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Posts from IMPORTANT!!! [DISCUSSION] Academy vs. Necropolis

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I would like to hear your opinions about this matchup. Please write some strategies that could help the Academy in this battle (it would be great to discuss everything – starting with mini-arts and ending with abilities:smile09:...). I am counting on you!;)
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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Wow, you brought up quite a topic! I wonder what people will write.
Anyway, let's get down to business. Let's share our experiences for the sake of peaceful discussion.
Of course, first of all, we need to deal with the vampires before they start dominating the gremlins' territory. They will attack others and then resurrect on the gremlins.
After that, we'll have to go on the offensive against thousands of skeleton archers and liches. It won't be easy to stay on the defensive. I think gargoyles will be great at neutralizing the skeletons so they can't shoot. It's best to place archmages in the middle and carefully attack on the flanks (just in case the Necropolis places someone in the line). Djinns will be able to effectively counter the liches, quickly approaching and depriving them of their attacks. Rakshasas are best used to attack ghosts to eliminate them quickly. Golems can be used to occupy the undead.
It's good to use slowing effects; the undead will move quite rarely.
Мне больно видеть белый свет,мне легче в полной темноте.
КиШ.
Ушел на неопределенный срок
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It will be difficult for the Mage against the Necromancer because the Necromancer has Banshee’s Wail, and Dead Raising plays a significant role in this battle. However, Chaos magic is good against Necropolis – it deals a lot of damage to undead. But I think that when playing against a Necromancer, the Mage will also need Light magic to strengthen armor and increase attack. After all, the Mage has more knowledge and, consequently, more mana than the Necromancer, which means he can wear him down. + Divine Retribution will help deal with the undead, but there is one BUT: the Necromancer may have Spirit Link, and then he will wear down the Mage!
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Forgot to mention – we’re playing on the maximum map size! What else?

Added 4 minutes later
You can also find Sandro’s cloak and level up the Darkness skill! P.S. My opponent is also on the forum, so it would be nice if you could give me more tips, rather than him!)))
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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It's not very logical to rely on luck. You need a SOLID STRATEGY, as the chances are quite equal for both Necropolis and Academy.
Since it's a max-sized map, it's necessary to find the Necropolis as quickly as possible, as time is on their side!
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Time is also on my side! I also need a lot of time to level up and get artifacts... although not as much.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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mini-arts will help, and if you take an orc, let them add a scream:smile29: also, take the Seal of Light against the Necropolis:smile28: as for the battle, take Viziers and put Liches in the front, and Golems if you have a preference for machines, plus you can take a Phoenix, and the undead will fall before pure magic)))))):rolleyes:
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I think it's essential to aim for Spell Power, and the "Holy Word" spell is a must-have!
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The hit-and-run tactics of the Academy are devastating! It will be very brutal, and there are virtually no ways to counter it without suffering losses... probably!
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I’ll probably take a Sorceress too… for ranged attacks, and Razazak has good hit and run capabilities.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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It's a good idea to weaken the Necromancer by upgrading the "Darkness" spell, making his spells cost twice as much, and weakening his already not-so-strong army with mass spells. It's not worth relying on high-level spells, as most undead are immune to them. Therefore, you can definitely add a second school of magic. It's up to you which one you prefer, but I would choose either summoning or light, as spells from these schools are guaranteed to be found in the guild, while chaos and darkness are more difficult to obtain. Also, upgrade "Education" and "Sorcery." It's quite possible to upgrade "Counterspell." I wouldn't take the 5th spell slot; it's better to upgrade more perks, although you can also develop "Luck." As for heroes, it's all standard; my choice is Orac. But you can try focusing on chaos with the hero Nazir; in that case, choose elemental gargoyles (to increase damage), also upgrade a lucky sorcerer, and of course, "Wizard's Sign." But, as you noticed, my build doesn't include spellcasting abilities (SA). Personally, I wouldn't find it interesting to play a mage and not master any magic. Dealing with neutral creatures will be easier with magic, in my opinion. Although, of course, it's up to you, Phantom
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
In reply to Майор Вихрь
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Well, "Holy Word" is just bad; it only reduces the morale of Orcs (the damage isn't significant, and it's easier to cast better spells!). And there's a ring that counters "Holy Word," and you're guaranteed to find it! As for Rangers, we can figure something out, like just boosting Light magic and using Antimagic! And I don't care about hit points and Ranger losses; they'll be insignificant! With two castles and a refugee camp! Plus, diplomacy – ha-ha, shove your Ranger where the sun doesn't shine!:smile06: And with my army, your computer will crash!:smile13:
Вступление в клан"Lost Heroеs"






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That’s why I want to take the Sorceress! To avoid problems with the guild (with spells) – for example: I need Holy Word (it will help at the end!!! trust me) and Resurrection (also for the end of the battle!!!).
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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what is hit and run? please explain.
Каждый может быть героем ...
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Hit-and-run is a tactic that is very popular among the Dark Elves. The main hero attacks with Stalkers, makes them invisible, and then casts powerful Chaos spells for 3 turns without any consequences. After he feels that the Stalkers are about to be defeated, he retreats and replenishes his forces in the tavern. This is done to weaken the enemy's troops before the main battle. Of course, there is a chance of being hit by Shackles, but it's hard to play Heroes without taking risks. This tactic is less popular among mages because they don't have Stalkers, but thanks to the new Golems, you can do a hit-and-run with Armageddon, which is incredibly effective. Regarding the Holy/Unholy Word spell. You say that the damage is small. In reality, the total damage is quite decent. With a good level of magic, you can deal approximately 500 damage to each stack of the enemy, which totals 3500. In my opinion, this is a pretty good value. Although I agree that it would be much more pleasant to deal such damage to a single stack rather than spreading it across the entire enemy army, but there's nothing we can do about it. Antimagic won't save you from hit-and-run tactics because you can't cast it on everyone, and it's not always available in the guild. The hit-and-run tactic itself implies about 3 casts.
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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