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Posts from Play against Necropolis. Auto-translated

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#35
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Well, that's a big question – whether it will work or not. Spells are very powerful; even Cyclops can easily wipe out Knights. And Necropolis isn't like Haven; their defense is the second most important stat after spell power, plus they have a skill that boosts it (though I don't know if players focus on defense when playing Necropolis, I'm not an expert on that faction). So, they can definitely (in my opinion) withstand the first attack until the hero's turn.
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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#36
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Whirlwind is right; Orcs are a race that understands combat quickly. They shouldn't spend too long defending, but with their speed and similar advantages, they can quickly overwhelm the Necropolis.


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#38
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Generally, after testing the Orcs, I found that they are much stronger than the Necromancers. They easily defeat their armies. The Necromancers only have a chance to win by using Mind Control and Berserk, and without those, they have no chance.
:smile16: Сенатор клана Рыцари Апокалипсиса:smile16:



Набор в Клан Рыцари Апокалипсиса
#39
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Sorry, was there a dispute? It didn't seem like there was one... But in general, consider this: despite the possibility of upgrading various units, Orcs remain the most vulnerable race to magic. They don't have magic arrows to kill phantoms, and they can't remove spells (from their own units or others), so in a battle with mages, engaging in melee combat is never advantageous. If you have all your troops defend, you won't even have time to blink before your own troops defeat you. Meanwhile, the Necromancer's creatures will quietly and peacefully wait, observing this pleasant scene. And liches and skeletons will continue to shoot. A similar situation exists with Warlocks and, in general, with any decent mages. The enemy's troops won't attack you first; they'll bombard you with magic.

And what does a dozen duels have to do with it?
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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#40
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In my opinion, Vayshan Necromancers definitely need defense. I always prioritize defense, magic resistance, Grave Chill, and Vitality.
#42
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Not a hero;149775
orcs are a new race, they don't even have a clan here, it seems
I think a dozen or so duels and tournaments will decide who's right
Same old story...

Orcs aren't that new of a race. Quite a lot of time has passed since the release of Tribes of the East.

A dozen tournaments? Isn't that too many?

As strange as it may seem, there are virtually no purely racial clans on HeroesWorld, with the exception of the Rangers of Dungeon, but the clan is currently going through a crisis...

Sorry for the spam... I couldn't help it :)
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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#43
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Major Whirlwind; 149778
Again and again...

Orcs aren't exactly a new race. Quite a bit of time has passed since the release of Lords of the Orcs.

A dozen tournaments? Isn't that a bit much?

I apologize, I had a glitch.
I sent the first response, but it didn't appear in the thread, so I typed it again:))


Orcs remain the most vulnerable race to magic. They have no magic arrow to kill phantoms, no way to remove spells (either their own or those of others), therefore, in a battle with mages, it is never advantageous to drag things out. If you defend with all your troops, you won't even have time to blink before your own troops defeat you. Meanwhile, the necromancer's creatures will quietly and peacefully wait, observing this lovely scene. And liches and skeletons will naturally continue to shoot.
I disagree. Although I prefer to play as Necropolis myself, I don't agree. Many factors influence the outcome, including the presence of obstacles on the battlefield. If the battlefield is flat, the orcs will attack the necromancers from the second, or even the first, turn. The slaughter can begin before the necromancer's hero even takes a turn. In addition, he still needs to develop his dark magic to obtain higher-level spells, and they must be available in the built-up guild; otherwise, he might get Armageddon instead of Berserk or Dominate. Blood Fury significantly absorbs damage from combat spells, so meteor showers and fireballs aren't very scary for orcs. Furthermore, we shouldn't forget about the magic disruption of goblin shamans; this either consumes twice as much mana for the spell or strikes the shamans instead of those it was intended for, resulting in cyclops instead of berserkers, or berserkers instead of shamans.
Мертвые сраму не имут (с)

"Альянс Полумертвых"
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#45
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What does chaos have to do with it? Necropolis doesn't have it in its guild... there's only summoning and darkness! Orcs are created for attack; there's no point in them staying on the defensive against any opponent!!!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#46
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In general, the one with the better skills will win;). And the debate about which race is stronger will continue for a long time, as there are many people arguing for or against a particular race.


