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Posts from Tactics for playing as the Sylvan faction.

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In reply to Gunslinger
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18 years ago
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shaddar;161218
It's all quite strange, so I guess the Stronghold's starting position isn't that weak if the difficulty is set to Warrior, but most tournaments are played on Veteran difficulty, so it's better to use that as an example. The starting castle level is 1. For example, the game will take place on the "Art of Strategy" map against the Tower or the Orcs (I specifically chose strong starting factions).
What should the player do for the Stronghold? How should they develop? Which heroes should they use? Which upgrades should they take?
I'll try to answer my own questions right away:
1. I think that against the Tower, I would definitely choose Winged, because the ability is quite good (although, to make it more useful, you need a higher level, and the Warlock will be ready too early), the standard perk is good, and especially the tactic (Dryads, Wind Dancers, Unicorns will reach the enemy if you manage to build them in time). All that remains is to develop Luck, Logistics, and something from: Education or further develop Attack. Upgrades against the Tower: 1 upgrade for Dryads, Wind Dancers, and here's the question (it seems like you need Archers, but the Tower has 1 more initiative... I'll lean towards Secret Archers), Druids - 1 upgrade. (Maybe I won't have time to upgrade everything)...

The tactic is good, but it doesn't take the opponent's tactics into account at all.
I have 4 questions about this:
1. Why did you decide that the Warlock will take the Tactic skill?
2. What are you going to do to counter Chaos magic at such an early stage of the game?
3. How are you going to deal with Stalkers?
4. If the Tower suddenly focuses on summoning, how will you deal with Fire Warriors?
5. Do you really think the Stronghold has anything to counter a rapid rush?
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18 years ago
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1. Why did you decide that the Warlock would take Tactics?
2. What are you going to use to counter Chaos magic at such an early stage of the game?
3. How are you going to deal with Stalkers?
4. If the Necropolis suddenly focuses on summoning, how will you deal with Imps?
5. Do you really think that the Stronghold has what it takes to counter an aggressive rush?
My answer:
1. Because the Warlock's main abilities are spellcasting, chaos/summoning, luck, and logistics (quick mind). (in my opinion)
2. To counter Chaos, I will rely on the high initiative of the alliance's main units. If it's a Winged Horror, I can also take Haste. I will split the archers into 2 stacks, and the druids into their own stack if there are any. I will play close-range to minimize the use of area-of-effect spells.
3. Dealing with Stalkers is simple: I'll mark them as sworn enemies and bombard them with arrows. I can even put Eldritch on the arrows. The Hunters will suffer while remaining invisible.
4. If the Warlock goes into Summoning, that's even better. First, the archers will survive longer. Second, Imps are quite mana-intensive, and the Necropolis doesn't have that much mana (enough for 2-4 casts), and it won't be difficult to deal with them. Mines and Crystal Golems look tougher.
5. I think so, I've played and tested it, and they can, but it's quite difficult. Especially if your opponent is playing as Lethos.
In reply to Gunslinger
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18 years ago
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shaddar;175797
I'll answer:
1. Because the Warlock's main abilities are wizardry, chaos/summoning, luck, and logistics (quick thinking). (imo)
2. How to fight Chaos – I will rely on the high initiative of the Union's strike stacks. If it's a Winged, I can also take magic speed. Here, I will divide the archers into 2 stacks, and the druids as well, if there are any. I will play close-range to use fewer area-of-effect spells.
3. With Stalkers – it's simple, I'll put them on the list of sworn enemies and bombard them with arrows. I can even put Eldritch on the arrow. The Hunters suffer while being in stealth.
4. If the Warlock goes into Summoning, that's even better. First, the archers will live longer. Second, fire warriors are quite mana-intensive, and the Tower doesn't have that much mana (enough for 2-4 casts), and it won't be difficult to deal with them. However, mines and the Crystal of Secrecy look tougher.
5. I think so, I played and checked what they can do, but it's quite difficult. Especially if your opponent is playing as Lethos.

