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In reply to ewgeniy
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#238
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ewgeniy
How about hosting a tactical corner tournament here, or as an alternative, together with our arena?
I'm not sure if I'll have enough time, and I've only played corner once, but I think it's a good idea.
I've already been thinking about this idea! We need to find TC3 for SOD, or rework it... Overall, it's a great idea! I'd be happy to participate!!!
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#239
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SpiriTT

P.S. It would be better to somehow configure TE and try it out... maybe it would be faster... or maybe they just need to improve their skills, I don't know.
THANK YOU!
That's a wise thought indeed :) TE should be used exclusively with XL templates, in my opinion... or at least TE-light with medium-sized roads and fast army movement.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to Javdet
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#240
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Javdet
Interesting move, I personally didn't upgrade anything and only relied on Jebus, I don't see the point in doing this on the CM.
I don't see the point on Jebus either. One angel is too small a bonus for the ability to tear through everything in the first week. Wealth isn't just created by angels; you also need to defend a lot of outposts. And it's also desirable to eat all the gold and Pandora boxes that you can. In the first week, every tempo, every battle, every object is worth its weight in gold, simply because if you don't take it right away, you probably won't take it at all.

Therefore, the issue of initial combat power needs to be given the most attention. I've already written that in TE, for Inferno, I take Ignat on Jebus instead of the generally accepted Marius - purely for initial striking power. Not upgrading archers in this context seems very unjustified in most scenarios.
In reply to Wicc
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#241
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I don't see the point of Jebus either.

+1. I'm not doing great on Jebus myself, but I always find it amusing how people recommend putting Angels in the Castle. Without upgrading bows, even a group of wood creatures can be problematic. And with horses on level 1, I once took a level 115 creature in one of the games, and on level 117, I had 5 Angels (on horses from the stash and bows from the box), and 121-7 of them. But an Angel in the Castle is more for self-satisfaction.
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#243
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    Hello everyone! Today I played TE for the first time, and even on a spider map... Before that, I only played on Soda, and even earlier, I only played version 3.1. My opponent created a map on his computer, I chose Necropolis and, of course, Galthran. I hired Solmyr and immediately decided to take advantage of the chain spell, but he doesn't have it in his spellbook... I was very surprised! Then I noticed that Galthran wasn't summoning skeletons; it turned out he didn't have the spell, only advanced armor... And as I later found out, it won't appear... I was in shock! Then there was another surprise: Iona was a specialist in ranged attacks, not in summoning, and Vidomena, instead of necromancy, provided +2 ore per day... In this regard, I would like to know what rules are used when playing TE, because with necromancy disabled, Necropolis doesn't become such a strong city.

Всё не так плохо как Вы думаете. Всё намного хуже!
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#244
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Necropolis with the necropatch is definitely not as strong as it could be with necromancy. Therefore, to balance the castle, it was removed. The other changes mentioned were made for the same purpose. Necropolis remains the strongest castle overall, but the difference with its main competitors (Brog, Monia) is quite small, and you can compete with a real chance of success.
In reply to Wicc
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#245
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What are the opinions of Heroes players regarding the importance (or lack thereof) of successfully clearing neutral creatures as a skill? I believe that this is an important component of victory, which can compensate for poor spawn generation. If anyone wants to share secrets about clearing neutral creatures (or their personal achievements in this area), without focusing on capturing Necropolises, Gnomeholds, Medusatens, Naga Banks, Ruins, which, as it seems to me, have already been discussed extensively, feel free to share!
С истиной где-то рядом...





Лето 2010.
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#246
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It might be too simple, but when taking level 7 dwellings on home territory from week 1 with speed +10 (dragons, angels,), you need to place a 2x-cell creature in the 4th stack (center); dragon-angels will move first and immediately kill this creature, thereby putting their own bodies in the way of a hail of arrows (if playing as elves, it's advisable to take 1 dendroid, which will allow you to gain one more turn).
P.S. how to place dragons in the Dragon Utopia\hive so that they don't breathe on their own?
szopa666: ban JC win game Keepo
In reply to FireToSky
#247
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FireToSky

P.S. how to place dragons in the Dragon Utopia\hive so that they don't breathe fire on their own?

Probably one of the options is to put dragons in the 2nd and/or 7th stack, provided that the 4th and 5th are single-hex units.
In reply to FireToSky
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#248
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FireToSky
P.S. how to place dragons in the Dragon Utopia\hive so that they don't breathe fire on their own?
So that they don't breathe fire on their own, obviously :). For example, from the 1st slot they can hit the 2nd, 3rd and 4th, therefore it is worth placing units of 1 in those slots.
In reply to Wicc
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#249
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Wicc

Necropolis basically remains the strongest town, but the gap with the main pursuers (Brog, Monya) is quite small, so you can compete with real chances of success.
It is strong on maps like SM-ka, where many Dragon Fly Hives and Griffin Conservatories are quite often encountered, and other early-accessed objects that provide an advantage, and native secondary skills are also quite rare. With a large number of troops from the native generation, it is almost unconditionally the weakest, tested personally more than once, not even a 5-fold increase in skeletons, for example, saves it.
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#250
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The main advantage of the Necropolis is that it is a Castle with almost no weaknesses. In the first week, 120-140 skeletons led by Gosh destroy everything in their path; in the second week, a second front opens with upgraded Vampires, and by the middle to end of the second week, with a favorable situation, the number of skeletons (Angels and Ducks are useful, but not as critical as for other Castles) may be sufficient to break through the Undead faction. That is, the Necropolis has almost no pronounced "dips" in its power. The above applies to playing on the 8x8 map. However, on the small map, the Necropolis may find it more difficult due to the small size of the map and the ease of rushing it. That is, if you get a poor underground resource spawn, you're out of luck. On the 8x8 map, this issue is somewhat more manageable, with more Castles/towns (skeletons), more territory, more distance, and more options to prolong the game (which is almost always in favor of the Necropolis, as skeletons accumulate). Therefore, landing in the underground is not as critical on the 8x8 map as it is on the small map. I don't particularly enjoy playing as the Necropolis myself, precisely because it is too strong. However, playing against it can be interesting. For example, I have played the Red Flax vs. Blue Necropolis matchup repeatedly, including in tournaments, with varying degrees of success. All of the above applies to playing on the Total Annihilation map with the Necropolis patch.
In reply to Wicc
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#251
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Wicc
The main advantage of Necropolis is that it's a castle with almost no weaknesses.
There are many weaknesses. Very weak troops (except for horses and maybe liches in some situations). Generally low hero speed. In general, the only chance for Necropolis is to use the advantages of certain map layouts and quickly acquire enemy troops in some way, because its own troops are useless in battle compared to the corresponding levels in other castles (with a few rare exceptions).
In reply to Wlk777
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#252
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Wlk777
There are plenty of weak points. Very weak troops (except for the horses and maybe liches in some situations). Hero speed is generally low. In short, the only chance for Necropolis is to use the advantages of certain templates and urgently acquire other people's troops somehow, because your own are useless in battle compared to the corresponding levels in other towns (with rare exceptions).
These are some very theoretical considerations, not supported by practice. Horses, liches... who needs them anyway? :)

That growth power on random is not the determining factor was proven years ago by chaos players. The determining factors are:
1) early-game breakthrough power (week 1)
2) ease of cracking Griffin Conservatory hives in weeks 1 and 2
3) ease of cracking Dragon Utopias in weeks 2 and 3
By all these points, Necropolis is among the leaders — skeletons in week 1, vampires in week 2, skeletons + vampire achievements in Dragon Utopias.

And of course:
4) speed of horses and daddy, chances for speed skills, having them from the start
Here Necropolis is in the middle.

As for weak points, perhaps only the dependence on the layout, but on 8mm6 this factor is not particularly pronounced, and the advantages are enormous. Hence 1st place.

Now, if we compare with the main pursuers, the situation is as follows:

Fortress:
1) Breakthrough power is average, it's hard to go into tough banks and strong guards. But it's quite versatile, resistant to shooter blocks, so completing main tasks is usually not too difficult
2) Much depends on whether you manage to build Hydras in the castle in week 1 and buy them out in week 2. If you succeed, Griffin Conservatories and hives fall surprisingly easily; breaking a max Griffin Conservatory purely with growth is more than realistic. However, you can manage without Hydras too, especially if you start with hives — the main hero's armor and decent melee stacks help.
3) If you manage to farm enough Wyverns, then Brogh in Dragon Utopias goes berserk, even Behemoths aren't needed
4) Brogh is the speed leader among all heroes

So this town is quite versatile, with minimal weak points, and therefore the most stable of all. It's hard to screw up with them, but mega breakouts in development are also rare. Hence 2nd place.

In my personal ranking, it takes 1st place, simply because I don't like Necropolis, and I pay more attention to stability than raw power, and the difference between 1st and 2nd here is very small — roughly comparable towns.

Conflux:
1) Breakthrough power is weak, requires skill to handle.
2) This heavily depends on the amount of gold collected. If you manage to upgrade and buy out the shooters and Psychic Elementals, there are no problems. Good unit speed in battle.
3) Here there are difficulties. Native growth works poorly for Dragon Utopias — shooters get blocked, dragons hit Psychics and Phoenixes with double power, Fire and Earth are weak and mostly go to fodder.
4) Speed is excellent — Logistics from the start on the main hero and the runners' speed boost from Pixies.

This town is not universal, has weak points, but they can be compensated by strong ones. Additional bonuses include an abundance of native dwellings, which with enough gold often allows gathering a very impressive native army. By the way, this is an example of a town with high growth power, especially in battles against an enemy, so rushing with Conflux when gold is plentiful is very profitable. However, due to the reasons mentioned above, it ends up only in 3rd place.

It's even worse with the other towns. If you're interested, I can elaborate.
In reply to Wicc
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#253
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I'm curious to hear about Inferno – what's their current standing?