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Posts from anti-Necropolis faction

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So, according to you, an anti-Necromancer Faction is:
18 voters
Multiple choice
This poll is closed.
Haven
27.8% 5 votes
Sylvan
38.9% 7 votes
Dungeon
33.3% 6 votes
Fortress
16.7% 3 votes
Inferno
5.6% 1 vote
Orcs
5.6% 1 vote
In reply to Mefisto
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Mefisto;177025
2ArhLich How many archers did the elf have? And what kind of hero? No, but still, if the army was almost 4 times larger, how could he only kill the Ents! You can't take archers here, only skeletons.
There were about 2500 archers (1200 joined), the game was very long, the hero was Ossir, I was leveling up summoning, darkness, attack, defense, and enlightenment (education). The opponent used antimagic on the archers on his first turn + he had a tactic, he surrounded them from all sides. Maybe I messed up with the skeletons, but otherwise, I was just powerless. Subordination didn't help, and neither did the phoenix (

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Boris K;176884
ArhLich, where did the elf get such a large army with only one city? With three cities, even without counting the raised undead, you should have had 3 times more. There is no mass antimagic. Therefore, the archers' cover under Berserk can reduce their number before the enemy uses antimagic. And the necromancer hero should move more often than the elf or Knight.

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The elf hero had a complete set of Lionheart artifacts, and the troops had about 7 defense. You can imagine how often his hero moved. And he went ahead of mine. He moved often, so he immediately removed the subordination, the creature I used subordination on didn't even have time to move. + the troops also had 6 luck. It almost always worked. So there was no chance there
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To make a hero move more often, I always level up the spellcasting skill for Necromancers and all other magic races. Against a Lion or Sympathy build, Spell Attack (SA) can be helpful in a long game against Necropolis. And to remove all effects from flags, idols, etc., on the main enemy, you can attack with a supporting hero and one unit.

At 2500 archers, you should have 10-15K archers, 4-5K vampires, and other units from three castles.
In reply to Boris K
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I would level up a mentor to around level 25. You can also level up diplomacy on a secondary hero and a runner, for example, a hero and a Town Portal expert, as there is a scholar, so Armageddon will be excellent.
Вступление в клан"Lost Heroеs"






In reply to Lady Revan
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ArhLich;176544
He used an upgrade – Goblin – Hunter (the one that sets traps; I have a pirated copy, so I might be mistaken about the creature's name). But does it really matter which upgrade to choose?

It definitely does. A decent number of Goblin Shamans can really hinder a hero casting spells.
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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Shogun;178079
Absolutely. Goblins – shamans, in a decent quantity – significantly hinder a hero casting spells.
How exactly do they hinder? Does it cost more mana to cast a spell, does the spell weaken, or does it affect their own units? Please tell me, because I don't know.
P.S. I really don't know, so my message doesn't imply that you are wrong. :)
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
In reply to Небо
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absd;178128
How exactly do they interfere? Does it cost more mana to cast the spell, does it become weaker, or does it affect your own units? Please tell me, because I don't know.
P.S. I really don't know, so my message doesn't mean that you're wrong.

Well, I don't play as the Stronghold very often, but I have observed two effects.

1. The spell power of the Chaos spell was reduced by half when cast.
2. The spell didn't work at all.
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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Here is what you can read about it in a fan-made guide:
Message from Fan-Made Guide
When a goblin warlock squad disrupts the magic of one of the enemy spellcasting squads, and this squad tries to cast a spell, there are also 4 possible outcomes:
1. The spell will not work.
2. The squad's "Magic" will be reduced by half when calculating the spell's effect.
3. The cost of the spell will be doubled.
4. The goblins will be pushed back to the beginning of the initiative scale, and if the spell has a curse or damage effect, it will be directed at the goblins, and the caster will not spend mana.
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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