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Taking a maximum crypt playing as swamp on the first day of the game (author-Forrest)

Here is the method for swamp.
Tazar level 1. army: gnoll - fly - gnoll - 20 simple lizards - 43 gnolls -
gnoll - fly

In a max crypt on swamp, you lose 2 lizards, 8-12 gnolls, and two flies.

1st round: fly with the flies to the vamps and witches. They are killed by the 1st gnoll to the vamp, and 3rd and 6th to the rags (thus ensuring 2 rounds of vamps standing in place and 3 rounds for witches). With gnolls, wait and kill a pack of approaching skels (2-4 remain). Lizards into vamps.
2nd round: shoot at vamps. Gnolls wait; skels hit them and die from the counterattack. Because of this, zombies go to them rather than the lizards. Gnolls move right up to the lizards.
3rd round: vamps fly to us, rags hit after the gnoll. Hit vamps so they are one cell away from the lizards; then vamps will bite the gnolls.
As a result, we have 3 vamps who will move first in the next round, and the rags are still in their place.

4th round: They (rags) then fly to us, but we finish off the vamps. Rags hit the gnolls (lizards ran away).

In the end, 18 lizards and about 35 gnolls remain, with zombies nearby. Run away from them and shoot.



Taking a maximum crypt playing as Castle with 2 cavaliers and 4 swordsmen, hero 2-1-1-1, magic: bloodlust twice. One horse must remain. Battle description author-Gynnar


The battle itself
First turn - horses hit the witches (so that maximum damage is dealt), vampires fly to the knights, knights move down 5 cells from the witches, witches hit the knights - 4 of them remain (though luck affects this here; more might remain, which would be very bad, as you won't be able to avoid the counterattack from vamps with swordsmen later and they will die sooner), skeletons and zombies plod toward the knights.

Second turn - horses wait, vampires fly to the knights, knights hit witches (as close as possible on the left, so that skeletons and zombies don't reach them in 2 turns) (1 witch should remain), witches attack knights and die, zombies and skeletons crawl to the knights, bloodlust is cast on the horses, they hit vamps from above (killing 1.5 of them).

Third turn - Horses run up and left 7 cells away from vamps, vamps hit knights, knights run as far left as possible, skeletons and zombies plod toward them.

Fourth turn - Horses wait, vamps hit knights - one knight remains with life from 1 to 10 HP, he waits, skeletons and zombies crawl to him, then the knight hits the vamps and dies, bloodlust is cast on the horses, and they hit the vamps.

And after that, either on the 4th turn or in the next couple of turns, there should be morale (otherwise the battle is lost), tactic - horses run from skeletons, zombies, and vamps; you don't need to run long while waiting for morale, as it's very dangerous because they can pin you down quickly, so once you've run far enough that zombies and skeletons don't reach, wait with horses, vamps hit, skeletons and zombies crawl up, hit the vamps, then repeat the same thing again; vamps die, I had two horses left with about 18 HP and 20 skeletons with zombies. Hit skeletons from wait - 8 of them remain, my 2 horses have 8 HP, I finish them off on the next turn, and then run with horses so as to hit zombies from wait with maximum damage (upper max damage should be 51), morale is absolutely not needed here (and I didn't have any more), hit-hit the zombies, running in a circle countless times, and eventually kill them; one horse has 23 HP left after victory.

Well, overall Duke is right, that with such an army and such skills you shouldn't go into the crypt, there's a very high chance of failure.

"Taking a maximum crypt for Tower on the first day of the game, author-CB-Duke

Gremlins in the 4th stack, other slots - gargoyles; if you have golems - second stack. Then - two ones of gargoyles from positions 1 and 3 are placed against vampires in the corner, the stack flies to the bottom row 4 cells away from zombies, golems fight skeletons, or a gargoyle waits and is placed against skeletons. If there are about 10 gargoyles - you can finish off witches with them in the third round; gremlins don't always kill exactly.
This layout is for all castles - shooters in the 4th slot, ones slow down vampires, witches, vampires, and skeletons are killed, and zombies are chased in a circle.
First, witches are killed with two shots, then vampires.
Alternative layout - gremlins in the second stack, top right corner is closed by golems and gargoyles - this is for cities where there's no possibility to get speed 7 in the crypt.


A magnificent example, very detailed turn-by-turn, on how to take a MAXIMUM dwarf hold playing as Stronghold in the first week (in the first half, before building bears (actually, it is taken specifically for building bears)). A real battle conducted while playing online-Forrest, battle description-Antoshka

Army: 23 orcs. 3 ruhs. 45 gobs. Jabarkass (orc spec) 6-2-1-1 Expert archery and attack; goal - take a maximum dwarf hold (30 dwarves per pack) in the first days of the game.

Overall, it is very, very difficult to account for the influence of morale in the record... therefore the battle will proceed without morale... i.e., this record was made without morale... although the tactic is very good and also gives excellent results with morale... those interested can check.

