Posts from How to win with a “weak” Knight?
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Does anyone play on random maps? There aren't always nearby mines with the resources you need (ore and wood). And that's a real problem for building Paladins and cavalry. Well, forget about cavalry – they're just cannon fodder, even if they're fast, but Paladins are beasts, with their ability... To get any benefit from the army, you need to build them as soon as possible (ideally, by week 2). Otherwise, you can't build a guild properly because at the beginning, there's a fierce struggle for every piece of wood and stone (and crystals, too), and then, when a Wizard and a Warlock arrive, it's often too late. Although, for a Knight, all this magic is useless without special artifacts – combat stats are what really matter.
Perhaps the Beaver Castle is the easiest to build.
I believe the Warlock Castle is the easiest to build, because the Centaur Gargoyles and Griffins are enough in the first two weeks to break through all ranged blocks, even such as the Lotus Grand Elves, while the Barbarian can simply lose against such an army, even with Trolls!
And against flying units, Hydras are simply ideal; against slow-moving ground units, you can use Hydras + Centaurs, protected by a few Gargoyles.
If you can't build Hydras in the first week, then go for the "economy" (underground +500 gold) and possibly the 2nd level of magic.
But in the second week, you need to start building Dragons.
At least Dragons are not much more difficult to build than Cyclops, Paladins, or Phoenixes - but the effect they have is simply overpowered.
Of course, the tactics and construction will differ depending on the richness of the map and the opponent, but the general principle remains - 1-3 monsters at the start fight preferably against magic, until the Dragons appear - and then you can open 2, 3, or even 4 fronts...
P.S. So, the "weak" Knight has a chance only at the Slugfest, and even then, not against the Sorceress.
I still don't quite agree, especially since Paladins can be established on some maps as early as the first week, while Dragons are very rare, so building them is noticeably more difficult (in one of my articles, I calculated the cost of building a level 6 unit – it requires both sulfur and stone, among other things)...
By the way, in "The Good, the Bad and the Ugly," Knights were very effective in online play in 2008.
2 Ty3o-ny3o
The random map generator in the second game is not consistently good (to put it mildly), so it is used relatively rarely, mostly for the initial "draft" with subsequent "manual" editing of the map.
2 Ergon
Ultimately, the Knight has the biggest problems with wood. In particular, this is due to the inability to upgrade Archers to Swordsmen, as well as with the higher-level units. For Necromancers, it was possible to consistently establish Vampires with a statue and a well on the first level (in several games, even Dragons!!!, of course, without Vampires), and on the second level (although not as regularly), Dragons.

Орден Феникса – харизматический :) лидер
By the way, in "Good and Evil," the Knight had very convincing online builds in 2008.
From week 131 onwards, whether it's 6 or 10 Paladins, they won't be able to do anything against 4 Dragons.
On the "Good vs. Evil" map, I can't say for sure what the optimal build is for the Knight on the first week, but the Warlock definitely needs to build a Dragon Tower on the second week... overall, I think the Warlock is clearly overpowered on this map.
70% Paladins without Knights;
20% Paladins with Knights;
10% Knights without Paladins.
Knight build on "Good and Evil" on impossible difficulty:
50% Paladins without Knights;
40% Knights without Paladins;
10% Paladins with Knights.
It's all approximate and IMHO.

Орден Феникса – харизматический :) лидер
One subtlety is that griffins and gargoyles can easily defeat grendels, but the beaver has a good chance of not using trolls to attack them, but instead adding them to its own army. And to join a decent army, you need at least a 4th army, unless you have 200 skeletons, of course.
Of course, joining armies in the second game is much worse than in the first. I remember that on hard difficulty in a small scenario on Hemet Isle, I managed to recruit pikemen on the first day. Yes, it was a long time ago.
So, recruiting for free or getting something decent through expert diplomacy is also an option.
The random map generator in the second Heroes game isn't consistently good enough (to put it mildly), so it's not used very often. More often, it's used for an initial "draft" with subsequent "manual" editing of the map.

Орден Феникса – харизматический :) лидер
In "Good and Evil," Alex_R clearly described the strategy: in the second week, with 6 Paladins and the rest of the army, capture the Warlock Castle and then move on to the Dragon Castle. By the way, with good luck, you can upgrade Pikemen and/or Swordsmen for free from the outside. Plus, pick up some Medusas along the way. Of course, by the time of the assault, the hero will already have some skills, in particular, Ballistics and Leadership (otherwise, it will be difficult).
Now about the fifty Centaurs near the lumber mill. You need to eliminate a large number of Centaurs (20-49) near the lumber mill. And I clearly see from your posts that you can do this, you're just hesitant to sacrifice your army. The combat tactics are also well known to you, so I'll just remind them for less experienced players (although everything is described in my analytical materials).
What is the strength of the Centaur?
In their ranged attack and 5 health.
And what is their weakness? In their low attack and defense, low damage, and penalty in melee combat. Also, in their two-tile size, which means that a single-tile unit with a speed of 4 (for example, Goblins, unupgraded Pikemen, Skeletons) can reach the Centaurs across an empty field in two turns.
The simplest way to break through: buy a Warlock hero with Gargoyles and break through without losses.
A little more difficult: buy a Fairy hero and break through, losing some Fairies.
In the case of playing as the Necropolis Castle (not the Knight Castle), everything is much simpler. There is also the option of buying a Wizard (with Pigs, of course). The Pigs are equipped for the fast-moving units, and the Necromancer takes Halflings for the attack, while the Skeletons, with acceleration (preferably with 1 Pig), deal with the Centaurs. In this case, the Halflings are lost, the Pig may survive, but it's unlikely (under normal circumstances, it can withstand 2 attacks from blocked Centaurs and dies only from the third), and a few Skeletons are lost, which are immediately replenished. Of course, the lumber mill is worth these losses. How to divide the units is a difficult question; intuitively, I would suggest dividing 21 Halflings into 10-10-1, hoping that the Centaurs will destroy less than 15 Halflings per turn (then they can withstand 7 shots), but you can also miscalculate. Melee combat begins on the second turn.

Орден Феникса – харизматический :) лидер
I would suggest 19+1+1 halflings, 1 wild boar, and a stack of skeletons (if there are more than 20 skeletons, you can use two equal stacks instead of one single halfling).
The halfling eliminates about 8 centaurs, meaning one full stack of skeletons moves forward, and the 19 halflings die, let's say, from 4 shots – although this is not certain.
In the second round, use speed on the skeletons if they weren't positioned opposite the enemy – although you can also position them opposite.
The wild boar covers 2 stacks of centaurs, and the skeletons eliminate 1 stack. One centaur remains free and shoots at the single halfling... after that, you can either save the halfling or the wild boar.
If there are about 50 centaurs, only the skeletons survive, plus maybe a single unit. If there are 25-35 centaurs, then several halflings will also survive, along with everything else.
P.S. The same applies to a Knight with his native troops when breaking through archers with greater speed than his own archers – in the first round, it's better to use speed on the archers, and in the second, on pikemen or other units with medium speed
I would suggest 19 + 1 + 1 halflings, 1 boar, and a stack of skeletons (if there are more than 20 skeletons, you can use two equal stacks instead of one single halfling).
In the first round, we use haste on the 19 halflings and send the boar forward.
One halfling can take out about 8 centaurs – so, we send a full stack of skeletons forward, and 19 halflings die, let's say, from 4 shots – although that's not certain.
In the second round, we use haste on the skeletons if they are not facing the enemy – although we can also position them to face the enemy. The boar covers 2 stacks of centaurs, and the skeletons eliminate 1 stack, leaving 1 centaur free to shoot at the single halfling... after that, we can either save the halfling or the boar.
If there are about 50 centaurs, only the skeletons and maybe a single unit will survive; if there are 25-35 centaurs, then several halflings will also survive, along with everything else.
P.S. The same applies to a Knight with native troops when breaking through archers with higher speed than your own archers – in the first round, it's better to speed up the archers, and in the second, pikemen or other medium-speed units.
P.S. Regarding the knight with native troops. It would be better to add a unit with flying creatures to the knight's army instead of a necromancer; otherwise, the losses will be greater. However, if only a necromancer is available in the tavern and the game is online, the tactic of speeding up the archers in the first turn is interesting (we shoot, presumably, at the fourth or fifth stack, so that in the second turn, we can block 2-3 stacks with pikemen).

Орден Феникса – харизматический :) лидер