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Personally, I believe that only a couple of combinations are the most effective: 1) Furies + Assassins are effective with Heroes specializing in them and (other races) in speed and attack. This combination is very useful when fighting Rakshasa (especially Rajas), because if they do anything, the assassins' poison deals significant damage, and the furies are faster than them (the Rakshasa) and attack them without retaliation... Sometimes, players and AI use the ability after which the Raja starts to "act faster"... Previously, this only caused me to feel stunned and "slowed down"... :) Now, this "strong" side of the Rakshasa is used as their main weakness - the more often it moves, the more often spells like "Plague," the same poison of the assassins, and the like, take effect... so applying "Plague" and "Poison" to them would be very reasonable... another "weakness" of the Rakshasa (all of them) is their notorious large size ("large creature")... I think everyone remembers Hydras here... the most "brutal" tactic when playing with this combination against "fast" and "large" enemy forces: We buy a tent and try to upgrade it as an ability. On the battlefield, we place the assassins and furies as close as possible to the hero and the tent (preferably). Then, we try (this is much easier with "Tactics") to use the Hydras to "protect" the assassins and partially the furies from Rakshasa and similar creatures... a "square" against the Rakshasa is ready... this can also be implemented in other ways; the main thing in this tactic is not to let the enemy's strike units get close to the assassins and to constantly "bomb" the Rakshasa with ranged attacks, as soon as the poison's effect ends... When fighting Necromancers (if they are the main enemy), it makes sense not to upgrade the scouts... ; 2) The combination of furies + minotaurs (a crowd, preferably upgraded) is already a tactic for a more prolonged game... Here, the main thing is for the assassins (if there are any) to attack everyone "in turn," and then concentrate fire on the enemy's mages or archers. The furies should make "raids," the Hydras (if there are any, again) should protect the archers, and the minotaurs should protect the furies from "admirers" of their figure... Here, the main goal for the furies and assassins is to eliminate the archers, and for the minotaurs to hold back as many enemies as possible with their actions... In this tactic, you either need to teleport (immediately) the Hydras to the enemy's archers or skip a turn (Wait) with the riders (if there are any, but their presence is desirable) and attack with momentum at the units held back by the minotaurs or simply those that have moved closer... At this stage, the number of minotaurs and the hero's defense/knowledge level play a very important role... The point of not attacking with the riders immediately, but at the "held back" troops, is that when the minotaurs attack, the riders (their lizards :D) "bite" the target of the attack... Further actions depend on the circumstances... :smile14: ; 3) Chaos Dragons (as tanks) + Hydras (tank #2) are most effective when it is possible to teleport the Hydras "to visit" the enemy's archers...
P.S.: There might be a continuation...
P.P.S.: Please post your war (game) tactics here... :D
P.P.P.S.: I will add more tactics later...
Added 1 minute ago
Maybe I'll make a poll later "which tactic is better" (by authors)... :)
P.S.: There might be a continuation...
P.P.S.: Please post your war (game) tactics here... :D
P.P.P.S.: I will add more tactics later...
Added 1 minute ago
Maybe I'll make a poll later "which tactic is better" (by authors)... :)