1. A reasonable Warlock always takes Tactics against Stronghold and Orcs.
2. You will only get to the Dryads on the first try, but the Tower has Furies and Riders.
3. And here, it's a matter of luck – you might not find it in 2 weeks.
4. The Tower may have almost as many fire warriors as you have archers, and after that, no one will stop them from using the Crystal and/or Phantom. Four casts will be enough.
5. Hmm, interesting statement. Please tell me in detail how you will fight against any Tower, Hafiz, Kaspar, or Haghesh on day 17 (I'm feeling generous today). I'm not mocking you, I'm really interested.
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18 years ago
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1. I won't argue.
2. Okay, I'll take leadership up to the speed aura. They'll catch up – dryads, uniques, wind dancers, and also a bonus to huge initiative.
3. That's true, but it's still a reliable way to scatter the hunters.
4. There's nothing to say here either. It depends on what they give you in the guild (besides fire warriors).
5. First of all, I don't care if you're good or evil... and even more so if you mock me.
General strategy – Ossir: luck (expert), attack (speed magic, retribution), leadership (speed aura, forest leader), logistics (path of war). (You can also do this: take quick mind in logistics, and upgrade leadership to inspiration). Wing: similarly (only the start will be slower).
In reply to Gunslinger
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18 years ago
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shaddar;175811
1. I won't argue.
2. Okay, I'll take leadership up to the speed aura. Dryads, uniques, wind dancers, and a bonus to huge initiative will arrive.
3. That's true, but it's still a reliable way to scatter the hunters.
4. There's nothing to say here either. It depends on what they give you in the guild (besides fire warriors).
5. First of all, I don't care if you're good or evil... and even if you were mocking me.
Overall strategy: Ossir: luck (expertise), attack (magic of speed, retribution), leadership (speed aura, forest leader), logistics (path of war). (You can also do this: take quick mind in logistics, and level up to inspiration in leadership). Wing: similarly (only the start will be slower).

The build is good, but on day 17 of the Restoration of Erathia, level 20 seems a bit fast, unless it's on a tournament map.
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18 years ago
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Regarding which upgrades to take and which heroes to level up, I think that in the "Tribes of the East" expansion, everyone has seen the skill wheel in the fan documents. If you choose a hero that several people like to play with, you lose the super ability of the Elves – Nature's Luck. So, I recommend choosing heroes based on the skill wheel and leveling them up to level 23 on a normal map; it's not that difficult to do. After that, the army's strength will increase exactly twofold, because a lucky hit deals about twice the damage. As for the attacking tactic, there is some truth to it. However, I still prefer to take a defensive approach and use Anwen. Moreover, her Silvan blade is very helpful if you choose the right sworn enemies from the very beginning – the key units of the enemy.
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18 years ago
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Regarding which upgrades to take and which heroes to level up, I think that in the Warlords of the Horde, everyone saw the skill wheel in the fan documents, and if you choose Ossir, whom several people like to play as, you lose the elves' super ability – Nature's Luck. So, I recommend choosing heroes based on the wheel and leveling them up to level 23 on a normal map; it's not that difficult to do. After that, the army's strength will increase exactly twofold, because a lucky hit deals about 2 damage. As for the attacking tactic, there is some truth to it. Although, I still prefer to take the defensive approach and Anwen. Moreover, her Silvan blade is very helpful if you choose the right sworn enemies from the very beginning – the key units of the enemy.
Yes, Ossir is good, but Wingu is better, especially if you're aiming for the Stronghold. To take the Stronghold with the Coalition, you need level 25, not 23.
How can you play Anwen defensively? The Coalition's troops are weak; if they take damage from the first attack, the losses will be significant (you can, of course, use the "Ready" stance, but that won't work with Anwen).
Let's say Anwen has the Stronghold (I don't like Strongholds because there are more effective hero builds), then with the first attack, the sworn enemies are almost always destroyed, and only the remnants remain to be finished off.
18 years ago
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S-t-i-n-g
after which the army's strength will exactly double
The army's strength only doubles if the creatures' luck was 0 beforehand. When luck is 5 (the effect works in 50% of cases), the army's strength, along with the hero's attack, only increases by 1.5 times. I'm not even talking about the buggy light spell, which has a 4% chance. It's tough for elves with their super ability :[br][/br]
shaddar
Let's say Anwen has a special ability (I don't like special abilities because there are more effective ways to level up the hero), then with the first attack, sworn enemies are almost always destroyed, and only the remnants remain to be finished off.
That's why elves' attack doesn't increase much. Otherwise, they would be overpowered :)

