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Posts from Orcs – discussion about the race.

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#215
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In theory, any race in a city is very strong. If an Orc has battle cries, it's problematic to defeat him. The same can be said about the Elves – try attacking their castle. One spell, and the catapult is gone. Second, there are no archers, etc. Or mages with three archers and probably a hero who uses Chaos magic. Or Elves with their super-archers. However, for races with powerful Chaos magic, besieging a castle is not as difficult as it is for warriors.
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...
#216
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Median described to us a way for one centaur to destroy a catapult... So, before the release of 3.1, Orcs are the best in this regard.

Shaddar, beauty is subjective. It's not something you argue about. In terms of strength, Elves are naturally on par with the Haven faction, and the balance won't allow otherwise. And, in my opinion, he's not saying that the Orcs are incredibly strong. He just mentioned a few advantages. But no one is denying the disadvantages!) They have no magic, and their warcries don't match the effectiveness of magic.
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#217
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Regarding the centaurs, it's not considered a feature; it's a bug. As for the aesthetics, the major is right – beauty is subjective and varies from person to person, reflecting the overall style of the race. Some might find elves more beautiful, but they are essentially not warriors but rather forest dwellers obsessed with peace and harmony. Although, when it's time to fight, they know how. Orcs, on the other hand, are purely warriors; external beauty is not their priority, but this horde looks quite formidable both visually and in battle.
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...
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#218
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Orcs are strong in open battles, but they find it more difficult to assault or defend a castle compared to magical races. They have little chance against dark magic. A good example is the city of Zogsox in the campaign for Arantir; attacking it is almost impossible, but it can be taken with dark magic even without significant losses. Magic is a practically universal tool, applicable against any race, while orcs need to be prepared to counter specific types of magic. It's good if you know what kind of magic you're fighting against, but if not... Nevertheless, I really enjoyed playing as orcs; it's pure fun.
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#219
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There's no magic, and the shouts aren't as effective as magic.
I think that "Rage of the Crowd" is a very strong shout, especially in the late game; you could even say that "Earth Shock" is worse. Plus, the shouts give a lot of bonuses to your own troops... so, overall, I wouldn't say that shouts are worse than magic. Besides, you can take any counterspell from any school, thereby depriving the mages of their "power," and the Stronghold is super strong in terms of troop strength!
In reply to Ратник
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#220
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Warrior;138289
Orcs are strong in open battles, but they find it more difficult to assault or defend a castle compared to magical races. They have little chance against dark magic.
It's very easy for Orcs to take castles; just take some free Cyclops and go crush the walls! And with a developed "Darkness" skill, they can even handle a Dark Mage!!!:smile13:
:smile24: Клан ВАМПИРЫ:smile19:
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#221
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It's actually quite easy to capture castles with Orcs; just take some free Cyclops and go crush the walls! And with a well-developed Dark Magic skill, they can even handle a Dark Mage!
Yes, this definitely has an impact, but I almost always develop machines, crossbowmen + catapults.


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#222
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And who argues that advanced machines are always a plus!!!:smile14:
:smile24: Клан ВАМПИРЫ:smile19:
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#223
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Yes, advanced siege engines are very helpful to the Orcs. And Cyclops really do a lot of damage to walls!
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#224
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Everyone says that defending against Orcs is difficult, but I disagree. In reality, "War Cry" – "Wrath of the Horde" – is much better than any destructive spell. Especially if you have a large army of Goblins! Also, when defending, you should place Goblins between some upgraded Cyclops and Sky Maidens. One group throws Goblins at the enemy, and the other, sacrificing them, attacks with a chain of lightning. Moreover, Orcs have Chieftains, and they can significantly speed up the movement of allies with their ability.
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#225
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Well, the main source of damage for the Horde's wrath is goblins. If you really need to, it's not difficult to kill them, or at least significantly reduce their numbers. P.S. The name of the Dark Elf dragon is spelled with two "s"s, not "l"s. Or is this some kind of style?
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...
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#226
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Chain Lightning is useless. It deals minimal damage, and you have to spend 1 turn to gather victims for it.
Первый, кто был забанен за Правду.
In reply to Loken
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#227
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Loken;140868
Chain Lightning is weak. It deals minimal damage, and you have to spend 1 turn to cast it.
You can avoid spending a turn on Goblins and cast Chain Lightning. To do this, you need the Sар-Iss Staff artifact (so that the lightning doesn't deviate) and the Sар-Iss Robe (to improve the Magic Resistance ability). This gives you a mini-set of Sар-Iss regalia and doubles the mana of the Daughters, which is enough for Chain Lightning.
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#228
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I disagree with both...
Chain Lightning is weak. It deals minimal damage, and you have to spend 1 turn to gather the sacrifices.
It's not bad; it deals good damage at the beginning. At least, I use it in duels.
You can cast Chain Lightning without spending a turn on goblins. To do this, you need the Sarr-Iss Staff (so the lightning doesn't deviate) and the Sarr-Iss Robe (to improve the Magic Resistance ability). You get a mini-set of Sarr-Iss regalia and double the mana of your daughters, which is enough for Chain Lightning.
First, you won't be able to collect them on all maps. Second, there are better artifacts that you can put in their place.


#229
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Hmm, I don't even use shamans for this. I think it would be much more useful to increase the initiative of Cyclops to 11 (or 12, I don't remember exactly), and for Centaurs to 14, and so on. Of course, I'm talking about their speed. If the game isn't long and no dwellings have been built, it makes sense to split the shamans into 2 stacks, resulting in 4 (or 6, if they are Daughters of the Sky) units with 30% increased initiative, not counting the situations where it's more beneficial to use shamans in battle. Sometimes you can also slow down particularly fast units; keep in mind that the higher the target stack's initiative, the more it will be reduced. And Chain Lightning... At level 3 of Fury, when their spellpower increases by 4 times, it will be devastating! Even at level 2 of Fury, I still see some benefit in it. By the way, considering the high probability of Leadership and Attack skills for Orcs, you can do the following. Develop Tactics and Aura of Speed. And if you're lucky and you find boots that increase speed, all the main troops, including Cyclops, will reach the battlefield. If the remaining Cyclops arrive, they will tear the enemy army to shreds, and they will be supported by other forces (mainly levels 3 and 5). Unfortunately, Tactics is not very effective against Demons and Elves due to their high initiative. But launching a sudden attack on a Warlock will be very dangerous for him, I think almost fatal.
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

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