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Posts from Fortress vs. Necropolis

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In reply to Тёмный_Ильдар
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Dungeon – this is the territory of the Town Hall, where they have various bonuses (their native land)... and as for assistance, it depends on the computer or the player... if it's the computer, it doesn't matter, they all play equally poorly.
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Agreeing to a 2v2 alliance against Necropolis is unwise because of the creature conversion ability.
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What makes you think there will be 2 Necromancers? There will be 1 Necromancer, maybe. Or perhaps it won't be a Necromancer at all, but a Knight/Wizard.
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What made you think I assumed there would be 2 Necromancers???

The point is, even if the second one is a Knight or a Mage, it won't prevent transforming all this army into undead in a Necromancer's Castle.
In reply to Мститель
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That's the point – even if the second hero is a Knight or a Sorcerer, it won't prevent transforming the entire army into undead in a Necromancer's Castle.
Should we create one super army?
Then, we also need to consider the fact that at least two enemy armies can be stronger than one.
Tomorrow holds no promises
Except the ones we've made
In reply to el_miga
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el_miga
Yesterday, I played Tower versus Necropolis on a large map:
The combination mentioned above is deadly for everyone! The hero is constantly on the move, and there's plenty of mana thanks to artifacts and education. BUT! It requires high levels; it won't work on a small map.
The Necropolis suffered terribly without Dark Energy, but the arrival of high-tier units still caused significant damage!
With this combination, victory is guaranteed!
Didn't the Necropolis have anything to counter your Chaos army? It has several options... for example: Reflection, Undead Protection against Chaos, Magic Drain. And if it gets lucky and takes Magic Resistance? Plus, the Deadly Misfortune effect when Daedra screams significantly reduces the chance of your lucky spellcaster's ability to trigger. IMO, Chaos is less effective against a skilled Necropolis player than summoning.

Added 4 minutes later
In general, mentoring is very effective on large maps. Before the main battle, thinning out the enemy army with low-tier heroes leveled up in Chaos is very effective + it's also very demoralizing!
In reply to Eldarmoon
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It provided a counter. The damage from the house wasn't as great as planned, and it reflected a lot, but the hero from the "Haven" faction moved very often. In principle, such a combination can be used even against counter-spells.
And with summoning at a high level with such a frequency of turns, you can really cause a lot of trouble!
Regarding mentorship, I agree, but then the fun of empathy is lost.

Added after 10 minutes
Deadly Misfortune doesn't hinder much; there's about 7-8 luck, but the percentage still only goes up to 50%. And they fixed the morale reduction with the alt-grey min spell.
By the way, for an experiment, you can try taking the second magic instead of spellcasting; then you'll definitely be in for a surprise from the "Necromancer").
In reply to el_miga
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el_miga

By the way, for the sake of the experiment, you can try taking the second magic instead of spellcasting) there, for sure, no surprises await the Necromancer)

How can a Warlock be without spellcasting???
After all, in this faction, the hero is the main character.
In reply to Мститель
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Avenger
How can a Warlock be without magic???
After all, in this faction, the hero is the main character.

If you pump a lot of leadership, the hero will move constantly anyway. And thanks to mana regeneration, there will be plenty of it.)
Although you can also use attacks.)
In reply to el_miga
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el_miga
If you accumulate a lot of leadership, the hero will move constantly anyway. And thanks to mana regeneration, there will be plenty of mana.
The chance of leadership dropping is extremely low, only 2%, and to make it work for the hero, you also need to take diplomacy and empathy - it's a hassle, in my opinion. I still think that Dungeon needs spellcasting to be effective! IMHO.
In reply to Eldarmoon
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Eldarmoon
The chance of getting a leadership skill is extremely low, only 2%, and even then, you need to take diplomacy and empathy skills for it to work on the hero – it's a hassle, in my opinion. I still believe that Dungeon heroes can't function without magic! IMHO.

I'm not trying to convince anyone, I'm just presenting facts for discussion. This is perhaps the only example where a Dungeon hero can survive without magic. But I agree, and I mentioned it earlier, that this only works on large maps (i.e., in the late game, if I'm not mistaken).
Today, I'll try playing a Kifrey hero using this strategy. I'll report back.
In reply to el_miga
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el_miga

Today I'll try playing a quick match in this game. I'll post an update.
Could you provide more details if possible? It's still interesting.
In reply to Eldarmoon
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I didn't finish the game, but basically, everything was clear by then. Starting with 8-9 mines isn't difficult, but since you're playing as Kif (a specialist in mines), you immediately want to build Minotaurs in the first week, which slightly hinders development. Of course, now it's not a problem to gain sympathy, but there's one thing I didn't like: Kif doesn't have scouts and beasts:smile18: (you get pennies from the second hero!), and since they are key players at the start and for half the game, you lose the ability to capture some strategically important objects. Here, the main role is played by the knowledge of the main hero! If there is an opportunity to increase it, then you can easily capture everything:smile14:!! And, in addition to this, you automatically quite quickly take Cold Steel, which is also very nice:smile54:. As a result, you get a pretty powerful mage:smile25: and at least for a couple of serious turns, you distract the enemy during the decisive battle:smile49:. That's basically it! Ask questions!
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In the mid-game, Kifrah with her mines simply destroys all neutral creatures... and here's how I upgraded her this time:
1.
Leadership through the aura of speed.
2.
Luck through a lucky wizard.
3.
And magic with wisdom – the result is level 3 magic in our arsenal (fireball or ice ring).
Well, and the mines hold up simply better than all the others, and with luck, they deal good damage to strong neutrals and provide great help in battles against other players.

За кланы! За кровь!
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The fact that you get only a few Fury and Hunter units starting from the second hero isn't a problem at all, because here it's not about quantity, but quality. 1 Fury can defeat an infinite number of zombies, armored units, golems, and even minotaurs and warmongers... 1 Hunter, with the support of the main hero, can also defeat archers (by hiding). I think it's always beneficial to build minotaurs in the first week. So, I really like the Kifran hero, and minotaurs are truly beasts in the final stages. I often use leadership to gain retribution instead of empathy (retribution significantly increases the base damage, and the strength of chains depends on it, so we get more attack, luck... everything to increase the base damage, we upgrade attack).

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