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Posts from Tactics for complex battles.

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I almost completely disagree with the choice of heroes. Ilaina is a waste. An extra fifty peasants at the start doesn't really give you much. "On large maps..." but what about large maps? Are you going to rely on peasants or militia on large maps? Will that be your ultimate army? And who will be your archers? The basic growth? Don't make me laugh. "On large maps" - Axel, Laslo, Dugald, Rutger. And no Iris. You'll upgrade to Griffins anyway. If the map is small and you don't have time to upgrade, there won't be many of them. Sylvan - Dirael is awesome; try shooting a volley of enchanted arrows that not only deal great damage to the Hive but also push the enemy back a few spaces on the initiative scale. Plus, it really helps with clearing mines at the beginning. Does Anven increase damage with levels? Learn your facts. It increases damage to sworn enemies, which is very difficult to implement. Talanar is terrible. Fury is garbage. And starting with a ballista doesn't give you anything without the corresponding skills. Dungeon - Sorgall is an excellent hero. With the right skills and a bunch of Furies split into different stacks, attacking the enemy next to a Lizardman, he's just amazing. Although the ability is certainly specific. Erin is not a clear-cut leader. The ability to fire additional witches when casting a spell that hits an area is such nonsense that it's better not to even think about it. Academy - neither Nazir, nor Maahir, nor Nura came close to being "champions." Ora, on the other hand, is an excellent hero, possibly the best. Razazak - if you're perverse. Faiz - if you're a terrible pervert. And all that mana regeneration in battle is just garbage. Why would Academy heroes need to regenerate mana when they already have so much? Inferno - Deleb is not a leader. She's been severely nerfed, and I have no respect for the developers for that. Her ballista now just shoots... forget about all those tricks with fireballs after level five. IT'S NOT WORTH IT NOW. Nimus - this is an excellent choice, as are Grog or Marbas. Nibros - explain why he's good? Say? No, he's not. 1 luck plus canceling tactics is a negligible ability. And it doesn't increase with levels. Necropolis - not Naadir with ghosts. Kaspar, with his overpowered plague-tent rush, and Deidra with her overpowered scream. Dwarves - Karli, Ibba, Ingvar(?). The most optimal choice, in my opinion. And don't be tempted by things like "learn a rune when leveling up" - it's not worth it. Well, Helmar is also very good. Orcs - Tilsegg, Argat, Goshag (xD), you can also choose the King of Wyverns. That's it.
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In such cases, you can definitely find another "native" hero in the tavern, and near the Castle – a dwelling for free peasants. Ellaina is used to hire troops because she has the Troop Gathering, Supply, etc. ability. And the second one, hired in the tavern, fights.
Yeah, and your entire starting army will fall when trying to take a mine from the Fae. Ellaina is bought back later, and her Experienced Commander and Treasurer skills are leveled up; she is kept in the Castle with a bunch of peasants for money.
Regarding Lethos, you need to consider the skill slot spent on Dark Magic, and also his complete uselessness in fighting the undead, which are immune to his professional ability.
Dark Magic is not a wasted slot; we'll find someone else to fight the undead.
Regarding Erin and Iranna, they were wrong to refuse, very wrong...
There are reasons for this. Their specialists are not very good because you need to survive until you can use the Witch's ability, and the Furies are already strong when creeping, but they will fall immediately in the final. And Chaos units are difficult to obtain from them due to the extra branches.
Regarding Daedra: First, there is an error in the hero's description. In fact, her profile is improving the effect of the Banshee's scream as she levels up.
The duration increases, and with at least 2 artifacts from her native set, it's just amazing.

