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Posts from Discussion about Dungeon (Dark Elves).

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#893
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Well, 3 rounds of invisibility isn't that much. They might still be defeated before that, and besides, you know that you can use the Crystal Ball to detect an invisible unit. So, relying on invisibility isn't a good strategy, and among the 6th-level units, the Mistresses are the weakest.
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...

Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!

КИНО
In reply to Dracon Малласа
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#894
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I wouldn't say they're the weakest. Do we have many melee units with an initiative of 11 at level 6? And with invisibility.
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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#895
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Are the Sorceresses weak???? Can you explain? Weaker than whom?... They have a great ability (invisibility)... even at a high level! Magic, stats, etc. With them, clearing neutral creatures is easy... And they look good too!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to Dracon Малласа
#896
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Dracon Mallasa;165683
Well, 3 rounds of invisibility isn't that much.
Is 3 turns not a lot? :eek: Wow... 3 turns is already borderline overpowered, especially when we're talking about stalkers. And you're absolutely right about the crystal... Which hero would spend a turn on a crystal of true sight to reveal hidden enemies in invisibility? Especially after they might have moved, it would be almost impossible to guess their location.

On level 6, it's definitely impossible to pick out the weakest units. Seriously, you can't, because each unit is very useful. But if what matters most to you is the stats of the squad, and you're willing to overlook things like magic and ranged attacks/invisibility, then yes, they are the weakest on level 6.
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 Amko
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#898
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Seeing isn't enough... you still can't do anything about them. You can only put a wall in front of them or use a crystal, but it would be better to shoot at someone or apply protection to your own units (if it's a Knight) or summon or raise units (Mage, Necromancer). But the complete absence of ranged attacks in an army is a nightmare. And storming a city with just one Chaos unit, which people have started to level up less often... It would be better if they kept ranged attacks, but firing from invisibility is cheating.
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!
(с)The Offspring
#899
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Message from Night Nazgul
Maybe Dragon Malassa meant that if you select the Secret crystal (but don't cast it), you can use the selection area to see a hidden creature?
Maybe, but unlike trappers' traps, you can't use the crystal to find invisible creatures in this way:smile32:
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 Полосатая
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#900
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Why just one Chaos unit? With Darkness and Summoning. Fire Warriors are our ranged unit :) And Phoenix is our argument against enemy ranged units. And enemy ranged units are also our ranged units, if we find Subjugation. It's just that the argument in favor of Mistresses is this: Mistresses seem more dangerous as a ranged unit to the enemy and should be eliminated from the battle. And at first, people usually don't pay attention to Mistresses, as they don't consider them a dangerous fighter. They think of them as a support caster. But this misconception quickly disappears when they attack from invisibility without retaliation, and also apply a debuff. But Berserk is definitely unnecessary...
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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#901
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3 turns, is that a short duration? Not at all... 3 turns is already borderline overpowered, especially when we're talking about stalkers.

You answered your own question; if we're talking about stalkers....
At level 6, it's definitely impossible to single out the weakest units. Seriously, you can't, because each unit is very useful. But if what matters most to you is the squad's stats, and you're willing to overlook things like magic and ranged attacks/invisibility, then yes, they are the weakest at level 6.

+1 for your insight. When I said they were weak, I was indeed referring to the squad's stats, not taking magic into account.
But the complete absence of ranged attacks in an army is a nightmare.

Indeed, having no ranged units is always a disadvantage, which is why I mentioned earlier that I make them without invisibility.
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...

Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!

КИНО
In reply to Dracon Малласа
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#902
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Dracon Mallasa;166061
It's always bad to be without ranged units, so I already mentioned above that I make them without invisibility.

That's why, when the game reaches the 6+ week stage, I take assassins instead of stalkers and upgrade the witches.