Battle priorities:
1. A full stack of dwarves hitting an orc stack = GG.
2. Losing 2 orcs in this battle is worse than losing a ruh.
3. Losing a ruh is worse than losing 10 goblins.
4. It's better to take a hit on a ruh and lose no one than to take a hit on a goblin and lose 1 goblin.
Consequences:
1. With dwarf morale and if an orc stack is threatened, we push heavily onto that stack.
2. It's better to distract with goblins rather than ruhs.
3. Since there aren't enough arrows for everyone... we distribute them as follows: 2.2.2.4.2. Less on the last stack than on the penultimate one, since orcs can already fight hand-to-hand and their hit is strong enough.

Conventional designations.
To be honest, I've never liked chess notation... well, I just don't like using the Latin alphabet for calculations :(.
Therefore coordinates will be designated by numbers (1.1) - bottom left corner. (15.1) - bottom right corner. (1.11) top left corner. (15.11) - top right corner.
"=" means movement. (G1=(6.7) i.e., 1 goblin goes to point (6.7))
"/" - shooting (O23/(4.9) i.e., 23 orcs shoot at the stack standing at point (4.9)
"*" - hitting
"-", "+" - means total loss of our stack or enemy stack respectively. Ours "-" enemy "+"
w - waits.
d - stood in defense.
// turns that waited.
Example: R3=(4-5.10)*(4.9)+ i.e., 3 ruhs fly to two points (4.10) and (5.10) as it's a two-cell monster and hit the stack (4.9), where "+" means ruhs finish off this stack. If it doesn't matter how the monster stands, or if it doesn't move, coordinates of where it stands are not indicated. In this example, it would simply be R3*(4.9)+.
Example 2: G1*(3.4)- means one goblin hit a stack at (3.4) and died in the counterattack.
So: JABA level 5. 6.2.1.1. offense expert. archery expert.
Raids maximum dwarf hold without upgraded stacks on stones.
Army and layout:
O23.G1.G1.G41.G1.G1.R3.

1st Turn.
R3w.O23/(2.11).G1w.G1=(5.7).G41w.G1=(7.2).G1*(2.11)-
//G1=(6.7).G41=(3.9)*(4.9).R3=(5-6.10)*(4.9).
2nd Turn.
R3=(4-5.10)*(4.9).O23/(4.9).G1w.G1w.G41*(4.9)+.G1=(1.2)
//G1=(12.7).G1=(3.8).
3rd Turn.
R3=(1-2.10).O23=(1.11).G1=(14.4).G1w.G41=(2.11).G1=(1.8)
//G=(7.5)
4th Turn.
R3w.O23/(3.4).G1=(15.9).G1w.G41w.G1*(3.4)-
//G1=(3.1).G41=(1.7)*(2.7).R3=(1-2.8)*(2.7).
5th Turn.
R3*(2.7).O23/(2.7).G1=(15.7).G1w.G41*(2.7)+
//G1=(2.1)
6th Turn.
R3=(1-2.10).O23/(7.2).G1=(15.9).G1d.G41=(2.11).
7th Turn.
R3w.O23/(4.2). G1=(9.9).G1*(4.2)-.G41w
//G41=(4.5)*(5.5).R3=(4-5.6)*(5.5).
8th Turn.
R3*(5.5).O23w.G1=(12.3).G41*(5.5)+
//O23/(8.7)

At this stage, 3 stacks of dwarves have been destroyed. Two stacks remain, one of which has already been shot once. Further course of the battle doesn't need to be written... given possible morale outcomes. But since I started, I'll finish it.

9th turn.
R3=(1-2.10).O23/(8.7).G1=(7.1).G41=(2.11)
10th Turn.
R3w.O23w.G1=(2.2).G41w.
//O23/(6.4).G41d.R3d.
11th Turn.
R3w.O23/(6.4).G1=(11.8).G41w
//G41*(4.7)+.R3d.
12th Turn.
R3w.O23/(7.4).G1d.G41=(2.11)
//R3d.
13th Turn.
R3w.O23/(5.7).G1*(5.7)-.G41w//G41*(4.10).R3*(4.10).
14th Turn.
R3d.O23*(4.10)+. Win Battle !!!

Battle result: 150 dwarves were destroyed in an unequal fight. Losses amounted to 4 brave goblins. Their death was not in vain. Let us bow our heads in memory of the valiant warriors who have passed into the other world.
Analysis of events: if by the 9th turn dwarves don't get morale, the outcome is highly probable with losses of 4 goblins. If morale occurs in the first turns... then due to an emergency situation, a ruh or goblins will have to be sacrificed. And there is also a 4% probability that the far top-left stack gets morale on the first turn... then GG.

Taking maximum griffon hold (40 griffons per pack) for Rampart in the second week, author-Forrest

We have Ivor level 5. Expert shooting expert attack. 3-6 (attack/defense).