2Loken
Academy – neither Nazir, nor Maahir, nor Nur were even close to being "champions." Orc – yes, she is an excellent hero, possibly the best.
+1 initiative from the specialist at level 20 somehow pales in comparison to Nur's constant magic fire with infinite mana from the start and a horde of gremlins with machines from Hafiz. The main advantage of Orc is Wizardry and Archery. Although she has her own fans, in my opinion, she is still third.
Inferno – Deleb is by no means a leader. She was severely nerfed; total disrespect to the developers for this. Her ballista now just shoots... all these tricks with fireballs after level five – forget about it. NOW it's not worth it.
She was nerfed, but made stronger. Now, she is NOT banned, or she is banned with ALL machinists. And at higher levels, 3 shots with Fire Arrows are definitely better than the original specialist ability.
Daedra with an overpowered scream.
But on medium and small maps, Daedra is not taken because of the long time it takes to get the mark.
I basically agree about the Orcs and Gnomes, but let's not forget about Haggeesh. He is also quite good.
In reply to Fireball
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Fireball;137472
a good choice for the main hero.
What does "GG" mean?:confused: Sorry, I'm a noob...
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main hero. and by the way, Ilaina, doesn't her troop recruitment skill only work when she's in the castle? And what's the point of that? Sitting in a castle at the beginning of the game? That's why no one picks her at the start, unless she happens to be in the tavern. "Darkness for Wood" – I still think it's a useless skill. I mean, darkness is great, but not for them. I already mentioned it somewhere: they have the highest spell power, they have chains, they have Arcane Wave, they have immunity piercing, they are the best at dealing massive chaos damage. Giving them darkness is overkill. Taking Lethos is going to be tough. And it's not even that tough, but rather wasteful. You'll be wistfully looking at 20 power, while he'll only be able to upgrade to more powerful skills like Unholy Word, slow duration, etc. Does Ory have +1 initiative? Give me the formula (I love formulas)... In any case, magic is already there. And that plays a role. A horde of gremlins is great, but gremlins are so insignificant and weak that it doesn't really matter. It's better to have Rosag, a dozen and a half golems will be more effective. Why isn't there a hero with gargoyles? It would be funny^^ Hagghesh is also not bad, but centaurs are not the best archers... But Tilshek has a lot of warriors who will later become just awesome orcs with swords and katanas, and machines from the beginning. That plays a role. I remember how I conquered half the map, simply destroying everything in my path with 30 warmongers and a ballista. Then a regenerating palace was added to them^^
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I mentioned it somewhere before: they have the highest spell power, they have chains, they have Arcane Wave, they have immunity piercing, they are the best at dealing massive chaos damage. Giving them Darkness is overkill. Giving them Leto is difficult. And not so much difficult as wasteful. You'll wistfully look at the 20 power, but they'll only use it for stronger upgrades, Unholy Word, slow duration, etc.
I advise you to search the internet and find information about tests of Dark Elves regarding their leveling speed. It's not too difficult. Maybe your opinion will change.
+1 initiative for the Orcs? Give me the formula (I love formulas)... In any case, magic already exists. And that plays a role.
The specialist adds 0.05 initiative per level, and Magic is also present in the Nura faction.
A horde of gremlins is certainly great, but the gremlins are so insignificant and weak that it doesn't really matter.
You're wrong; that's why Hafiza is periodically banned.
120 upgraded gremlins (in the first week) + Machines = very fast creep with no losses
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Haggish, in addition to increasing attack and defense, also speeds up the first turn of the centaurs, which can be extremely useful, as centaurs can significantly damage any ranged unit of the enemy by moving before it, even with lower initiative. And the initial upgrade, in my opinion, is one of the best for the Stronghold. Attack, which I think is always worth upgrading, and Memory of Blood, which reduces losses in battles with neutral creatures.
In reply to Майор Вихрь
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In difficult battles, Alastor helps me. With his Mind Leech and Dispel, I can simultaneously disable archers, mages, and counter enemy attacks (of course, if Dark Magic is at an expert level with the Mind Lord skill). Otherwise, it's up to the troops (it's better if they have magic resistance). IMHO, Alastor is a useful hero.
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it might be useful, but it's completely useless in the early game.
In reply to Loken
