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What kind of warriors do you recruit when playing as Order?
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#156
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We need dragon golems; what will we use to create illusions? They are better than titan golems! MEAT!!!

This tactic only works against the AI; a player with common sense will use the "banishment" spell.
I'am Goldot Halfdead:smile24:
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#157
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Antoxic;180248
This tactic only works against the AI, but a player with common sense will use the "banish" spell.

We're talking about battles with neutral creatures; in the final battle, Haven will most likely use Berserk, Hypnotize, and Amnesia spells, and everything else depending on the situation.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#159
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in the final battle, Haven will most likely cast Berserk and Hypnotize with Forgetfulness, and use all other spells depending on the situation.

But what if, in the final battle, the Djinns summoned 20-30 copies of Titans?
I'am Goldot Halfdead:smile24:
КЛАН - ВАМПИРЫ


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#160
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On the second level, it’s generally a good idea to build strong and bulky golems, but I prefer more mobile mages who can actually attack before they get taken down. Golems are somewhat protected from blessings, otherwise, you can just teleport them and it’s all over.
On the third level, it seems like genies are the obvious choice. But in Equilibrium, nagas are slowly starting to dominate. You can teleport them into the enemy’s territory, and it will be very fun. Although, I still build genies more often.
On the fourth level, I’d rather take titans. They impress me more than golems.
As a result, you get a fairly mobile army, but you shouldn’t let the enemy get too close to them.
А, вот почему.

🏹🎪+⛓️♿=💕
In reply to Драккошка
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#161
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Drakkosha;180400
On the second level, it's generally a good idea to build strong and sturdy golems, but I prefer more mobile mages who can actually attack before they get taken down. Golems do protect themselves from blessings, otherwise, you could just teleport them and that's it.
On the third level, it seems like genies are the obvious choice. But in Equilibrium, nagas are slowly becoming more dominant. You can teleport them into the enemy's ranks, and it will be very fun. Although, I still build genies more often.
On the fourth level, I'd rather take titans. They impress me more than golems.
In the end, you get a fairly mobile army, but you shouldn't let the enemy get too close to them.

Golems have resistance to magic, not immunity or partial immunity, so all buffs work perfectly on them, except for those that only affect living creatures. And, of course, teleport will also work.
Regarding mages, in my opinion, in the final battle, they are not the unit you should be trying to protect (if they even exist). As soon as their turn comes, feel free to poison the hero or, if they have high resistance, some other important unit. And then, if no one wants to target the mages, you can start shooting and continue poisoning, and sometimes it's useful to raise skeletons.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#162
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ZYbr
Golems have magic resistance, not immunity or partial immunity, so all buffs work perfectly on them, except for those that only affect living creatures. And, of course, teleportation will also work.
As for mages, in my opinion, in the final battle (if they even appear), they are not a unit worth protecting. As soon as their turn comes, feel free to poison the hero or, if he has high resistance, some other important unit. And then, if no one wants to attack the mages, you can start shelling them and continue poisoning them, and sometimes it can be useful to raise skeletons.

I don't know, I don't know, I just remember a case when I tried to cast bless on a creature with resistance, and it calmly reflected it :( Anyway, I think golems are quite annoying - in my army, they are a rare hindrance, and if they are on the enemy side, it's hard to defeat them without a fight :smile35:
Whether you pity the mages or not, they will still be defeated :D But the poison cast by a hundred mages (if we are talking about the final battle, then this number is more than realistic) will cause so many problems that it will be more expensive to deal with them.
А, вот почему.

🏹🎪+⛓️♿=💕
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#163
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Heh, poison is easily removed)) even a warrior hero with a scroll can remove it, so as not to waste the mage hero's turn.
And mages are also slow... in general, almost their entire castle is like that)).

P.S. I recently discovered a new tactic for Haven that I like. But I need to practice it more.

Be strong. Believe
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#164
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I don't know, I just remember a case when I wanted to cast Bless on a creature with resistance, and it just reflected it.

Drakkosha, fix the game :) This is clearly a bug!!! Friendly creatures with magic resistance (like golems) happily accept all friendly spells (of course, only those that theoretically affect them), as ZYbr. correctly pointed out. :)
Heh, poison is easily removed.

Arandor. Poison (like plague) cannot be REMOVED. It can only be CURED. This is done either with a healing potion or a healing staff, or with healing spells... there are several. Well, you can also die and be resurrected! :D
What if, in the final battle, the djinns summoned 20-30 copies of titans?
Remember the "second-level chump" (c) with dispel magic! :D :smile16:

And another point... I'm looking at the poll... the mage-djin-titan combination is in the lead. Personally, I don't think it's very practical to have magical creatures on both the 2nd and 3rd levels at the same time. It's still difficult to rely solely on magic, as there are a decent number of creatures with magic resistance! Besides, it turns out that the poison of mages and the illusions of djinns can be easily neutralized if desired. What do you think about this?

