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Posts from Orcs – discussion about the race.

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Yes, a free Cyclops is a formidable force, especially if it isn't turned against you.
:smile24: Клан ВАМПИРЫ:smile19:
In reply to VaRvArHawk
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Regarding the Daughters of the Sky, I would like to say the following: Even finding 2 items from the Sar-Iss set is not easy. There are no artifact shops among the Orcs, so... But there is an option to upgrade Anti-Light to Secrets of Light. You only need to spend 4 level-ups, in exchange gaining a very powerful weapon against the Dark Hive units. Sorceresses in 2 stacks can easily deal with the single units of the Hunters.
In reply to Mdance
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Mdance;151845
Regarding the Daughters of Heaven, I'd like to say the following:

Even finding 2 items from the Sar-Issa set is not easy. There are no artifact shops among the Orcs, so...
But there is an option to upgrade Anti-Light to Secrets of Light.
You only need to spend 4 level-ups, in exchange gaining a very powerful weapon against the Dark creatures. Sorceresses in 2 stacks can easily deal with the single units of Hunters.
4 level-ups are practically wasted – it’s too much, especially if the game isn’t long. Besides, it’s not a given that the Daughters of Heaven will appear before the Hunters, since their initiative is the same, and the hidden Hunters will be immune to lightning.

And 2 items from the Sar-Issa regalia, and even on an Orc – that’s just fantastic :D
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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Major Whirlwind;151907
4 level-ups practically wasted – it’s too much, especially if the game isn’t long. Also, it’s not a given that Daughters of Heaven will go before the Hunters, since their initiative is the same, and the hidden Hunters will be immune to lightning.

Regarding the fact that the Daughters might go after the Hunters – it’s not a given. At level 1 of Fury, their initiative is 14. And level 1 of Fury is easily achieved at the start. Besides, there are also Leaders, who have “Commander’s Presence.” So, the Hunters practically have no chance of going before them.

And regarding:
Major Whirlwind;151907
2 items from Sar-Issa’s regalia, and even on an Orc – that’s just fantastic :D
I practically agree. It’s not fantastic, of course, on a rich map, but building a strategy around this is idiotic. That’s why many people are already leveling up Anti-Light against Dark Elves. It’s better to spend 4 levels than to lose half your army before the battle with the enemy’s main hero.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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I agree with your tactics; the numbers speak for themselves. However, the question is: will the Town Guard rush into a hit-and-run attack knowing that they could lose their units even before their turn? After all, the Daughters of Heaven can be split into two stacks, and Lightning will affect all stacks... And losing a hero is half the battle lost...
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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Major Whirlwind; 152017
I agree with your tactics; the numbers don't lie. But the question is: will the Terror Elf run into a hit-and-run attack knowing that he might lose his creatures even before his turn? After all, the Daughters of the Sky can be split into two stacks, and Lightning will hit all stacks... And losing a hero is half the battle...

Well, does he know that?;)
He might think the same way - that the Orc won't waste 4 level-up points on countering his hit-and-run...:D

Besides, you can also develop a support unit specifically for countering hit-and-run attacks. The main thing is to see that the Warlock is running with only creatures...
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
In reply to Loken
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Loken;140868
Chain Lightning is useless. It deals minimal damage. And for that, you have to spend 1 turn to accept sacrifices.

Yeah, it's useless, especially if in a long game, just for fun, you max out Fire Fury, Pure Fury, and collect two Sar-Issa items :)
Then the "minimal" damage will be a multi-thousand damage from Chain Lightning with hundreds of spell power :)
In reply to Psionic
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Psionic;160449
Yeah, it's a bug, especially in a long game if you decide to level up Wrath of Fire and Pure Wrath for fun and collect two Sar-Issa items. :)
It will deal a "negligible" damage of thousands, with hundreds of spell power from the chain lightning spell. :)

Yeah. Especially with 2 stacks... And you're not saying anything about "Frenzied Assault," are you?
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
In reply to Loken
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Loken;140868
Chain Lightning is useless. It deals minimal damage. And for that, you have to spend 1 turn gathering sacrifices.
You shouldn't talk about Chain Lightning like that; it's especially good when there are many Daughters of the Sky:smile42:
In reply to Mdance
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Mdance;160468
Yeah. Especially with 2 stacks... But you're not saying anything about the "frenzied assault," are you?

Why are you silent yourself? :)

There is a tactic that Mdance correctly called "frenzied assault."
It's for a long game with Orcs.

The army's core: Daughters of Earth, Chieftains, and Free Cyclops.
Cyclops in one stack, Chieftains and Shamans in several.
For example, two stacks of 60 Chieftains and two stacks of Shamans.

The principle:
Chieftains increase the initiative of everyone with their aura.
Shamans speed up the Chieftains and Cyclops.
Chieftains use the Chieftain's Command to constantly boost the Cyclops.
Cyclops run to the enemy as quickly as possible and attack in an area.
The hero, if it's his turn, uses the Chieftain's Command on the Cyclops.