P.S. Vampirism makes sense to apply only to cooldown-based units or alternate-grade witches. The others either don't show much initiative or are taken down too quickly. And if we're focusing on Summoning, we have another worthy candidate - Phoenix (but there are limitations here - we need to be sure that the opponent won't destroy it before its next turn).
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
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#903
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It's always bad to be without ranged units, so I already mentioned above that I make them without invisibility.
Replace Stalkers with Assassins? What's the point? I only did that in the game when playing as Eyrin because she has a cart and you can organize a prolonged battle and take out high-level, low-initiative neutral creatures. There's not much point otherwise; why do you need ranged units when you have Stalkers and Fury, which, with the right tactics, can act as ranged units and transform? You can even play the entire game with just them. When playing as the Elves, I never felt the need for ranged units. And as already mentioned, Fire Mages solve everything.
Нет, я же Гитлер.
In reply to Alucard
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#904
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Alucard;166399
Why replace Stalkers with Assassins? What's the point? I only did that in the game when playing as Erathia because she has a chariot and you can organize a prolonged battle and eliminate high-level, low-initiative neutral creatures. There isn't much point otherwise; why do you need archers when you have Stalkers and Fury, which, with the right tactics, can transform into archers? You can even play the entire game with just them. When playing as the Elves, I never felt the need for archers. And as already mentioned, Fire Mages are the ones who decide the outcome.

Actually, I was talking about the endgame, not about clearing neutral creatures. Their presence will either extend the life of the Fury or they will significantly harass the enemy's troops.
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
In reply to Amko
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#906
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Night Nazgul;166465
What if your opponent also uses undead creatures? You can't poison undead...

Of course not, in that case, I leave scouts behind.
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
In reply to Shogun
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#907
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I'll try to explain my vision of the Necromancer's combat strategy.

I'm tired of repeating that the League's main striking force is not the army, but the Warlock himself. The army should simply provide him with enough casts to win. We have a core unit – Hydras. But if they charge in a large group, they will be torn to shreds. Therefore, the priority is to eliminate the enemy's main attack stacks, trading them for our own.

1. Furies. Don't be mistaken – nothing can save them; they die first due to their low HP, but they will take a similar enemy stack with them.
2. Riders. These are suicide units #2. Their task is to eliminate the most armored and durable stack, after which the enemy will overwhelm them with numbers.
3. Dragons. They also charge into the enemy ranks and engage them in combat. They are tougher, so they won't be eliminated immediately, which means the enemy won't advance to our ranks. Not yet.
4. Minotaurs. They either charge forward as well, but more often, they wait for the enemy to approach and engage in combat on our territory.
5. Hydras simply stand in defense.

Now, let's get to the main point: Assassins or Hunters?

Let's consider the Shogun scenario. Let's say it's week 8.

Let's assume we have 150 Assassins. This is an approximate number, but it's roughly what you'll have with dwellings, heroes, and possible losses on the battlefield.

There will be 11 level 7 units that you are going to target with the Assassins, assuming you placed them on week 3, and the castle was built either on week 3 or week 2. On some maps, it is quite possible to build both the castle and the level 7 unit on week 2.

Level 7 units have at least 200 HP (we won't consider Specters, as they are not affected by poison and there are more of them). How much damage will this poison do? It won't even eliminate one unit.

Now, let's talk about combat: Assassins shoot, dealing 25% damage (penalty for shooting and distance penalty), and poison the enemy. Hunters, on the other hand, go invisible. While the enemy is engaged in melee combat, the Assassins shoot again. Again, with a quarter of the damage. Hunters either move into attack range or attack those who are approaching our ranks. Don't forget about their speed – 6. The Hunters' melee attack against low-armor enemy units is devastating. Their damage and attack are higher than the Assassins', and Necromancers often take Attack, which further increases their melee damage. In addition, there will be no counterattack. The enemy will have to be distracted, which again gives time for casts. But the Assassins are visible. And to avoid being poisoned, the enemy will bombard them with magic, rush towards them with fast units, and shoot them from a distance. Therefore, they will not be able to deliver their full melee attack – only a counterattack.
So, consider which unit will be more useful.
And, accordingly, since we are sending Hunters into battle (preferably to break through to the enemy's archers – they may not withstand even one attack), the time for invisible casts is provided to us not by them, but by the Mistresses. They will go invisible later and also meet the approaching enemy with an unexpected attack. After that, there will be practically no one left to finish off the Hydras – they won't have enough strength, which means the army has completed its task.

Now, is my "non-ranged" position clear?

P.S. Whew... I'm exhausted from writing...
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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