Attacking a maximum griffon hold with upgraded units.
Not on grass. IMHO this is not critical.
Army.
1 centaur 9 dendroids
70 centaurs 6 uniques 1 centaur
30 elves 20 dwarves (if layout changes, griffs immediately kill elves.)
(Stacks are a bit fat. It's a max hold, what did you expect?)
But the army is real, taken from a real game without growth. )

1st round. White griffons attack centaurs (minus 20). Move with elves left-down. Unicorns opposite elves one cell away (don't reach in close contact). Top right griffons kill wood (minus 2); stand with the top left one next to top left griffons. Main centaurs move (50 remain), cover elves in bottom left corner. Bottom right griffons attack dwarves (minus 7). Top left griffons kill the one. Last pack of griffons kills wood (-2). Wood-defense. Dwarves as close as possible to unicorns.

2nd round. White griffons kill wood (minus 2). Elves - shoot top left ones (damage over 400). Wait with uniques. Centaurs defense. The pack of griffons that hit dwarves in the 1st round kills them too. Our last one moves, close to wood between griffons that attacked wood. Top lefts fly to center. Griffons kill the last one. Others kill wood (minus 2) (one dendroid remains). Kill nearest simple griffons with uniques (thanks to the fact that the last dendroid survived and holds the whites).

3rd round. Whites kill the last dendroid, freeing everyone. (We have elves covered by horses 50 pcs, uniques 6 pcs, (covering now after elf turn)). Factually the battle is already won. Using a known method, without killing nearest griffons completely. Main thing is to save centaurs (i.e., first kill those who damage them). With blind, the battle is won without any problems (its probability is high and simplifies everything even once per battle).

Estimated losses: 3-4 unicorns. All centaurs. All dwarves. All wood.

Addition from Gynnar - This tactic is universal for all nations where one of the combat stacks are shooters (i.e., by the same principle you can break holds on the second week playing as Tower, Castle, just not such large ones, since these castles don't have such a fat 5th level as elves).

Taking a three-stack hold (with 3 angels) at the start of the second week, playing as Stronghold, only with native troops. Author-Gynnar

This castle is Stronghold, troops and skills are quite real, from one of my games.
Hero-Gundula, skills-6.6.2.3 (from artifacts - shield +4, given in wagon), entered doubler - mana 60, level 7, skills - expert wisdom, expert attack and advanced earth :( , only slow in the book
army
3 bears 1 wolf
108 upgraded goblins 9 thunder birds 1 wolf
24 wolves 1 wolf
From dwellings - only one - goblins; wolves and bears are not upgraded.
Hold is a three-stack, with an upgraded stack, my first turn: Thunder birds hit the upgraded pack - it kills one bird and flies to hit wolves (16 wolves remain), slow is cast on the pack in top left corner, goblins hit the upgraded pack from below, bears finish it off (from below), one wolf runs down and stands next to goblins, one in the middle runs right and stands below 7 cells away from the top right griffon pack, one at bottom runs right and stands close to the pack in bottom right corner, wolves-wait, griffons from top right fly down, from top left - also down and slightly sideways, packs in middle and bottom right hit ones, wolves run up and stand 6 cells from top right corner. Second turn: Slow on the griffon pack closest to top right, wait with birds, bears, goblins, and one runs to the bottom right pack, wolves wait, griffons at bottom left hit the one and two packs fly to wolves (don't reach), pack from right flies down and hits goblins, bears hit this pack, then goblins and birds finish it off, wolves shift two cells left. Third turn: Everyone waits and slow is cast on the pack closest to wolves, two packs from top fly to wolves, pack from bottom right corner flies to middle, bears hit it (they have 96 HP left), goblins and birds - after this 2 griffons remain, wolves run forward right along the top row. Fourth turn: Slow on the dispelled pack, thunder-birds fly to bottom left corner, goblins and bears go slightly below middle on the left, wolves run as far as they can down-right, 2 griffons hit wolves and die, one pack flies to wolves, another to others. Fifth turn: Everyone waits, slow is cast on the dispelled pack, one pack flies left, another flies to wolves, bears hit a pack (47 hp remains), goblins hit it and birds, 5 griffons remain, wolves run 4 cells along bottom row from right corner. Sixth turn: Birds finish off griffs, bears and goblins stand in place (defense pressed just in case), wolves run 7 cells along bottom row (slow on remaining pack). Seventh turn: Everyone waits, last pack of griffons flies to wolves, wolves hit it (2 remain), bears-defense, goblins hit it - 18 remain, birds hit, 14 griffons remain. Eighth turn: Birds pass, goblins pass, bears hit and finish off griffons. THAT'S ALL... Remaining army - 3 bears, 8 thunder-birds, 18 upgraded goblins, 2 wolves - and, of course, 3 angels...

Also much useful information on what deadlines you can break various buildings (Dragon Utopia, holds, etc.) can be found by reading party reports between online players at heroes.by

Added after 20 hours 4 minutes
How to take a maximum crypt with Tazar level 9, skills 2 9 2 1 (without artifacts and book, acquired skills logistics and earth), with an army of 20 lizards, 5 gnolls, 2 wyverns, 3 or 4 flies, on snow; goal - save wyverns and, if possible, lizards. Battle description-author (Antoshka)


layout:
1 gnoll. 20 lizards. 1 mosquito. 4 gnolls. 2 wyverns. 1 mosquito. 1 mosquito.

1st round.
Mosquito flies to bottom left, so that vamps can reach it there, by the left wall.
Second mosquito flies and stands before zombies, but so they don't reach; it's important that zombies move along the bottom row.
Third mosquito waits, wyverns wait,
vamps hit mosquito №1 and kill it. Rags fly to center, not reaching anyone... here there is some ambiguity... they might fly top or bottom, but this won't affect the outcome of the battle.
1 gnoll takes the counterattack from rags. (-1 gnoll)
Skeletons stand right in front of wyverns.
20 lizards shoot at rags.
4 gnolls hit rags from the vamp side (setup for vamps next turn). It's important that gnolls stand as far as possible from archers.
Zombies crawl to mosquito.
Wyverns hit rags. Mosquito also hits rags. It is important that 4 rags remain!!!

2nd round.
If there are still 5 rags... finish off 1 with the mosquito.
Second mosquito stands before zombies (this if rags went top; if bottom, then zombies will go bottom and won't leave the bottom edge, so you can just wait)
Wyverns hit skeletons; 11-12 skeletons remain.
Vamps hit 4 gnolls. Rags hit lizards, who kill 1 in counterattack. 20 lizards move to top edge and stand 5 cells before skeletons (topmost 7th cell from right edge)
Skeletons hit wyverns; in counterattack 3-5 skeletons remain.
Zombies crawl along bottom edge.
If you waited with the mosquito, you can poke a skeleton.

3rd round.
Mosquito stands in bottom row, 6th cell from left.
Second mosquito stands in bottom right corner.
Wyverns hit rags so that vamps don't reach them. 0-1 rag remains.
Vamps hit mosquito, rag (if survived) hits lizards and dies in counterattack.
Lizards shoot at vamps. Skeletons hit wyverns and die in counterattack.
Zombie goes to mosquitoes.

4th round.
Mosquito takes the counterattack from vamps (8-9).
Wyverns wait. Vamps fly toward wyverns, but don't reach.
Lizards shoot at vamps (7)
Zombies (20) crawl up.
Wyverns hit vamps (5-6) from below, but so that zombies are 1 cell away from reaching.

5th round.
Wyverns (2) hit vamps (4). Vamps hit lizards (18).
Lizards hit vamps (3)
Zombies (20) crawl to wyverns

6th round.
Wyverns hit vamps (2).
Vamps... they can hit either lizards or wyverns, but no longer kill anyone.
Lizards (18) hit vamps (1). Zombies crawl up.

7th round. etc. Fly apart, run away, finish off vamp and shoot zombies.

Result: crypt taken!. Losses: 5 gnolls, 3 mosquitoes, 2 lizards.
Remaining army: 18 lizards, 2 wyverns.

PS. This version is quite reliable... checked about 5 times..
In reply to Gynnar
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a battle with maximum gnome involvement, for Jabarkas, maybe you can post some screenshots, because it's already unclear from the very first turn. How can a goblin attack a gnome at (2,11)? It seems the setup isn't quite right.
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In reply to GriB_o.k.
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If anyone needs it, I have a program for recording videos from games. We can use it to provide a real-life example.





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That would be great. If it's not too much trouble.
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but I won't upload it until at least two weeks from now. I simply don't have that disc right now. But as soon as I get it, I'll upload it immediately.





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GriB_o.k.;130474
battle with maximum dwarf involvement, for Jabarkas, maybe you can post screenshots, because it's already unclear from the very first turn. How can a goblin attack a dwarf at (2,11), it seems the setup isn't quite right.

Unfortunately, I don't know how to upload screenshots :( (I absolutely don't understand computers, because I'm a builder by profession, I only go online and play games on it).

But I have a save where I generated Jabarkas with such an army and such parameters and played the battle exactly as described by Antoshka (everything matches perfectly), if you have questions about a specific turn, write what doesn't make sense to you, and we'll figure it out together (although, if you act exactly as Antoshka described, this shouldn't happen; the only thing is that the dwarves' morale might increase, but if you stick to the described tactics, the battle is easily won, although with greater losses than a few goblins).
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Unfortunately, I don't know how to upload screenshots (I don't understand computers at all, as I'm a builder by profession; I only use the internet to browse and play games).

As a builder to a builder, I'll tell you – there's a button on the keyboard called Print Screen. :D Just press it, then open the file in any image editor (e.g., Paint) and click "paste." Voila, you're done.

Maybe the dwarves' morale will increase, and if you stick to the described tactics, the battle will be easily won.

Yeah... and then all this tactic goes to hell. :)

In general, the examples are very interesting. If there were fewer mistakes and they were better developed, it would almost be a textbook. I also liked the idea of marking the fields, but there will always be problems with only numerical markings. In my opinion, it's still more convenient to use letters, if not Latin, then at least Russian ones (like in "Battleship"). It's much more convenient...
Land aus Blut im Aschenregen,
Wüst und leer und ohne Segen.
Hier bin ich durch dich gefangen,
Muss für dich durchs Feuer gehen.
Du siehst mich in Flammen stehen,
Glühend will ich dich empfangen.
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It should be noted that all examples are taken from the "Online Beginner's School" thread on HeroesPortal. In fact, there is much more information there, as Gynnar only provided quotes, and there are also many comments and discussions from players about all the nuances discussed here.

