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Posts from Tactics for playing as the Dwarves. Auto-translated

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#99
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Answer: 1) Against Necromancers, you need to prioritize Luck, and then Gnome skills to resist spells. Pyrokinesis is also a good choice, considering that undead are very fragile and vulnerable to Chaos magic. Fog Cloud can also be helpful: liches and skeleton archers will shoot with reduced effectiveness. And most importantly, Eternal Light; then attempts to worsen the stats of your creatures will be largely ineffective. There are no special skills specifically against Necromancers, but the main thing to remember is that each Necromancer has a 75% chance of having Dark Magic and Raise Dead. You need to try to make him waste all his mana, and prevent his archers from attacking effectively. Choose: 1. Attack 2. Defense 3. Light 4. Luck 5. Chaos or Summoning, if you're lucky... 2) The strongest Gnome hero is Ingvar. Ibba and Inga are slightly weaker. Helmar and Karli are even weaker. Never choose Svea:(!!! 3) This is only possible if you take Fire Dragons, Priests of Arkat or Flame, and Jarls. Then the Fire Shield of Phoenixes will not work, and their damage without it is quite weak. And of course, it all depends on the quantity...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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#100
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I'm planning to play a game with Dwarves against my friend who plays Elves on a map with 4 starting towns, and I want to win against him. I want to prove to him that Dwarves are just as good as Elves!!!!!!!!!!
Who can help me?
1. Which of the proposed map criteria should we use for the game?
2. Which hero is best against Lethos? (He always levels up Darkness, Chaos, Education, Logistics, and Magic)
3. How should I develop my hero and what skills should I upgrade? (The endgame usually takes place at level 20)
4. How can I build my town most efficiently?
5. What's the best approximate tactic against melee and especially ranged units?
6. How should I use secondary heroes effectively?
7. How should I conduct the final battle?

I'm asking for helpful advice! Thank you in advance!
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#101
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I'm planning to play a game with Dwarves against my friend who will be playing Fortress. We'll be playing on one of the maps with 4 starting towns, and I want to win against him. I want to prove to him that Dwarves are just as good as Fortress! Who can help me?
1. Which of the proposed map criteria should we use for the game?
2. Which hero is best against Leto (he always develops Darkness, Chaos, Education, Logistics, and Magic)?
3. How should I develop my hero and what skills should I prioritize? (most of the endgame happens at level 20)
4. How can I build my town most efficiently?
5. What's the best approximate tactic against melee and especially ranged units?
6. How should I use secondary heroes effectively?
7. How should I approach the final battle?

I'm asking for some helpful advice! Thank you in advance!
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#102
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If your friend doesn't take Attack and Luck, it benefits the Dwarves (a Dark Elf without the Attack skill is a pure mage, but he wouldn't mind having some Luck, like a Lucky Wizard).

Letos will most likely start using Dark Magic at the beginning of the battle, which means that the Spellcasting he has developed won't work for some time (that is, your friend's build isn't ideal, considering the endgame - level 20).

Try to delay the decisive battle as much as possible.

Perhaps a good move would be to develop Eternal Light, as well as Dwarven Luck.

You don't have to be afraid of the ranged units at all, since Warlocks don't have good ranged units (compared, for example, to the High Elves). You can try to destroy the ammunition cart, and the Witches will run out of shots.

You need to look for Crystals and Mercury first, otherwise you have to sacrifice someone in the early stages (for me, it's the Berserkers).

And finally, the Dwarves can really win!
My main advice is to develop Defense to the last.
The trick is that with the Resurrection Rune, if you have 2 Harpooners left, they can use this rune to resurrect so many people that even the Necromancers would be envious (and without losing the hero's turn), so the Dark Elves should spend their turn to finish off the miserable remnants of the Harpooners. They attack them, and are surprised, because there is still 1 Harpooner left, who has to be hit again. Otherwise, they will be resurrected, and a lot of turns will be wasted.

It turned out a bit chaotic, but I have to go
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#103
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I'm planning to play a game with Dwarves against my friend who will be playing Fortress on a map with 4 starting towns, and I want to win against him! I want to prove to him that Dwarves are just as good as Fortress!!!!!!!!!!!!
Who can help me?
1. Which of the proposed map criteria should we use for the game?
2. Which hero is best against Lethos? (He always develops Darkness, Chaos, Education, Logistics, and Spell Power)
3. How should I develop my hero and what skills should I prioritize? (The endgame usually takes place at level 20)
4. How can I build my town most effectively?
5. What is the best approximate tactic against melee and especially ranged units?
6. How should I use secondary heroes effectively?
7. How should I conduct the final battle?

I'm asking for some helpful advice! Thank you in advance!
Don't be lazy and check the first pages of the topic; a similar situation was discussed there.
Нет, я же Гитлер.
In reply to Мститель
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#104
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Avenger
If your friend doesn't take Attack and Luck, it benefits the dwarves (a dark elf without the Attack skill is a pure mage, but then he wouldn't mind having Luck with a lucky wizard)
<...>
It turned out a bit chaotic, but I need to leave.

Tell me, what is the best battle tactic in the early game on the first levels against melee and ranged units, because the losses are high!
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#105
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It is difficult to avoid losses at the beginning of the game. In this regard, demons and dwarves are the most unlucky. (and to some extent, humans). Spearmen with their crippling wound ability can help against infantry. The problem is that this crippling wound doesn't trigger very often, so it makes sense to upgrade soldier luck as quickly as possible (a skill that gives dwarves the biggest advantage). Another problem is the small number of shots spearmen have. Therefore, the trick is to immediately buy a cart with ammunition. All these problems are partially solved by choosing the hero Karli. He initially has the much-needed soldier luck skill, a cart with ammunition, and a whole bunch of spearmen. He is an ideal hero for making the start easier, and in general, his specialization is not bad. So, the problem with infantry is solved; all that remains is to cover the spearmen with level 1 dwarf units during battle. It is more difficult against ranged units, for example, against arch masters and snipers, and I generally try not to attack druids and mages at all for a month, regardless of the race I am playing. A speed rune and bears can be very helpful. For this, it is a good idea to buy the heroine Inga and level her up a bit - there is a chance that she will learn this rune and pass it on to the hero (for example, if it was not possible to learn this rune in the castle). There are probably other good tricks and tips; I play dwarves from time to time, but I know more about the High Elves.
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#107
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In a game on a map where a Wizard and a Warrior are playing, which unit is better to develop – the Wizard or the Warrior? And which skills would you upgrade (when playing as a Wizard or a Warrior)?
:smile24: Клан ВАМПИРЫ:smile19:
#108
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Guys, please, tell me what tactics to use with the Fortress faction against Necropolis on large maps (for example, against Lucretia...).
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#109
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Take Helmar and level up his light, luck, spell power, and attack. Max out his spell power, and if you also get the Holy Word skill, it will be even better. Or take Ingu and level up her chaos magic and Armageddon (if you get it).
:smile24: Клан ВАМПИРЫ:smile19:
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#110
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Yes, against the undead, it's especially worth developing a mage, particularly one of the light element, as its effect is impressive. However, don't forget that it's easy to block. And chaos magic is also an option. If you need a 100% reliable solution, a strong warrior with a set of Blood Dragon Power runes, attack, and leadership is a good choice.
Вступай вКлан "Вампиры" и пополни его ряды !
__________________________________________
Если ты спориш с идиотом проверь не делает ли он то же самого
Пунктация и орфография авторские, критике не подлежат.

Мы не жалели времени и силы,
Земля дрожала под ногами тьмы,
И род людской, беспомощный и хилый,
Рабами стал закрывшейся тюрьмы.
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#111
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Against Necropolis, battles can be long: both sides have ridiculously weak attacks. Therefore, it seems worthwhile to take the Rune of Recall skill. This neutralizes the Necromancer's advantage due to the Necromancer skill and infinite mana.

After that, the Necromancer has no significant advantages left.
Raise Dead - Rune of Resurrection (which, by the way, is much better than Raise Dead, as you can raise more units in one turn).

Dark Magic - Light Magic. Maybe I'm wrong, but personally, I think Light is slightly stronger.
#112
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Dark magic is the magic of light. Maybe I'm wrong, but personally, it seems to me that light is a little stronger.
It's definitely stronger against Necropolis. And against others, it depends on the situation. I'm currently playing a map where you can encounter legions of Ents. Dark magic is very useful against them. But I'm developing light magic. Besides, there's a tome of dark magic on the map. And there are also light and summoning tomes.
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#113
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Runes are certainly a good thing, but they break and don't last long, while resurrection or regeneration magic lasts much longer, so developing the Haven faction isn't the worst thing for the Dwarves.
:smile24: Клан ВАМПИРЫ:smile19:
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#114
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Take Helmar and level up his light, luck, spell power, and attack. Max out spell power, and if you also get Holy Word, it will be even better. Or take Ingu and level up chaos and Armageddon (if you get it).
Spell power for spell luck is an interesting option, but what about mana deficiency? I would take education with rune cooldown and mana attraction. I think the additional spell power points from education will compensate for the spell luck, which doesn't always work. And from the light branch, Storm Wind would be very useful, as there are more flying units among the Necropolis. P.s. 2 Boris K Is it the "Mercenaries" map?)) I played it once in the summer, it was very interesting.