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Posts from How to win with a “weak” Knight?

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17 years ago
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if the peasants were tougher, that would be great :)

Added after 22 hours and 44 minutes
I was also thinking, maybe I could use this tactic: accumulate peasants up to a certain point, and then hire a Necromancer, attack neutral creatures, and deliberately throw these peasants into battle))) just separate them, otherwise they might win.
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17 years ago
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Didn't quite understand? It's profitable for a Necromancer to attack peasants, but what's the point of a Necromancer with peasants?
An interesting option is to attack ghosts with an expendable hero and increase their number by a hundred. Then, defeat these ghosts with a skilled Necromancer with a bunch of Rangers + Crusaders, an expert in Necromancy, and mass Slow.
And in the missions for Archibald, there was a good Knight with expert Necromancy.
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17 years ago
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I mean, if you attack with your own peasants and intentionally destroy them (your own peasants), won't they turn into skeletons?
And ghosts are tricky; they are strong.
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17 years ago
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2 Drill
No, only the slain enemy units are turned into skeletons. The number of skeletons raised does not depend on your own losses.
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17 years ago
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I enjoyed reading the additions written yesterday. Everything is almost a page-turner, although, of course, almost nothing is new to me. In practice, it often turns out that (we take a growth of 1-2-1 or 1-3-1; it's pointless to sit longer if there's nothing to attack with; it's better to start over), the entire knight's army is shattered against the Castle and its heroes, and only a few remain, just enough to repel and defend the captured Castle. You can't even dream of Paladins surviving; the computer will eliminate them completely, or leave 1-2 if there's someone to cast a more interesting Lightning spell on. Even a single Warlock can free us from a dozen pikemen with one spell. So, capturing an enemy Castle is simply vital for us. Therefore, if there's a choice of who to capture first, the Warlock is the best candidate. If we managed to build green flyers, adding the remaining dozen pikemen to them doesn't make much sense – they will all fall from spells without having time to harm the enemy. It makes sense to take a few Centaurs, a couple of split Gargoyles, and 4 green units. Titans are also quite self-sufficient, and the option of 4 Phoenixes with upgraded native archers looks solid. But if we captured a poorly built Castle and cannot improve its army by day 6-7, then the game essentially ends for those who enjoy it.
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17 years ago
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Quite often, the knight's stronghold has an archer dwelling (where they are given for free).
By day 131, a fairly significant number of these archers usually gather.
Let's try to roughly estimate the number of troops the knight has in the third week (some of the troops may have been recruited not on day 131, but brought in later using a "chain" strategy).
Upgraded archers (taking into account the "stash") - 40+.
Upgraded spearmen - up to 19.
Upgraded swordsmen - up to 16.
Paladins (with a good outcome, crusaders) - up to 10, or champions - up to 13 (presumably only one of these units, or if a very good outcome occurs).
Computer-controlled troops (except for witches and, in some cases, liches) prioritize attacking archers, and so do the castle towers. The units that are eliminated/destroyed can be brought back into line by attacking with upgraded swordsmen (retaliation is disabled), upgraded spearmen, and paladins. The fact is that the defense of even a non-upgraded tier 3 unit (spearmen) is 9 (this is like a bone dragon!!), which allows for quite acceptable losses in battles. It should also be taken into account that by the time the castle is stormed, the knight hero will almost certainly have a defense of around 5, morale +3, and expert ballistics, which significantly reduces losses.
However, if we are facing a powerful mage, things become more complicated...

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