But not everyone is interested in digging through these discussions, of course... :)

Perhaps it was time to bring everything together... And a lot more could be added to this topic... So, let's turn to online experts (and they are the ones who are most knowledgeable about these types of battles), they should have a lot to say...
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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I have a question for the esteemed Gunnar. In the maximum-level dungeon of Tazar, level 9, he faces a couple of wyverns, a couple of dozen archers, a couple of flies, and five gnolls. Sorry, but this is an army from day 4-5 of the first week. Where does the level 9 come from? Of course, Tazar is a beast by this time, but in practice, with such an army, the hero in the dungeon will be at most level 3-4, and not Tazar. And he will be defeated. And a level 9 Tazar, say, in the 2nd week, should have a corresponding army, otherwise how did he level up? Sorry for the bluntness, but thank you for the information. Respect.
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badping;130503
I'll tell you, as a builder to another builder, there's a button on the keyboard called Print Screen. :D Just press it, then open the file in any image editor (e.g., Paint) and click "paste." Voila, you're done. ...

Well, I know about the Print Screen button myself :) , but I don't have any image editors, and I don't want to learn them specifically (I can just send you the save file, and you can take the screenshots yourself...).

badping;130503

Yeah... and then all that strategy goes down the drain. :)...

You're wrong; the battle becomes impossible only if the morale is low in the first round for the leftmost group of units; in all other cases, even with multiple morale penalties, the battle is won (I'm not just saying this; I've run this battle several times according to Antonshka's description, and I think only once did my dwarves not have morale; in other cases, they did have morale - of course, in this case, you have to adjust the battle, but overall, it's still carried out as Antonshka described (just try it yourself before writing, without understanding, because that's not very good...)).

badping;130503

In general, the examples are very interesting. If there were fewer mistakes and they were better developed, it would be like a textbook. I also liked the idea of marking the fields, but there will always be problems with just numerical markings. In my opinion, it's still more convenient to use letters, if not Latin, then at least Russian (like in "Battleship"). It's much more convenient...

Again, please, did you write this out of the blue just for "show," or what???
If not, please specify exactly where you found the mistakes (and not just in battle X, but specifically in which turn and which unit), and what exactly the mistake is (only if you write this without playing such a battle in reality, generating a similar situation - but if you just think so, then your words will be absolutely empty).
Otherwise, both I and others will be grateful to you for finding any nuances (especially since most of the posts are not mine, but the battle tactics have already been tested by more than one player on another resource when creating conditions exactly as described in the battle).

Added 9 minutes ago
AmberSoler;130509
It should be added that all the examples are taken from the "Online Beginner's School" thread on HeroesPortal. In fact, there is much more information there, because Gynnar only provided quotes, and there are many comments and discussions of players about all the subtleties described here.

But not everyone is interested in digging through these discussions, of course... :)

Perhaps, it was necessary to put everything together a long time ago... And you can add a lot to this topic... So, let's turn to online experts (and they are the ones who are more knowledgeable about such battles), they should have a lot to say...
You are partially right :o The information was taken from my computer, but it was originally obtained from the Portal, although that section no longer works, and it is unknown when it will work again (so players cannot go there and read). Furthermore, most of these posts were written by players from heroes.by (except for Antonshka, although he is more from the League than from the Portal), with the same goal as here - to raise the level of play on that resource. And regarding the discussion and comments, there is a lot of empty information there (or information that is already known to everyone - that's why I asked not to write information from the Heroes 3 manual in the online school) or simply incorrect for online play (that's why I asked not to write from those who mainly play against the computer for fun and have little experience playing multiplayer against a live opponent).

And regarding the idea that online pros should post here, I FULLY SUPPORT it; it will be useful for both beginners and experienced players.

Added 19 minutes ago
Sforza;130530
I have a question for the respected Gynnar.
A level 9 Tazar goes into the maximum level 9 dungeon with a couple of wyverns, a couple of dozens of archers, a couple of harpies, and five gnolls. Sorry, but this is an army of days 4-5 of the first week. Where does level 9 come from? Of course, Tazar is a beast by this time, but in practice, with such an army, the hero in the dungeon will be at level 3-4 at most, and not Tazar. And he will be completely defeated.
And a level 9 Tazar, say, on week 2, should have a corresponding army, otherwise how did he level up?
Sorry for the rudeness, but thank you for the information. Respect.

Actually, this task was set by a player named Vitalik from the Portal (he is also playing here now with Vigo, also from the Portal) (Vitalik failed in this dungeon and brought the task for discussion there, where he was told how to fight correctly, take the dungeon, and not only not fail but also almost completely preserve the combat-ready army).

