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Posts from Tactics for playing against Wizards.

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#18
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Why choose the Staff of Sar-Iss when you can take a bow without any penalties, and then the mages will, in my opinion, be more effective with their Titans? As for the Elf, I would advise Leadership, reaching the Forest Leader skill and the Speed Aura, and also the hero Wingael, but it's not certain that the mage will take Chaos. If you summon and the Phoenix blocks the archers, plus the Phantoms, it will be very effective, and it's even better to attack with the Elves first, because then the mages will be able to produce mass-produced magic units. That's what it seems like...)))
In reply to LֆK(шут)
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#19
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LֆK (jester); 148624
Why use the Sar-Iss staff when you can take a bow without a penalty, and then the mages will, in my opinion, be better... with their Titans, and I would advise the Elf to take Leadership and then go for the Forest Leader, and the Aura of Speed, and the hero Wingael, but it's not a fact that the mage will take Chaos, and if you summon and the Phoenix blocks the archers, plus phantoms will be tough, and it's even better to attack faster with the Elves, because then the mages will produce mass mini-arts...)))

Interesting, but how often do you find a bow for sale in the shop? The Aura of Speed is needed, but the Forest Leader is completely unnecessary; instead, take Diplomacy, because practice shows that many willingly join the Elves... And you can recruit more than 50 dancers... The mage will always take Chaos, definitely under the sign of the Wizard... Well, and the Phoenix will appear not earlier than our Ents - they will solve the problem... And you are right about the mini-arts... As soon as everything is built, they will start producing them...
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#20
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well, you can get Vengeance and Forest Fury there, so it's not bad against mages until you reach the Castle.
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#21
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I disagree with the strategy regarding the Castle. Taking Wing and using Academy troops will result in losses from the very first attacks! After all, there is always a lack of defense, and with a small attack force, the magic users won't be able to counter it! Before the hero's turn, half of the troops will be defeated, and the mage won't even have time to cast a spell! We need to hope that the battlefield has obstacles (the more, the better)...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
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#22
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_Prizrak_;148794
I disagree with the statement about the Academy. If you take Wing and use Academy troops, they will be effective from the very first attacks! After all, there is always a lack of defense, and with a small attack, mages won't be able to counter it! Before the hero's turn, half of the troops will be defeated, and the mage won't even have time to cast a spell! You should only hope that the battlefield has obstacles (the more, the better)...

Or build them yourself? (obstacles) But Jaleel will still go first...
And if it's an Orc, it can cast a spell a couple of times...
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#23
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Yes, this is a debatable issue. If there are many archers and they are protected, they can inflict significant damage. However, if it's an "Orc" unit, a couple of spells, and with the help of a "Wizard" hero, they can also destroy a good portion of the army. It's quite a debatable question, as it all depends on the hero, the artifacts, and the map.
In reply to LֆK(шут)
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#24
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LֆK(jester);149221
That's a debatable point. If there are many archers and you manage to close the distance, they can deal significant damage. But if it's an Orc, a couple of spells, and with the help of a magic sign, they can also destroy a good portion of the army. It's quite a debatable question, it all depends on the hero, the artifacts, and the map... and so on.

That's why, strangely enough, I counter mages by using unicorns to protect the archers (their aura is effective). Of course, I don't use the entire squad, but leave 5-6 (against mages, I, oh the horror, don't build ents...).
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#25
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They're also not bad at defending, but here the mages with archers can attack through everyone, plus Storm Shield and Djinn-Viziers can negate luck.
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#26
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In battle, there will definitely be 1st-tier Djinns, who often inflict the Forgetfulness effect, which is very effective against archers (they'll forget to shoot)... This choice is, in my opinion, better!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#27
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I choose Unicorns because they have a magical aura (for spell reflection), and Djinns rarely cast Forgetfulness (usually Plague, Weakness, or Dispel Magic), and they don't level up well in them (because Elves have high luck, so you need luck-reducing creatures).

P.S. Guys... Read more carefully.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#28
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I was talking about those who negate luck, and also, with the right artifacts, you can completely negate the luck of the Elves (I'm not talking about the Haven faction). And you can kill Unicorns with mobile Rakshasas.
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#29
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You're right, they also hold their ground well, but here, mages with archers can attack through everyone, plus Storm Shield and Djinn-Viziers can negate luck.
You know why you don't need to take trees? Because you can split unicorns into two stacks, thereby increasing the chances of deflecting magic. Also, something else: alt-archers have more initiative than mages, and they also have Wing, so don't rely too much on them. You can block titans with high-initiative elves using dryads, dancing winds, or unicorns. And gremlins have never really bothered me, and druids can also attack them.
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#30
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Ideally, a duel with the Academician should end in just a few turns. Again, let's take Winghael. Even if the enemy lacks artifacts for initiative and has minor artifacts for it in their army – Dryads, Dancers, Dragons, and if necessary, even Unique units – they will still move earlier. Then, Lukari, Druids, and Ents will move. The most initiative-heavy units of the Academician will start moving around the same time as our Unique units. The worst-case scenario for Sylvan is the presence of good minor artifacts and two rings for initiative on the opponent's side. Then, Dryads, Dancers, and Dragons may not be able to move first. This unfavorable scenario happens rarely, so in most cases, everything goes according to plan A. The battle tactic is simple and similar to the tactic against the Dungeon – a quick assault. With a developed Luck skill and a Blessed unit (morale will also be useful, so it would be good to upgrade Leadership), the Academician's troops should die quite quickly. If the battle drags on, your opponent will have a better chance of winning. Therefore, we try to destroy (or significantly reduce the number of) the most dangerous enemy units in the first turn.
Белый и Пушистый! Иногда.....
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#31
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yes, but it depends on which hero you choose for the mages. If it's Ora, she can significantly hinder the elf troops. Mass plague on the lunar creatures is a good strategy, and you can also summon someone or create a phantom.
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#32
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Yes, I almost forgot. Good thing Sneg mentioned the "dangerous" ones. For sworn enemies, you should take Raj (no need to comment), mages (so they don't throw fireballs at archers and druids, and they also stand in the back rows), and someone else. I recommend golems (endless retaliation + they are quite durable). Titans? I think they might cause fewer losses than hundreds of golems, but it's up to you.
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