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#165
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What do you think about this?
In short, here's the gist:
Level 2 is completely unnecessary. So, it doesn't really matter whether you choose Golems or Mages. It depends on the resources available. If rare resources are scarce, Golems are a better choice.

Level 3. The Naga in Equilibris is the most dangerous unit at level 3. It's the main offensive force of Order. I think I've mentioned this somewhere before. Haste, teleport, and coffins. The opponent's only problem in this situation is how to prevent the Nagas from attacking, otherwise, they won't leave the enemy alive.

Level 4. I'm inclined to think that it's not worth building at all because spending 20,000+ on weak troops is questionable. Titans without accuracy can't take down a hero in one hit (I'm talking about realistic numbers, not extreme cases), and Death Knights might prevent them from attacking (although their stats are very good).
So, it all depends on the map and the opponent's race.

A typical seven-unit stack: Order Mage, Order Mage, Life Mage, Tactician, Runner, Nagas, Nagas/Titans/Golems.
The last stack can vary depending on the available units. If there are many Nagas, two teleporters with two stacks of Nagas is the most effective combination.

As for clearing the map, it's all done with Nagas, slowing effects, illusions, and phantoms from heroes. Neither Mages nor Golems are ever carried along because, firstly, they are not needed, and secondly, they slow down the army.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to Ларс
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#166
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L@R$$ON;180470
What does everyone think about this?
It remains the classic DD, Magic Fist, and Ice Bolt. There can't be a single creature in the enemy army that isn't vulnerable to these spells...
ОФФТОП - МОЁ ВТОРОЕ ИМЯ :smile01:
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#167
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Remember the "level 2 weakling" (c) with the removal of spells!

Hmm, I don't remember. Can someone tell me who removes the spells? A mage?
I'am Goldot Halfdead:smile24:
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#168
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Antoxic;180513
Yeah, I don't remember. Can someone tell me which hero removes enchantments? A Mage?
Any hero with advanced Necromancy or Haven skills in Erathia or basic skills in World of Warcraft.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

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#171
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Generally, "Equi" refers to Equilibris, a mod for Heroes of Might and Magic IV that significantly improves the balance. The stats of creatures, the mechanics of some skills, the cost of buildings, and so on have been changed. I recommend it :)
Well, Nagas dominate there and are very powerful; I wouldn't refuse them, but I still prefer Djinns in the old-fashioned way. They seem to have more initiative, and you don't often fight against just Black Dragons or Berserkers. In principle, I agree that making the 2nd and 3rd tiers magical isn't very sensible, but IMHO, it fits the concept of the castle and is quite powerful.
А, вот почему.

🏹🎪+⛓️♿=💕
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#172
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2 yuriy, the difference between WoW and Equilibris (as HoMM IV fans affectionately call it) is quite noticeable :) But to avoid making unsubstantiated claims, here are links to the CelestialHeavens website, where you can read about all the changes. The other day, I had the chance to play online in a 2v2 alliance on the TRON map. We chose random factions, and I got Order :) We were, of course, playing on Equilibris! TRON is a rather specific map because it's scripted; the point isn't about which units to build (you won't be able to build them right away), but rather which units to recruit! And while on regular maps, you usually take 3-4 level units to the final battle, on TRON, it's completely different... you have to take everyone you can (after making some selections, if possible). Even a level 1 unit can be useful in the final battle. So... the mages could have played a crucial role for me in the battle against my opponent because, well-protected, they could calmly poison the entire enemy army and then do all sorts of dark things :D I just messed it up somehow... And by the time I realized what I was doing, I had almost lost them all. So, all kinds of mages are important, all kinds of mages are needed :) Golems held the line well and dealt good damage (especially under a tactician), and they even resisted sometimes. Hobbits, there were many of them, and even they were strong under "accuracy." Djinn... I bought them in a building on day 3 (I think). And although there were only 5 of them, in combination with hobbits (under accuracy), golems, and Heroes (level 2 :D, a Tactician with an accuracy scroll and a Mage who didn't know much), we defeated a good group of Hydras guarding the Legendary Axe :) I agree that at the beginning of the game, this is just a fantastic artifact :) Nagas... they saved me more than once (I started building them when building a castle was allowed). I didn't get to build Titans. However, before a crucial battle for me, I was lucky enough to buy 1 Titan :) And he was strong! As strange as it may seem, he was a force to be reckoned with on his own :) Well-protected, and under the GM of the tactician and with accuracy, he fought well without penalties, although he eventually fell, but he held out for quite a while. My opponent turned out to be cunning and strong, and I made another mistake and lost everyone. But I learned from my mistakes and gained experience from this battle :) If I had to replay it, I could have easily won :) Well, in general, the choice of which units to take depends on the map, the opponent, and the game strategy :) All units are good in their own way. There are no weak or useless units - there is only incorrect use of them


"Как это странно всегда..
Вроде бы взрослые люди,
А в голове ерунда..
Мечтаем как дети о чуде.."