And so, as I understand the situation, this is not the beginning of the first week; perhaps it is already the second week. Tazar reached the secondary resource and, finding the dungeon there, decided to take it. Tazar has a small army (practically no gnolls) - this indicates that he fought a lot, lost part of his army on strong troops (he should have been able to defeat weak troops without losses), and leveled up to level 9. Perhaps Tazar planned to take this dungeon and then break through for something more significant, combining the remnants of the army from the first week with the reinforcements. In any case, no sane player would drag reinforcements to the snow just to take a dungeon (where, as we remember, movement is greatly reduced for the hero with swamp troops without the "Pathfinding" skill).

Regarding Tazar taking the dungeon at level 3-4, I think he should also take the dungeon if he follows the same tactics (although it also depends on what skills Tazar has (whether he visited the skill-enhancing buildings or not) and what skills he will develop by this time (it is important whether he has armor expertise or not, whether he has attack expertise or not). But you can only say for sure by playing a similar battle with Tazar at level 3-4. You can check this yourself, generate a map for the swamp, level up Tazar to level 3-4, give him the same troops, and find him a maximum-level dungeon, using the one-to-one tactics described by Antonshka, and then post the result here; many will be interested (including me :) )
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Again, did you write this randomly just for the sake of it, or...?
If not, please specify where you found the errors (and not just in some battle, but specifically in which turn and with which unit), and what exactly the error is (only if you write this without actually playing that battle in reality, generating a similar situation - but just because it seems that way to you, then your words will be absolutely meaningless).

No, actually, I meant the writing style and grammar...
I'm certainly not Leo Tolstoy myself, but I agree that any instruction is much easier to read when it is written without using slang and in accordance with generally accepted language norms.

The above is undoubtedly valuable, but it is slightly unsystematic and composed a bit spontaneously. If everything were organized and a general system developed... :)
That's what I mean...
Land aus Blut im Aschenregen,
Wüst und leer und ohne Segen.
Hier bin ich durch dich gefangen,
Muss für dich durchs Feuer gehen.
Du siehst mich in Flammen stehen,
Glühend will ich dich empfangen.
In reply to Gynnar
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Gynnar;130552
Well, I know about the Print Screen button myself :) , but I don't have any image editing software, and I don't want to learn it specifically. (I can just send you the save file, and you can take the screenshots yourself...)

Yes, save files for examples would be very helpful.
If possible, please provide them. Zip them up and post them directly in this thread.
In reply to badping
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badping;130564
No, actually, I meant the writing style and grammar...
I am certainly no Leo Tolstoy myself, but agree that any guide is much easier to read when it's written without slang and according to generally accepted language norms.

The same mentioned above undoubtedly represents huge value, but it's slightly unsystematized and composed a bit spontaneously. Now if everything were organized and a general system developed... :)
That's what I mean...
Regarding the grammar—well, I already wrote that I write very slowly, and trying to write faster (since I don't have much free time)—as a result, I skip letters or write incorrectly; there's nothing I can do about it (except not to write) (I don't want to reread and correct every single letter, as it would take even more time, and the general meaning of what I write is clear even with my mistakes)
But otherwise—you are right, that's why I write illiteratey; thank you for the correct and justified reproach.

Added after 18 minutes
Vanechka;130569
Yes, saves for examples would be very useful.
If possible—bring them on. Zip them right into this thread.
Regarding the saves:
1) I not only don't know how to use Zip, but I don't even know what it is
(and I don't want to know, I don't need it and I'm not interested)
2) Which saves did you mean just now?
If you mean the battle saves for which examples were given—I have some of them, but these are only examples; by loading them, you can check and practice the tactics described above. I can send them to you if you provide your ICQ number, or you can post them here yourself, but it's easier to generate a random map for the faction described in the example, level up the hero as described, give him an army (the same as in the description)—and repeat everything laid out above (it's not very difficult to do, since many examples are shown either in the first days of the game or on the second week; enter a cheat code for infinite speed (to level up the hero in one day as in the example and find the required building for capture (crypt, gnome-mine, or can)) and that's it. If you know how to use the editor (I don't), then creating conditions identical to the example will be even easier for you.
3) If you mean saves between strong players—then look for them on Bay (in the "Real Patsany" tournament), contact Starik.
Or here are saves from a former world champion (Lord Dim) and Starik, posted day-by-day; try loading the next day's save and analyzing who rode where and why with their heroes to understand why it was done, and repeat the battles that were conducted (if possible, with similar losses). And a day-by-day description of what and how each hero did daily and WHY? from Starik's perspective can be read in the thread of the very first cup on the last page of heroes.by
Here is the link to game saves (day-by-day) between former world champion (Lord Dim) and Starik
http://mipt-anatole.narod.ru/final.html

Added after 34 minutes
Example of taking a Level 1 Crypt with 2-3-1-1, no books. 46 centaurs, 3 trees, 9 gnomes, 7 elves (basic) maximum crypt (with 10 vampires)

Kirryusha really wants to take the max crypt, but doesn't want to part with the centaurs. Author of the battle description and screenshots (Volodymyr—yes, yes, the same one who organizes the tournament between Heroeswold and heroes.by)


In my save there are two ones – fairies; I don't think this affects the layout.
Layout:
http://volodymyr-velykiy.narod.ru/Kript1.JPG
Round 1:
Fairy (slot 3) removes retaliation from vamps, fairy (slot 6) moves to rags, centaur (slot 1) runs bottom right, all others wait:
http://volodymyr-velykiy.narod.ru/Kript2.JPG
Trees go 2 cells up, right, so that skeletons hit them and gnomes can reach the skeletons. Elves hit vamps:
http://volodymyr-velykiy.narod.ru/Kript3.JPG
Main stack of centaurs – on vamps, but definitely from behind.