In terms of skills, the important ones are: Leadership to the point of obsession and speed auras, attack up to Tactics and Retribution.
Artifacts are most important for initiative and speed.
If you manage to collect the Knight's Collection, that's even better.

With the given number of Chieftains, the Cyclops can manage to attack 3-4 times before the enemy hero's first turn and can even kill his entire army, not even giving him a single turn.

Try it: it's a very powerful and impressive tactic :)
In reply to Psionic
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Psionic;160497

try this: it's a very powerful and impressive tactic :)

Well, we tried it. It's quite tough.
So, as a Warlock, I need some advice - how do you counter THIS?
I personally couldn't. When Cyclops wipe out half of my army before my first turn, what can you do?
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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Well, we tried it. It's quite tough.
So, as a Warlock, I need some advice – how do I break this?
I personally couldn't. When Cyclops wipe out half of my army before my first turn – what should I do?
Is what we were discussing really not working? Lethos, with full Darkness and Sharp Mind, applies Berserk or Subjugation to the Cyclops even before the whole mess starts.
For example, two stacks of 60 War Chiefs and two stacks of Shamans.
With 1 castle, the full growth takes 5 months. It's a bit long. But overall, it's a great tactic.
In reply to Fireball
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Fireball;160561
Is what we were discussing really not working? Before all this started, Lethos, with full Dungeon and Sharp Mind, would cast Berserk or Subjugation on the Cyclops.
Yeah, Berserk would be perfect when the Cyclops are already near our ranks:D
But Subjugation is better, because even Blindness can be easily removed by Leaders or a hero.
And Subjugation might be a bit late anyway, because even with Sharp Mind, the hero will only cast it after 1-2 hits from the one-eyed giants on the area - it's been tested.
Fireball;160561
With 1 castle, the full growth takes 5 months. It's a bit long. But overall, it's a great tactic.
With 1 castle, yes. But we were playing with 3 castles and dwellings, and I had over 200 of them by the beginning of the 3rd month. True, I was making Executioners, not Leaders...
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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Only Subjugation – because even Blindness can be easily removed by the General or a hero.
Besides, Subjugation will be too late, because even with the Spell Power skill, the hero will cast the spell only after 1-2 attacks from the Cyclops – this has been tested.
Ehh, no, my friend, let's do the math. Model problem: starting position on the Action Turn Bar (ATB) is 0.125 for everyone, there are no artifacts for initiative yet, or they are compensated by debuffs; the witches stand next to the Generals and have 13 initiative. Taking into account the Spell Power skill, the hero starts from position 0.375 with 10 initiative. It will take 0.0625 units of time before his turn. The Daughters of Heaven (Earth) will be at position 0.9375. Therefore, our hero definitely goes first. Let's complicate the problem: let the Orc have an effective +10% initiative. But even then, the witches go at time 0.0616. There are 0.0009 units of time left before the hero's turn, during which even the General, whose initiative has been increased to 17.16, is at position 0.125+0.8131+0.0154=0.9535. In order for the Cyclops to attack once (go twice) in this situation, all 3 stacks of Generals must go earlier due to the random factor, or 2, if all the witches have been slowed down and pulled the hero forward – this is unlikely. And your army was wiped out by Cyclops because you were playing with 3 native cities, which is exotic in itself. Therefore, taking into account 3 buildings and Blood Memory, the Daughters of Earth start with 15 native initiative, and the Generals with 14, but even with 2 castles, and taking into account the number of races, it is not worth taking this into account in the general calculation; such a trick would not work. Of course, this tactic can be implemented once if the Barbarian has a lot of items that increase initiative, and the opponent does not have a Staff.
Yeah, Berserk would be very useful when the Cyclops are already near our ranks.
Very useful, because either the Cyclops remained CLOSER to their own side on their first turn, or archers and all other units attacked them with full force, and, as described above, they will not always go on their second turn. Moreover, you can survive 1 attack from the Cyclops, but under Haste, even if Subjugation is cast on them, they will still go very often and deal many more attacks, but not to us.
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Fireball

You seem to be calculating something incorrectly. :)
The "Order of Unity" skill shifts the hero by 0.25 on the initiative scale, and the hero will start the battle within the range of [0.25; 0.5].
This means that the initiative range for units is [10; 20], below which a unit has no chance of going before the hero, and above which a unit will definitely go before the hero with "Order of Unity."
A unit within this range has a chance to go either before or after the hero.
Orc units, without any artifacts, fall within this range, meaning they already have a chance to go before the hero with "Order of Unity."

Furthermore, the described tactic, as seen in the example, is for the late game.
This means that many initiative-boosting artifacts will likely be collected.
This needs to be taken into account. These artifacts are not fully compensated for by anything, and the hero's initiative is not increased either.

Also, 120 leaders, 10 per week, even from a single castle, is 12 weeks.
Not 5 months, but only 3.
And yes, there could be 2 castles, or a dwelling of level 5. It will be faster.

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