#47
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A large number of obstacles on the map can play a decisive role against the Orcs. The first turn of the Cyclops can significantly influence the further course of the battle. With a normal ratio in numbers, level, and other factors, the Cyclops' attack eliminates approximately half of the target stack, or even more. However, if the terrain is unfavorable, the Cyclops may not even reach their target, but a landscape densely populated with objects is not always common. And there is no guarantee that the Necromancer will go before the Cyclops, unless they are free units (but I doubt there are any madmen who would choose free units against a Dark Mage, so that they could be controlled or go berserk and destroy 2-3 stacks of their own army). It all depends on luck (possible artifacts, abilities, etc. are not taken into account). Furthermore, Goblin Shamans have an initiative of 9, meaning they will most likely go after the hero and are unlikely to disrupt the first spell (by the way, this does not always work; the chance directly depends on magic, and the Necromancer has plenty of it), which could very well be aimed at the Cyclops if they haven't moved yet.
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 _Prizrak_
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#48
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_Prizrak_;149918
What does chaos have to do with it? Necropolis doesn't have it in their guild... they only have summoning and darkness! Orcs are created for attack; there's no point for them to sit in defense against any opponent!!!;)
I disagree. The Academy (I'm mentioning them because they are the only race besides Necropolis with magic as their main attribute) are created for attack, but they don't have much defense – you won't be able to sit in defense for long, and even with three units, without any tactics or speed auras, they can reach the opponent – this fact speaks for itself. And what about Necropolis? Who among them has initiative or can move quickly? Only the new vampires have a speed of eight, but who uses them? And even if they remain alone in the enemy's camp, they won't last long. No, Necropolis is precisely a defensive race; their second attribute is defense, and that skill is well-developed, and their units are not suitable for a rapid attack. The hero will first weaken the opponent with darkness, and the troops will finish off the rest.
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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#49
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And what do Necropolis have to do with it? I meant Orcs – they don’t need to play defensively...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#51
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Maybe this is spam, but I think I put the Stronghold strategy in the wrong place, so it will be here... rate it!!!!
Here's a cool strategy, very effective in the late game, for the Orc faction...
1) Logistics-Scouting, Keen Mind (at the beginning of the battle, increase the rage level of troops, there's a skill called "War Cry" (not "Wrath of the Gods"), and another one, level 3, I don't remember what it's called... or "Wrath of the Gods" and another one), Pathfinding (to level up faster)
2) Leadership-Rallying Cry, Aura of Swiftness, Battle Fury
3) Attack-Battle Blow, Retribution (don't increase Battle Blow to more than 5, it's not worth it - Retribution increases attack by a maximum of 25%, of course, if there's an opportunity, you can, but don't overdo it), Tactics
4) Some filler skill...
5) Luck, but don't take it until you've maxed out these skills... the perks there aren't very useful (except for magical races, there's Reflection and Barbarian Luck... ), but +3 luck is good, the Orcs are awesome.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
#52
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Ghost, this is the most standard build for an Orc. I disagree about the filler skill. It can easily be replaced with Defense, a quite useful skill, which would make Orcs even more resilient. You can pump up "Protect Us All" towards the end and get a decent number of Goblins. By the way, I don't even deny the possibility of using Readiness on an Orc. But specifically against Necropolis, it's unlikely to work due to the same Scatter skill.
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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#53
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Well, I don't know... IMHO, defense is unnecessary. The Stronghold has Rage, but its HP is low... So, what's the point of defense? As long as Rage is active, Orcs barely take damage from each other, and when Rage disappears, defense won't help much anyway (again, they have low HP)... And a cap is a good thing, although there is a risk.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02: