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Posts from Discussion about Sylvan (Wood Elves). Auto-translated

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In reply to WitcheR-L
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#752
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WitcheR-L;150472
Generally correct, but by that time there will be enough archers, and you can manage to level up the ballista + luck ;) And no matter what, you'll manage to cast spells on the vampires :D

Well, since we're talking about the beginning, the probability that you'll manage to level up the ballista is very low. At least, that's what I think. Besides, as Snejok said, archers are very vulnerable.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
#753
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At level 4, you're guaranteed to find a good spell in the guild, if my memory serves me right, it's Berserk and Blind. Both can be cast on archers. (In the case of Berserk, they will at least skip a turn, and at best, attack one of their own and receive a decent counterattack). And Mass Dispel is ideal... But the chances are 50/50. Although, on the other hand, a Spellpower creature might try to remove the spells, as light magic is not uncommon in the Sylvan guild, however, the spellpower is significantly lower than that of the Necropolis, and the chance will not be high. And it's still difficult to upgrade a Ballista... So, if it appears, you need to think about whether to take it or not, but it's not worth planning for, IMHO.
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 Snowball
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#755
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Snowball;150392
.....so many very unpleasant spells of Dark magic appear (Suggestion, Berserk, Blind, and mass slowing, weakening, and poisoning spells, etc.)

Which appear in the middle or towards the end of the game. So, in any case, Elves cannot be allowed to gain an advantage, considering that they don't gather many resources at the beginning. For Elves against Necropolis, a rush is a wonderful strategy.
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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#756
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You can reduce the chances of spells being cast by placing unicorns near the archers, and Ossir also has 40% magic resistance, which is quite good.
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#757
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Yeah... and the unicorns will just stand there for the whole game)))
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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#758
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Well, the Aura provides 30% resistance, and the resistance skill gives 15%, totaling 45%, not 40% :)
Also, you can get boots with +10% resistance :)
P.S. I just don't really enjoy quick games with battles happening in the 2nd or 3rd week; I prefer when the town is already built and the units are upgraded :) - then it's a good time to fight.
Белый и Пушистый! Иногда.....
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#759
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Why stand there? At the beginning, you can take one turn and skip it, and there will be a chance that the magic won't work :p, and you can even manage to shoot a couple of times before this thing happens. In general, it all depends on luck. P.S. Snowball, by the way, I also don't like fast, three-week-long games; I prefer to develop and have fun :D.


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#760
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And still, it's not worth relying on the resistance of unicorns, because they should be running around and attacking, not resisting in the rear...
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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#761
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Well, yes, but there's also a small issue (what if the hero moves before the unicorns?). In that case, resistance will save the day (at least it will try!).


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#762
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Basically, yes, but there's also a small issue (what if the hero moves before the unicorns?) – resistance will save them (at least it will try!).
Well, if the hero moves before the unicorns, then it's clear what to do with them next – attack.
P.S.: When playing against Necropolis, I always take unicorns with resistance. I still mainly use mass light spells with my hero (that's why I don't take light creatures). And with Druids, I prefer to use magic attacks (or just shoot) rather than using Stone Skin on two units (light unicorns and someone else).
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#763
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Well, unicorns run faster than almost all Necropolis units. So, letting them skip a turn at the beginning is permissible, IMHO. At first, the troops might be out of range, and it's a pity to put the unicorns in harm's way. And if the Necropolis doesn't attack – that's their problem; the Sylvan faction has archers))) IMHO, of course.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
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#764
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Against Necropolis, a purely defensive strategy doesn't work:), but I usually leave the Unicorns to defend the Archers and Druids as well.
Белый и Пушистый! Иногда.....
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#765
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And, in principle, no one even mentioned defensive tactics, only at the beginning:), and then everything will proceed according to the standard offensive tactic. Moreover, I believe that it is better to skip a turn with unicorns than to move them and have a lower chance of resistance:).


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#766
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Against Necropolis, a defensive strategy doesn't work, but against Academy and Haven, defense is more effective than attack!