Personally, I've always respected educated warriors, i.e., warriors with education. All their strength is tied to physical damage, and extra stats in defense and attack will be very useful. And this education is quite easy to level up for the Sylvan faction.
18 years ago
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I recently completed the original game's campaign with a hero in version 3.0. Instead of a standard build, I focused on developing a Chaos hero with the "Empathy" skill – a terrifying combination. At the very beginning of the final mission, when the army was not yet very strong, I easily defeated 900 undead near the nearest Necropolis without any losses. The hero attacked them with volleys of "Freezing Rain." The undead only managed to make one move. The skills "Master of Cold" and "Master of Fire" were upgraded. To avoid mana problems due to Empathy, I also upgraded the "Magic Affinity" skill. And the skill itself is a good asset in a long game. By the final battle with Nicholas, the 35th-level hero had an attack power of 42.
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18 years ago
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Personally, I've always respected educated warriors, meaning warriors with education. Their strength is tied to physical damage, and extra stats in defense and attack will be very useful. And it's quite easy to increase education for Sylvan units.
Attack is a rare characteristic for Sylvan, so even if you get education, it won't give much. It's better to increase the damage of Sylvan units using Vengeance (the attack branch). + Mask of the Avenger helps a lot, and Luck, of course. It would be good if you find a couple of decent artifacts for attack (Moonblade, Dwarven Axe, etc.).
I don't always take education, because I'm sure that defense is more effective (of course, if your opponent is Dungeon, then education is better). Still, the main stats that Sylvan units often get are knowledge and defense. That is, if I'm going for an elf-chaos mage, I take education. If I'm going for an elf-warrior, I take defense.
18 years ago
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I always go with the Elf Chaos Knight. Especially in 3.0, with the new Druids. If Faidaen didn't have an attack skill, and I could get the Spellcasting skill, I would have leveled up Spellcasting instead of Elven Luck. But with an attack of 42, and Elven Luck, it hits pretty hard. Stacks of 85 dragons in scripted nests were taken out before the battle with a preliminary shot. I also found a Ring of Kinship with machines at the beginning of the mission, which adds 4 to the attack of archers. He gained so much attack because I only took attack in all the arenas. And he also had artifacts.
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18 years ago
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...I think that if you're playing as Chaos, it's inconvenient to play very close to your opponent because the tiles can affect your own units, and significantly so... Ultimately, you can get the most out of Chaos with Sylvan by using tiles, and single spells aren't as effective. ...and what's the point of taking Sorcery? If you use Rain and cast a spell on an arrow, Sorcery doesn't work. If you cast a single spell (without enchanting the arrow), then Sorcery will work (in short, it's an unnecessary ability). If you want to cast spells quickly, then collect the Archer's Dream set. Regarding an attack of 42, it's difficult to get that much of this characteristic. It requires a lot of time and luck. You also have a hero from the campaign, and he's level 35. I can imagine how the archers are performing there.
18 years ago
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shaddar, I didn't know that the wizard's luck doesn't work on the rain of arrows. Lionheart helps to cast spells quickly, not Marksman's Dream. And it's not that easy to collect both, because in the original campaigns, even when playing in version 3.0, the components of composite artifacts don't carry over to the next mission. I had a bow made of unicorn horn. With this artifact, I use old archers. Usually, at least 1 shot hits the ghosts. Of course, sometimes both shots miss.

I tried to fight in melee as little as possible. With 28 spell power (without channeling new druids), chaos, and empathy, this is possible. I used emerald dragons because they are not afraid of magic defense. Sometimes I charged an arrow and didn't use area-of-effect spells. For example, I used slowing cold on 900 undead near the nearest Necropolis. The poor things only managed to make 1 move.
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18 years ago
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By "cast," I think they meant "Rain of Arrows":
Archer's Dream.
Ranger: additional bonuses
» If there are 2 items: After shooting, the ranger
moves back 30% less on the ATB scale
than usual.
The effect also applies to the skills
"Deadly Shot" and "Rain of Arrows."
18 years ago
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I didn't pay attention to the additional bonus of the Archer's Dream. Anyway, there was no quiver in the artifact shop, nor were there shackles of inevitability. I would have bought them right away. After building up the castle, I had nowhere to spend the money, as I wasn't buying undead creatures from the Necropolis.

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