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The tactics for complex battles are simple, but only a select few can master them!:D Basically, in a difficult battle, you just go in and win!:D If you can't win, either surrender or fight to the end, but don't run away!:smile01: Any hero is good if you level them up to 20 or higher. But each race has a hero who is stronger than the others. Here are a couple of examples of heroes who can defeat everyone else (excluding campaign heroes). Elves - Ilfina or Ossir and Wingael!
Dark Elves - Lethos and Vaishan!
Dwarves - Erling and Helmar!
Humans - Dugald or Axel and Iris!
Mages - Jalib and Ora!
Necromancers - Naadir and Vlad!
Demons - Daleb and Nibros!
Barbarians - Keegan (his Goblins are good) and Haghesh!
At least, that's what I think!:smile01:
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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But who really knows? There are so many different opinions... You inevitably come to the conclusion that there are no bad heroes; you can develop each one, if you have the patience and the skill to do so. Isn't that right? As for tactics, the question is: what is the most effective way to deal with ranged neutral creatures in the early stages of the game? All the recommendations you've left here suggest using heroes specialized in ballistics. But is it possible to do without that?
Герои не удирают. Они лиш осуществляют стратегическое отступление.:smile17:
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it’s definitely possible. Academy – you only deploy gargoyles and shoot with magic. Dungeon – the same, but with invisible units. Plus, there are no losses, or almost none. Haven – you can split archers into several stacks, or you can only use royal griffins if you managed to build them quickly. But for some reason, I’ve never encountered any particular problems with Haven archers; I can’t say why. Inferno – only demons. Portals plus a hero. They will die, but that’s okay, right? If you manage to build horses, they will also dominate everyone. And so on.
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Guys, are we talking about the very beginning of the game here? When you need to capture mines with basic resources as quickly as possible, even if it means risking everything? In that case, I don't think it's worth being stingy with troops or worrying about losses. You should focus on developing your town using the starting resources until you have a decent army. And if you need to quickly capture a mine with valuable resources, there's simply no way to do it without taking losses.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
In reply to Erganor
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Erganor;137742
Actually, who knows? There are so many different opinions... You inevitably come to the conclusion that there are no bad heroes; you can develop each one, if you have the patience and the skill to do so. Isn't that right? And regarding tactics, the question is: what is the most effective way to deal with ranged neutral creatures in the early stages of the game? All the recommendations you've left here suggest using heroes specialized in ballistics. But is it possible to do without that?
Well, you can use magic (dispelling or evasion). And if you don't have those, the main task of enemy ranged units is to eliminate yours. Take a large number of expendable ranged units from your castle, if you don't mind losing them. Divide them into groups. And take some strong melee units. While the enemy ranged units are distracted by your expendable units, move your melee units towards them and attack. I don't have any other ideas:smile26:
In reply to Архидемон
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Andrey Tychinin;137942
Well, you can use magic (dispersion or evasion). And if you don't have those, then the main task of ranged shooters is to finish off your units. Take an unnecessary number of shooters from the castle if you don't mind losing them. Divide them into squads. And take some strong infantry. While the ranged shooters are distracting your unnecessary units, move the infantry towards them and attack. I don't have any other ideas:smile26:

But you don't have 3rd level magic yet. And not even 1st level. And it won't help you with a level 1 hero. We're talking about the first week of the game. Later, it's clear how to crush everyone. And it doesn't matter which hero, if he's level 20. But how do you take down 40 archers if you have 15 gargoyles and 30 gremlins? And how much can you lose?

So, everything is clear. But is it really impossible to avoid all these losses at the beginning? Although, compared to what will happen later, losing 20-30 level 1 units and 15-20 level 2 units is nothing.
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There's a great solution: don't attack with 30 Goblins and 15 Gargoyles against 40 Archers. If those "Archers" are also Goblins or Skeletons, they won't do much damage, so you can attack then. In general, divide the Gargoyles into several stacks and place them on the battlefield. You use Archers/Fists/Spikes yourself, preferably with a magic bonus if you have one. However, 40 Archers can't possibly guard wood and ore, even on a hero and a map with strong monsters. And the rest can survive for a week; it won't hurt you. Anyway, for the first couple of weeks, you're building almost every day.
On a hero.
Первый, кто был забанен за Правду.

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