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What do you think of this: you place Centaur Archers, then add support and speed buffs. I think it works great: archer attack, support, and + speed!
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What do you think of this: you place Centaur Archers, then add support and speed buffs. I think it works great: archer attack, support, and + speed!
by the way, light is not as useless as you think.
if we're talking about the damage from Hydras, then it's a really bad ability. There are few Hydras. They are expensive. Besides, without regeneration, they die in a crowd of enemies. If the damage were at least half as much, it might be worth considering...
in the final battle, if the best thing you can do is summon a dozen slow Pit Lords, then I don't think you did anything right. So, it's not a mega-trump card. Just something to play around with.
a few words about the Orcs.
The second upgrade for the Cyclops (instead of a stick, the regular Cyclops has a club, and horns grow) is a game-changer when sieging a castle. It breaks walls and gates faster than a catapult! ;)
Warmongers are very strong in numbers, and the "Bully" ability gives them an extra attack. So, it's better to upgrade the "Soldier's Luck" skill and hit them with a whip so they attack more often, and they'll take everyone down :P :D
In the Campaigns, I gathered 580 Warmongers and 120 Chieftains. I divided them into 3 groups of 40 Chieftains and hit the 580 with a whip, plus the hero attacked them. They attacked 2-3 times in one turn! :D
If alternative riders dealt full damage, I wouldn't take them.
Well, if the opponent isn't an idiot, they wouldn't place two units in the path of the cavalry, so their ability might not even be useful. And ignoring defense will definitely work 100%.
battle mages have resistance,
And no one knows - do battle mages attack their own?