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Posts from Tactics for playing against Wizards. Auto-translated

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#49
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1. I'm going to take down the Djinns very easily. Haven't you noticed how weak they are? 40 hit points for that level of troops is not serious. Therefore, my experience suggests that dancers can hit them with great success. Of course, neither archers nor druids will be left exposed. But is it wise to protect them with dancers when there are Ents? Dancers should attack in any case. If you hit the trees with Chaos and use Rakshasa's Heavenly Shield, does that mean the mage should take both Chaos and Summoning? And then I have a question: if you just summon a Phoenix and it hits my Ents for several turns, will the total damage be any greater? This could save on some other skill (for example, Defense instead of Chaos). And also, isn't a Unicorn a soft unit? In my opinion, it's the strongest unit of level 5.
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#50
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Even if they have few hit points... who will win, the Djinns or the Dancers? 1. High initiative. 2. High damage. 3. They can reach almost the end of the map. 4. Can the Dancers reach the enemy on the first try (unless using a specific tactic)? 5. Many people take Dancers with Wind (because of their agility), but why take Blood Dancers then? If you're going to take Dancers, take them with Death, because if they reach the enemy, they can do a lot of damage. 6. If you play a long game, the Elf Mage has almost the same chances... although... 7. If it's a small map, the Mages have a better chance. 8. Magic is actually quite good... the Mage can easily handle two units at once, because education is important, and there are useful perks for the Mage there (e.g., Nurah, Narhiz, Jalib...). 9. If the Elf Archer starts shooting, a Crystal or the Djinns' Dispel can help, and for a long time. 10. There are also Rakshasa, and they will attack anyone without fear, so that's it for them:smile03: 11. Okay... even if the Unicorn is the COOLEST, what about the Hellhounds or Nightmares? They are not inferior to Unicorns either. And Hydras are also good... so Unicorns are by no means the strongest unit of level 5. (All level 5 units become strong if you develop the hero correctly... I personally like the Arcane Priests and Invisibility units...) 12. We're not just fighting Ents; maybe we'll want to use Pyromancy:smile03: In general, Ents become super strong if you put them in defense, with Readiness and Stone Skin. (However, there are units that can easily defeat Ents: the Lizard Riders of the Terracotta Army, Paladins (the Fire Sign -> Fireball from the Priests and the hero will finish off the Ents), maybe Cave Dwellers, etc.) ... Avenger, do you visit the forum often? It seems like only you and I are here most of the time!!:smile03::smile12:

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#51
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0. Genies have few hit points, and their growth rate is lower than that of dancers. They also take a week longer to build, and the mage hero's defense stat is terrible...

1. Dancers also have high initiative.
2. I agree.
3. I agree.
4. They can easily reach the enemy. I almost always use the tactic of +leadership - speed aura.
5. I'll take dancers with the Wind skill. And if they happen to attack first, I'll target the genies. Who will want to attack my dancers with a defense of 26 or more after that?
6. I agree.
7. I disagree, because without miniatures, mages are useless, and there won't be enough resources on a short map.
8. I don't see the point in taking both Chaos and Summoning. Why not just Summoning?
9. I don't know, it depends on the circumstances.
10. That's a valid point. I'll have to come up with something else.
11. I just love unicorns. Besides their very good stats, they have Blind (which, by the way, is a high-level Dark Magic spell, very useful), and their magic resistance aura works quite well. At least, if you place archers and druids in the corner, unicorns in front, and ents on the side, no Charm or Berserk can reliably help (this also applies to Chaos).
12. I like to take Defense, Enchantment, Education, and Summoning for mages, and I try to get Logistics. There's no room for Chaos magic. But what should I sacrifice???

... Ereb, that's basically it. But the forum has been around for many years, and there was a very long break (some problems with the site), so many people didn't return...
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#52
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...I disagree with your proposal number 7; there are some very good heroes for a quick start: Nazir (with Fireball, how are you going to take him down?), Nurah, and Jaleh, maybe... almost all mages can easily acquire Chaos magic at the start (and there's a good chance of finding good spells in guilds of level 1-3), which will be much more preferable than Mistform or Fire Warriors. After all, at that time, the army can only consist of:
Elves: Fairies (greyd)?
Blades o_0
Archers (to taste)
Druids... and so on + hero skills: Luck, Defense, Logistics (this is how Elves can outsmart mages) (Gilraen)

Mages: Greyms (greyd)?
Turrets (a must-have against Elves)
Golems (although there are doubts)
Mages (if you're lucky with resources, then Archmages)... + hero skills: Education (for spellcasting), Luck, and, of course, Chaos (Jaleh)
...What do you think about that??? How can you not take Chaos into account for mages or Logistics (only with the Path of War) for Elves (although some don't take Logistics on small maps? Why???) If they level up through the Path of War, they will get more levels and more money:smile03:
....These are two very different factions...
Elves level up through combat skills.
Mages level up through Magic

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#53
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I hate short maps because the game isn't balanced in that case.
I like the idea that was implemented in the first mission of the campaign for Rai'lag.

