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Posts from Play against Necropolis. Auto-translated

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#18
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Against Necropolis, Tilseck, Goshak, and everyone's favorite, Haggeesh, are the best heroes. :)
P.S. I would choose Tilseck or Goshak, but I don't think Haggeesh is good for the late game.
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#19
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I just know that Super Spell always works! And actually, I'm thinking about this: 1) I'll play as Argath (to gain levels faster). She has **Logistics** => I'll take Warpath and Pillage. Basically, I'll have an advantage in levels. 2) **Attack** with Tactics and Stunning Blow. 3) **Defense** with Readiness. 4) **Leadership** with Speed Aura, and I don't know what else. 5) **Darkness Absorption**. That's the plan. If it works, I'll collect the Dwarven Artifact.

Added 5 minutes later
And which skills and abilities should I upgrade first?
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#20
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Which skills and abilities should be prioritized for upgrading first?
First, describe the map a bit: resource concentration, experience, secondary resources, artifacts, ruins, path lengths, etc. (or is it random?). We should base our strategy on that.
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#21
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We will randomly generate it, but with the maximum size.
#22
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Wow, you'll be playing on a max-sized map for a long time with just two players, especially considering that the maximum map size was increased in Tribes of the East...
I can say for sure that on such a map, without logistics, you won't get far...
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#24
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We will generate randomly, but with the maximum size.
Again, much depends on the template, but, as I understand it, you are not playing for a rush. In a random game, it is very important to quickly reach the "rich" zones - you will level up quickly and find money. Take Arghat, although Tilshek is easier at the start.

And which skills and abilities should be upgraded first?
You wrote everything correctly and in order. First, upgrade combat skills, then Silence, although there is a risk of being left without it. It is also worth taking Machines right away, because, judging by the description of your opponent's upgrades, he will not have Deadly Cold, and the Ballista will still cause him trouble.
The Orc will be significantly more mobile, and you need to take advantage of that.
#25
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Without diplomacy, it also seems a bit off.
Does this refer to leadership or specifically the ability to engage in diplomacy? If the latter, what's the point of it?
In reply to Майор Вихрь
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#27
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Major Whirlwind;132656
Are you referring to leadership or specifically the diplomacy skill? If the latter, what's the point of it?
An extra army never hurts, especially on a large map...
Всадник СМЕРТИ
- Смерть - судьба всех и каждого.

Очень Хаотичный Лидер Клана "Рыцари апокалипсиса"

#28
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An extra army certainly won't hurt. But during a long game, creatures that join you won't be very useful unless they are from your faction. Of course, you can hope to encounter neutral Orcs (which is likely to happen on a large map), but even with diplomacy, they might not join or might ask for a hefty sum of gold, which you might not always want to give. After all, there are more useful leadership skills. Just think about the speed aura and the battle frenzy. ;)
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#29
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An extra army will never hurt, especially on a large map...
Apparently, you're not very familiar with the mechanics of joining factions in numbers; otherwise, you wouldn't consider Diplomacy such a useful skill. There are cases where it comes in handy, and most importantly, you can take Empathy, but you'll be left without the Aura of Speed and Battle Frenzy; it's a matter of choice. I don't take Diplomacy because I'm used to playing without joining factions.
In reply to Майор Вихрь
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#30
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Major Whirlwind;132692
An extra army certainly won't hurt. But in a long game, creatures that join you won't be very useful unless they are from your faction. Of course, you can hope to encounter neutral orcs (which is likely to happen on a large map), but even with diplomacy, they may not join or may ask for a hefty sum of gold, which you may not always want to give. After all, there are more useful skills in leadership. Just the aura of speed and the battle frenzy are worth it. ;)
Fortunately, I'm playing as Necropolis, where diplomacy plays a bigger role than with other factions.

It's also worth leveling up to "Toughness," which will also help in battles against the living.
Всадник СМЕРТИ
- Смерть - судьба всех и каждого.

Очень Хаотичный Лидер Клана "Рыцари апокалипсиса"

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#31
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Why diplomacy with Orcs? They'll crush everyone anyway. You need to take everything with Wrath. You can also assemble a cannibal build and use the hero Argh. Hmm... against the undead, focus on Darkness because your opponent will likely want to cast Berserk on the Cyclops. A gnome build would also be good. And what hero does he have? A GHOST?))))... You also need to focus on defense and, of course, attack. Also, use machines with goblin reinforcements and try to eliminate the liches. If there are no liches, your defense and Wrath will be enough to win. But if he uses summoning traps, they'll reduce Wrath, so you need to buff your own units more.
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#32
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Is it true that with the Stronghold, I need to press the spacebar to remove the rage points accumulated while stationary? No, it's better to maintain constant mobility with aggressive pressure, in my opinion!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
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#33
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_Prizrak_;148783
The Horde's readiness is complete...!!! Does that mean I should press the spacebar to remove Fury points for staying put? No, it's better to stay in constant motion with aggressive pressure, IMHO!!!
You don't have to skip a turn; you can move one cell in a direction.
Мертвые сраму не имут (с)

"Альянс Полумертвых"
#34
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It wasn't a hero; Ghost meant something else. If you move to an adjacent tile, the Readiness skill won't activate. However, I don't think 30 points of Fury is a significant amount. You could try experimenting and give an Orc Readiness; honestly, I don't know how it would look, but I'm very curious if such a build would be worthwhile. I'll test it out in the next few days; maybe something interesting will come of it, and if not, no harm done. So, Ghost, don't be so categorical. Anyway, I've strayed a bit from the topic. Readiness is useless against the Undead, even for a second. Focus on Attack, Tactics, and the Speed Aura (even more important than Battle Frenzy), and if possible, Keen Mind, so that the hero can cast the "Battle Cry" spell on the troops, if it's available in the town. You can drop one of these if you find an artifact that gives +1 to Speed. I've said this several times, but for those who aren't paying attention, I'll say it again. This is necessary so that the main attacking Orc stacks reach the Necromancer's troops on the first turn. It's unlikely that the Necromancers will withstand such an onslaught unless they have a significant numerical advantage. In this scenario, the Necromancer will only be able to cast spells 2-3 times, which won't play a significant role, even with Mass Dispel or Berserk/Subjugation at levels 5, 6, or 7.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal