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What to say: my favorite Castle! Although I'm a complete amateur who doesn't play for speed but for enjoyment, I can still add my humble two cents:
- First, we take as many Gremlins as possible with an upgrade, but we choose a "neutral" faction as our secondary, for example, Wistan with the Lizardmen - and we already have 2 stacks of archers, enhanced by his Ranged Attack:cool:.
- We leave the local mage "in charge" - mines are weak on their own anyway (ideally, we'll later give him some useless breastplate that adds to spell power) - a couple of battered Storms, and he's practically an Archmage:), for defending the Castle, it's best to leave slow Golems and un-upgraded Giants, but this is mainly for the HP (in other words, as cynical as it may sound - for "meat"), not for damage to attackers; the towers, mines, and, of course, the magical enhancements of our hero-mage will do the damage:smile08: (in the end, I think only the Swamp is easier to defend because of its "cheating" moat).
- Gargoyles, in my opinion, are not attack units, even when upgraded - their purpose is to distract, divert, and block archers, etc., and they usually reduce the population significantly in the first few days after battles with more or less powerful neutrals. Perhaps it's worth keeping them for serious final battles against human opponents, but I don't think it's worth bothering with them against AI opponents, and I don't think buying their upgrade is entirely justified (unless you have money to burn:)).
- Mages - the sooner, the better (besides their ranged attack, don't forget about the very useful ability of mages, even un-upgraded ones, to reduce the price of spells by 2 units for a warrior with a book - by the way, this is a kind of counterweight to enemy Pegasi).
- Master Djinns - in my opinion, the coolest unit in the game: these are miniature madmen, but as they say, "still waters run deep":smile47:. We upgrade them as soon as possible, maybe even buying the un-upgraded upgrade, and then 2-3 stacks, even if they're only one unit each, as someone here already wrote, and off we go with magical support! I love using them to cast spells on archers - as a rule, no neutrals can reach us, and it's best to keep them in 2, but more or less solid stacks, so that if necessary, they can also deal decent damage:smile19:.
- Nagas - no comment - expert water magic, teleport through enemy walls, and there he is, our dragon substitute in action:), by the way, a tip: when storming cities with a Castle, you need to protect the mages (after all, at some point you have to say goodbye to the Gremlins, and if Titans appear, then the mages are most likely the weakest archers in our army and therefore annoy the AI the most:), and that's where our teleport can come in handy (or we'll wait several turns for that damn breaker, or bam! - and we're there, which makes a difference?), you can solve the problem of "mage-mortals" with Archangels or Resurrection, but these options are not always available (and God forbid you let Djinns cast spells on our mages during such assaults - because sometimes they cast Air Shield, and then you're in trouble:D!).
- The problem of "Giants - when will they finally become Titans?" is solved in the best-case scenario by a fort on a hill. If you find it, even if it's under amazing protection - it's still worth it:smile44:. It's better to lose a few mages, Djinns, and even Nagas, but save 25k gold + a huge amount of resources. After the upgrade, with not the most "skilled hands," you can defeat almost everyone... of course, the AI:rolleyes: - Water (General Blessing - 60 base damage from one Titan, a record of 7 levels:smile08:, Prayer, Clone, and the same Naga teleport) and Earth (it's clear what it does, I think...) are great for support.
P.S. (Tazar has been corrected to Wistan).