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Hello again :)
Today, through experience, I figured out two things:
1) chudo ud0 and DOMOVOY are completely different people. The latter actually told me about it :) .
2) It was once again confirmed that Karl, as I claimed before, 100% defeats Ossir. Neither elven luck nor the player's skill helps. The main advantages of a dwarf over an elf:
a) A stack of Erls, capable of attacking ranged units with a chain lightning spell once per battle.
b) Two strong stacks of dwarven spearmen. If at least 1 dwarf survives, the resurrection rune will bring 40% of the rest back to life.
c) A stack of priests, capable of casting a wall of fire/remotely shooting down the elves (the latter is preferable if archers are protected by unicorns, as it may trigger magical protection).
d) Dragons that attack within 2 cells. (the energy rune will help to reach them in one turn)
All this together makes Karl an overpowered hero against Ossir, because out of these 5 stacks dangerous for archers, at least three always survive.
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Now, about the main thing :) , i.e., about the counter-heroes in HoMM 5 version 3.0 on the duel server ubi.com
As a preface. After work, I had time to play a few duel games. My opponent, as I wrote above, was DOMOVOY - a very strong player with a huge number of games played (thousands) and an even more impressive win rate. We played 9 interesting games, 4 of which I actually won :) . In fact, I want to describe the tactics identified during these games, interspersed with my personal experience from previous games.
9) Orson vs. Shak'Karuk
The game is interesting, although with a predictable outcome. (I was unlucky to play as an orc, so I lost this battle :) ) It is interesting because both heroes are very "tanky" and, with skillful play, a good wall-to-wall battle ensues.
Thus, the greatest danger to your opponent is not your dragons or undead, which play a rather distracting role, but skeletons and zombies - those tons of bones that should crush the enemy's units.
When deploying troops, it is best to divide the lich stack into two equal stacks and place them at a distance from each other (ideally at different edges of the map).
Orcs are very vulnerable to dark magic (because they do not have dispel), so we cast weakness on both stacks of wyverns with liches - the main force of the enemy.
If the winged creatures rush into attack on the first turn, we destroy them with the entire undead horde, without paying attention to the sluggish shamans and the shots of cyclops. The hero also saves mana for subsequent resurrections. While most of your troops are destroying the wyverns, you can send ghosts to the rear of the enemy to amuse the goblins and daughters of the sky a little :) .
If the enemy goes on the defensive, then, on the contrary, you can pay maximum attention to the orcish fighters and shamans (we shoot them down with liches) and cyclops (we destroy them with a direct attack by the hero). It is not worth standing still, it is better to gradually move all the troops so that, if necessary, you can strike back at the enemy's units with all your forces.
And finally, try to "attack" corpses, if the enemy still has paoaks left - otherwise, the creatures may eat the remains and resurrect.
10) Helmar vs. Jalib
Also not the most difficult battle, although here everything depends on the level of the players.
Both heroes are strong mages and have several stacks of spellcasting creatures. But the dwarves have an advantage - most of their units are immune to fire magic, and therefore to the fire ball of archmages.
Academics, on the other hand, are very vulnerable to area spells, due to the 3 "large" (occupying 4 cells) stacks in their ranks.
The main danger of Jalib is his huge reserves of mana and the ability to endlessly resurrect his troops, which are very, very good damage dealers (for example, if the archmages are divided into 3 stacks of 20 creatures, then 1 such stack "destroys" 4 priests with the help of "magic fist"). Dwarves are quite slow (especially in terms of initiative).
The best solution is to stretch (with the hero and priests) 3-4 fire walls along all rows of the enemy, so that when archmages and titans are resurrected, they again fall "into the furnace". This will negate the survivability of Jalib's army. It is also not worth sitting still with infantry and dragons - it is better to make a dash forward and finish off the remaining living enemies.
P.S. To be continued...
Today, through experience, I figured out two things:
1) chudo ud0 and DOMOVOY are completely different people. The latter actually told me about it :) .
2) It was once again confirmed that Karl, as I claimed before, 100% defeats Ossir. Neither elven luck nor the player's skill helps. The main advantages of a dwarf over an elf:
a) A stack of Erls, capable of attacking ranged units with a chain lightning spell once per battle.
b) Two strong stacks of dwarven spearmen. If at least 1 dwarf survives, the resurrection rune will bring 40% of the rest back to life.
c) A stack of priests, capable of casting a wall of fire/remotely shooting down the elves (the latter is preferable if archers are protected by unicorns, as it may trigger magical protection).
d) Dragons that attack within 2 cells. (the energy rune will help to reach them in one turn)
All this together makes Karl an overpowered hero against Ossir, because out of these 5 stacks dangerous for archers, at least three always survive.
----------------------------------------------------------------------
Now, about the main thing :) , i.e., about the counter-heroes in HoMM 5 version 3.0 on the duel server ubi.com
As a preface. After work, I had time to play a few duel games. My opponent, as I wrote above, was DOMOVOY - a very strong player with a huge number of games played (thousands) and an even more impressive win rate. We played 9 interesting games, 4 of which I actually won :) . In fact, I want to describe the tactics identified during these games, interspersed with my personal experience from previous games.
9) Orson vs. Shak'Karuk
The game is interesting, although with a predictable outcome. (I was unlucky to play as an orc, so I lost this battle :) ) It is interesting because both heroes are very "tanky" and, with skillful play, a good wall-to-wall battle ensues.
Thus, the greatest danger to your opponent is not your dragons or undead, which play a rather distracting role, but skeletons and zombies - those tons of bones that should crush the enemy's units.
When deploying troops, it is best to divide the lich stack into two equal stacks and place them at a distance from each other (ideally at different edges of the map).
Orcs are very vulnerable to dark magic (because they do not have dispel), so we cast weakness on both stacks of wyverns with liches - the main force of the enemy.
If the winged creatures rush into attack on the first turn, we destroy them with the entire undead horde, without paying attention to the sluggish shamans and the shots of cyclops. The hero also saves mana for subsequent resurrections. While most of your troops are destroying the wyverns, you can send ghosts to the rear of the enemy to amuse the goblins and daughters of the sky a little :) .
If the enemy goes on the defensive, then, on the contrary, you can pay maximum attention to the orcish fighters and shamans (we shoot them down with liches) and cyclops (we destroy them with a direct attack by the hero). It is not worth standing still, it is better to gradually move all the troops so that, if necessary, you can strike back at the enemy's units with all your forces.
And finally, try to "attack" corpses, if the enemy still has paoaks left - otherwise, the creatures may eat the remains and resurrect.
10) Helmar vs. Jalib
Also not the most difficult battle, although here everything depends on the level of the players.
Both heroes are strong mages and have several stacks of spellcasting creatures. But the dwarves have an advantage - most of their units are immune to fire magic, and therefore to the fire ball of archmages.
Academics, on the other hand, are very vulnerable to area spells, due to the 3 "large" (occupying 4 cells) stacks in their ranks.
The main danger of Jalib is his huge reserves of mana and the ability to endlessly resurrect his troops, which are very, very good damage dealers (for example, if the archmages are divided into 3 stacks of 20 creatures, then 1 such stack "destroys" 4 priests with the help of "magic fist"). Dwarves are quite slow (especially in terms of initiative).
The best solution is to stretch (with the hero and priests) 3-4 fire walls along all rows of the enemy, so that when archmages and titans are resurrected, they again fall "into the furnace". This will negate the survivability of Jalib's army. It is also not worth sitting still with infantry and dragons - it is better to make a dash forward and finish off the remaining living enemies.
P.S. To be continued...