Round 2:
http://volodymyr-velykiy.narod.ru/Kript4.JPG
Centaur (slot 1) runs top right, elves hit vamps.
And here, luck is needed: the main stack of centaurs hits vamps so that only 1 bloodsucker remains, and specifically, so that this one vamp doesn't kill a centaur. Then the vamp hits gnomes, rags fly to the center, trees finish off skeletons, gnomes – the vamp.

Round 3:
http://volodymyr-velykiy.narod.ru/Kript5.JPG
Centaur (slot 1) does whatever he wants, but so as not to die. Elves go top right, main stack of centaurs waits, trees hit rags (though if skeletons hit them hard enough, they might not survive the retaliation) http://volodymyr-velykiy.narod.ru/Kript7.JPG, gnomes also hit witches. Centaurs finish off rags.
http://volodymyr-velykiy.narod.ru/Kript6.JPG

And as for shooting zombies, I think anyone can do that!
http://volodymyr-velykiy.narod.ru/Kript8.JPG

As we see, everything is real http://volodymyr-velykiy.narod.ru/Kript9.JPG, you just need a bit of luck. Of course, 2 vamps might remain or skeletons might heavily damage the trees. Rags hit back with 25 damage, so if the trees have less health left, it's better not to push in but think about how to finish the game; but as I say: "POSSIBLY, lose only 2 centaurs."
There is another way, but 3 centaurs are lost there, so I didn't describe it.

Same crypt, same army and hero, but the battle description is by author (Antoshka) (and without screens :smile05: )

99% way to lose only 2 centaurs and if unlucky (very unlucky) then 3 centaurs.

So, army: 46 centaurs, 3 logs, 9 dwarfs, 7 elves.
Layout: 1 centaur, 3 logs, 1 centaur, 9 dwarfs, 43 centaurs, 1 centaur, 7 elves.

Battle: turn 1.
Centaur removes retaliation from 10 vamps. (-1 centaur)
Second centaur stands at the very top (bait for vamps) so that vamps have to move 4 cells horizontally; then both logs and dwarfs will reach them.
43 centaurs wait, 1 centaur runs to elves and stands in the same row in front of them.
Elves wait
Vamps kill centaur #2 (-1 centaur)
Rags fly toward elves, but don't reach them and stand in the 3rd row from the bottom.
Logs bind vamps and stand in the very top row.
Skeletons go down to elves, zombies crawl along the very bottom row.
Dwarfs hit vamps so that space remains for centaurs to strike.
43 centaurs hit vamps there. And 7 elves shoot at vamps. 3-4 vamps remain there.

2nd turn.
43 centaurs hit vamps and kill them all (in my 7 attempts, they were killed at this stage all 7 times)
Centaur stands in the very top row in front of logs.
Elves stand where vamps were.
Rags fly up, but again don't reach
Logs hit and remove retaliation, killing 2 rags.
Skeletons move closer.
Dwarfs hit rags; 6 rags remain.
Zombies crawl along the bottom row (cannot seem to climb out of the trench)

3rd turn.
43 centaurs hit skeletons and kill them all (or 19 of them), it doesn't really matter...
1 centaur runs to zombies as a distraction, but so they can't reach him.
Elves shoot at rags; 4 remain.
Rags hit gnomes or trees (I had both) but cannot kill anyone anymore.
Logs and dwarfs finish off rags. Only 20 zombies left..

Further events develop less rapidly... but I think describing them is pointless

PS. Instead of centaurs, pixies could be used, then the loss is 2 pixies.
And morale might help us, but I wrote a reliable version.
PPS. Generally, the army is quite strong. In particular, the number of centaurs is quite impressive; it's not always that many. It's more relevant to lose gnomes rather than centaurs... then you need to manage differently.
PPS. By the way, I checked other crypts with such troops and layout. A 5-vamp one is taken with a loss of 1 centaur, others without losses.

Here is the link to screens on how to take a level 3 can for Castle on the second week:
(author—disly)


volodymyr-velykiy.narod.ru/kon.rar

There is no description; I can describe it in a few words. His layout is not entirely correct (if Tavern starts working, I will copy my description and layout for taking the level 3 on the second week from there); I would arrange them like this:
20 pikemen, 1 pikeman
50 marksmen, 6 frenzied horses, 1 pikeman
12 swordsmen, 1 pikeman

(I would give excess pikemen to another hero, because if there are many pikemen next to the marksmen, griffins will hit archers; this way they won't be touched (and leaving 10 pikemen in one stack on the right makes no sense, since whether it's 10 or 1 pikeman, 30 griffins kill them at once). Furthermore, it's strange why even single-unit griffins weren't taken instead of single-unit pikemen (and in the screen they aren't singles, but 10 each)

