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Posts from IMPORTANT!!! [DISCUSSION] Academy vs. Necropolis

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In reply to Starhan
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18 years ago
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Starhan;145185
What is "hit and run"? Please explain.
It translates to "hit and run"! For example, with a Warlock, you set up 7 stacks of 1 Stalker each, then attack the enemy, then hide the Stalkers in battle, and then shoot down the enemy's troops with magic (e.g., Shock)... you can also attack with a Mage using the same principle. :smile13:

Added after 14 minutes
Elves have good chances of avoiding being run down (well, look, they've popped up here too, because they're overpowered, IMHO). Take Golems as your sworn enemies and keep your eyes peeled! Basically, you set up Unicorns (2nd tier) and someone else (you can use only Unicorns, or divide them, etc.). Cast Antimagic on someone, and it also applies to the Unicorns. Then a couple of volleys of arrows, and you're done ;) Elves are good at any stage of the game; they have a less significant counter in hit and run, and they can also use it themselves! Elves are IMHO the strongest in Heroes 5... and someone still believes in balance? And don't forget the Necromancers - they're beasts at diplomacy too :)

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[(Forgot to add it, darn)], and without diplomacy too!!!
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18 years ago
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The topic is very interesting, and it has a lot of meaning. I think that the first thing to do is to eliminate the liches, vampires, and skeleton archers (if there are relatively many of them); after that, everything will be fine:smile20:))
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17 years ago
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Really? Some can resurrect quite effectively, others deal damage in an area, and plague can also be very dangerous.
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17 years ago
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Liches are definitely scary :) but vampires are scarier))). What bothers me the most is that everyone starts attacking them. Well, to be honest, I'll tell you a secret. It's harder to play as a Necromancer here :) it's easier to win as a Mage.
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17 years ago
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The developers went overboard with this hit and run mechanic. It reminds me of Heroes 3, when one hero runs around with one unit and casts Armageddon. =/
That's why we play version 1.5 :) without all this cheating stuff like "vampirism" and hit and run. =[br][/br]A fair game without any tricks.
In reply to Lord Vampire
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17 years ago
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Lord Vampire
Liches are definitely scary :) but vampires are scarier))) What annoys me the most is that everyone starts attacking them :( Well, to be honest, I'll tell you a secret. It's harder to play as a Necromancer :) it's easier to win as a Mage. ;)
I completely agree! :) The worst thing for a Necromancer is that the main forces immediately come under attack; most often, the Mage attacks vampires, liches, or undead. It's especially unpleasant if "Mark of the Mages" is cast on the vampires, and then some spell is charged - "Lightning," "Ice Shard," or "Earth Shock."
In the original game, it's also easy to hit and run; there's nothing new about this tactic, only in the game, there's more opportunity to use it more widely. We level up several Chaos Mages on stones and platforms, use them to gather resources and clear out neutral creatures or dungeons, and as a result, a brigade of potential destroyers is ready - we pick off the enemy's main hero, cast a couple of spells, and retreat, and then we pick off heroes in the tavern and attack again. The effectiveness is approximately 60-80%; often, such a tactic is tried to be limited or prohibited.
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16 years ago
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For the Necropolis, playing in the late game is good... but when a Mage creates mini-units and buffs all the units, the Necropolis is at a disadvantage because you can't overwhelm the resulting army with numbers, and there's also a hero with Light magic or summoning.
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16 years ago
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In my opinion, the most effective tactic against Necropolis is Armageddon combined with Obsidian Golems.
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16 years ago
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...Why not just level up Eternal Light and artifacts for initiative? Even with Necromancer's summoning, they'll still be outmatched... although for this, a Mage could take Elemental Balance or Fire Wars))))))))
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16 years ago
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Against low morale and luck (which Necropolis usually relies on), initiative and light magic won't help much. The strength of Necropolis lies far beyond summoning.
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16 years ago
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Well, in any case, initiative and light magic against the undead will certainly be useful. This is what I effectively use when playing as the light elves.

Maybe you can do the same for the Academy?
At the very least, mini-arts for initiative and luck for archers is a must.
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16 years ago
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And can you get Eternal Light or Secrets of Light for Narhiz? Does anyone know how much resistance combat mages give, if any at all? It seems like they do, right?
In reply to Ereb
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16 years ago
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I would focus on developing Light and Summoning skills. Overall, I don't think it should be too difficult to fight against the Necropolis (their army is weak – and quantity won't solve the problem. The AI is also significantly weakened). I think it's worth taking Eternal Light – you need to try to overwhelm them with initiative (mass haste + mini-creatures), focus on magical defense + luck/morale. You need to clear the mines as quickly as possible. Overall, Nurah, Orah, and Hafiz look very good.
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16 years ago
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if you're going for light, I think Storm Wind is better against Necromancers. If you also include summoning, I think you should use the Mage's Sign – a double stack of minions. And archers, with high initiative and luck, can quickly take out the liches and skeletons at the beginning, and then everyone else. To Ingvar's list above, you need to add Razak.
In reply to Мститель
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16 years ago
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Razak should be added to Ingvar's list at the top.

No, it's not necessary.

Even if we consider that darkness won't affect golems.

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