task) but on these templates it is solvable. Then with a super cool stack of upgraded wyverns (there were games with 50+ by the second week, +angels from conservatories), the Dragon Utopia is taken either at the end of the second or beginning of the 3rd. And then rush to the opponent.
Interesting topic. I've always wanted to know about the advantages of the swamp and the correct tactics. And what about 200%? On XL maps, when you can't get close to the opponent right away?
2 brovach:
it is simply accepted that among experienced players, there is no significant difference between 200% and 160%. It just wastes extra time. That's why server Forrest indicated an approximate standard tactic for Fortress.
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
2 brovach: it's just generally accepted that among experienced players, there isn't a significant difference between 200% and 160%. It just wastes extra time. That's why Sir Forrest outlined an approximate, standard tactic for a Fortress.
This is also interesting! I've wanted to clarify this point for a while, and now that it's come up, I suggest we discuss it. I've always thought that the difference is significant, both because of the 10k gold and the 4 units of "valuable resources." In the first week, with 200% growth, I often struggle in the early days for different castles – I can't hire a second hero or build anything. The reasons: - there simply aren't any chests/gold nearby (especially if it's an underground respawn point); - strong monsters randomly block the paths to the lumber mill (this happens quite often in random maps, I agree); - there isn't the necessary valuable resource nearby (sulfur for liches, something for mages/eyes, crystals for pegasi, etc.) - the mill didn't give the right thing, for example. Therefore, it's sometimes impossible to implement the proposed 200% development options – like Necropolis with horses in the first week with a Stronghold/Castle. Unless you're very lucky. A reasonable question is: are all these tactics designed for 200%? And it's a completely different matter when you immediately get 10k gold with resources. Thanks.
Because the castle itself isn't that great. It's weak in magic, more focused on defense, and most importantly: the creatures here are terribly weak (except for the cow, I mean the Gorgon).