1 First turn—horses hit a pack of griffins bottom left (or bottom or top—doesn't matter), then the pack top right moves—hits one pikeman, next move marksmen wait, pack bottom right hits one, then pack bottom left moves—hits swordsmen, then pack top left moves—hits pikemen, after that the pack in the middle right moves—hits one, then swordsmen move—we go bottom left and stand so that griffins cannot fly to the marksmen standing in the corner, then the remaining pikeman stack moves—we press defense, then the waiting marksmen move—we go into the corner under the cover of horses and swordsmen

2 Well, after that, everything is clear. It's necessary to try to achieve this situation: marksmen in the corner shooting griffins, horses and swordsmen protecting them; it's necessary that the packs of griffs that flew to them are damaged but not killed completely, so they fight with swordsmen and horses while other full packs cannot get to them, and meanwhile shoot them down. Preferably, then shoot first the packs attacking swordsmen (and, naturally, don't hit with either horses or swordsmen, just press defense (only at the very end can you finish them off, or during the battle, but only if the stack is killed and not immediately replaced by another on this turn). The main thing—carefully monitor which pack moved first, which second, etc., and accordingly shoot down the packs most dangerous to the marksmen's cover based on this information.
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Maybe I'm doing something wrong, but I can't seem to kill the first stack of dwarves in the second round. And then I run out of arrows and have to engage in melee combat, so the losses are much greater than four goblins.
Get What You Want
In reply to GriB_o.k.
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so, this version (in Gunnar's post) is a draft. The final version of the battle is recorded as follows: "I thought about it and decided that it would be good to have a single, easily readable and understandable record for most players. I didn't like my system because I had to use parentheses, which are unnecessary characters. At the same time, I didn't understand Sir DirectX's system at first. But he missed letters, i.e., abcdefghijk – these are the first 11 letters of the Latin alphabet. He uses abcdefghklm, which is not quite correct and can be misleading. Again, in chess notation, as in most accepted coordinate systems, the first coordinate is called the abscissa (i.e., the X-axis), and then the ordinate (the Y-axis). Applied to the Heroic battlefield, if you number the horizontal lines with letters, it will look like 1a – the lower left corner, 15a – the lower right corner, 15k – the upper right corner. If you number the vertical lines with letters, their number will increase to 15... and I think this will be too inconvenient to record. In general, here is my proposal: Record battles as follows: Write the names of monsters with the first 1-2 capital letters of the Latin alphabet. (It is inconvenient to constantly switch the keyboard layout to Russian, and since there are not many monsters, only 7 stacks, I think a brief description of which monster is designated by which letter will be easy to understand). Also, indicate the number of monsters in the stack; this gives the record a simpler understanding of who is moving where. However, it should be noted that the record becomes more cumbersome. Number the rows with capital letters of the Latin alphabet (abcdefghijk) from bottom to top, i.e., the lowest row is "a". Number the columns with numbers from left to right, from 1 to 15. W - double wait (Wait) D - stand in defense (Deffens) = - movement / - shot * - attack - - loss of our stack + - destruction of the enemy. Indicate the coordinates of two-cell units by the left point. For now, it seems that these conditional designations are enough. If necessary, new ones can be introduced. In general, using this system, a battle with the Gnomes looks like this: Roc - R = Rukh; Ork - O = Orc; Goblin - G = Goblin; Jabarkas 6.2.1.1 offense-expert; archery-expert; Arrangement: O23 G1 G1 G41 G1 G1 R3 Taking the maximum number of Gnomes, without a upgraded stack on the stones. 1. R3W O23/2k G1W G1=5g G41W G1=7b G1*2k- //G1=6g G41=3i*4i R3=5j*4i 2. R3=4j*4i O23/4i G1W G1W G41*4i+ G1=1b //G1=12g G3h 3. R3=1j O23=1k G1=14d G1W G41=2k G1=1h //G1=7e 4. R3W O23/3d G1=15i G1W G41W G1*3d- //G1=3a G41=1g*2g R3=1h*2g 5. R3*2g O23/2g G1=15g G1W G41*2g+ // G1=3d 6. R3=1j O23W G1=15i G1D G41=2k // O23/4c 7. R3W O23/4c G1=9i G1*4c- G41W //G41=2f*3f R3=4f*3f 8. R3*3f O23W G1=12c G41*3f+ //O23/8g 9. R3=1j O23/8g G1=7a G41=2k 10. R3W O23W G1=2b G41W //O23/6d G41D R3D 11. R3W O23/6d G1=3h G41W //G41*4g+ R3d 12. R3W O23/7d G1D G41=2k //R3D 13. R3W O23/5g G1*5f- G41W //G41*3i R3*3i 14. R3D O23*3i G41*3i+. P.S. The battle is quite difficult... for example, I was able to repeat it after half a year, only after digging through the archives of my own records... and I literally followed the moves. Therefore, to analyze the battle, I advise you to use the "Spirit of Despair" artifact. To eliminate morale... and after you can complete the battle, test it without this artifact. But in general, the method of recording is great :).

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