I'll slightly adjust my suggestion #7. On a MEDIUM map, mages don't have an advantage over the light elves. (I would even say there's a slight advantage for the Sylvan faction).
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#54
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Could you tell me what the Lich is planning? A mid-level mage can cast some decent spells, maybe even summon a Phoenix or cast a Ring of Cold. If he's lucky, he might even create a few minor artifacts, even if they're not the most powerful ones.

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#55
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Ereb
Can you enlighten me about what the Elf will do there? A mid-level mage can cast some decent spells, maybe even summon a Phoenix or cast a Ring of Cold... If he's lucky, he might even produce a few minor artifacts, although not the most powerful ones.

If the final battle isn't too early (around week 6 or later) and the Elf manages to build a decent army (without wasting too much on neutral creatures and by developing his city properly), then Phoenixes, artifacts, and magic won't help the Academy.
Белый и Пушистый! Иногда.....
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#56
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..A Mage might not be a bad choice either... I'm sure the Mage will have an easier start and possibly a good Chaos spell (take, for example, an Ice Ring with an Ice Amulet, and a Fireball) or a summoning spell - but this is just a possibility... and I'm sure the Elf will take longer to build up an army than the Mage, as resources like wood aren't needed if there are plenty of gems and sulfur for Mages and Archmages... Nazir will definitely defeat the Elf in the mid-game (around week 6-8), I'm 80% sure (Chaos, Sorcery, Luck).

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#57
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Ereb
...A Mage might not be a bad choice either... I'm sure the Mage will have an easier start and possibly a good Chaos spell (take, for example, the Ice Ring with the Ice Amulet, or the Nazir with the Fireball) or a summoning spell – but this is just a possibility... and I'm sure the Elf will take longer to build up an army than the Mage, as resources like wood aren't needed if there are plenty of gems and sulfur for Mages and Archmages... Nazir will definitely overtake the Elf in the mid-game (somewhere around weeks 6-8), I'm 80% sure (Chaos, Enchantment, Luck).
If the map isn't too scarce in resources, the Elves shouldn't have any problems with building up. The Mage has a faster start – there's no arguing with that, but about Nazir (or another hero from the Academy) overtaking in the mid-game... The Sylvan army will be stronger (with proper development and clearing of neutrals), and there is resistance to magic (against the Academy, I would definitely take the perk in the Luck branch for +15% magic resistance, and with the Unicorn aura, we get 45%). The battle tactics are similar to those used against the Dungeon, except that the Unique units don't necessarily have to rush into attack on the first turn, but can be used to cover the Archers and Druids. The goal is to eliminate most of the enemy army on the first turn and minimize damage from magic.
P.S. If you want, we can try in practice who is "more right":), for example, we can arrange a game through Hamachi or Ubi.com by the weekend.
I've gotten a little rusty at playing, but it can be fixed :)
Белый и Пушистый! Иногда.....
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#58
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Just so you know, I don't have version 3.1, only 3.0, but I do have a mod for the new heroes. **My Hamachi network: Heronets, password: 12345 or 123456!** On the jubilee computer, I don't have a key, so I can't play every day (well, almost), and I can't find a decent opponent... my friends don't really know the game, they only play based on my advice. **If anyone has 3.0 and Hamachi, come join me for a game on the weekend!** I'll be playing as Nazir, so be prepared for fire resistance! I don't know where the unicorns will stand if they only learn the attack skill, but the fire ball will still burn someone.

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#59
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What prevents you from installing the patch? Is it a pirated copy or an expensive internet connection?
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#60
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I have a pirated copy of the game, but I also had the installation files. However, there's a problem: when I try to install the patch, it says the game isn't installed, and the patch won't install. I'd be playing with version 3.1 and everyone else a long time ago, but I can't. Maybe someone knows how to get out of this situation? :) The disc is probably pirated, which is the problem, but maybe I can find an original copy!

Added 1 minute ago
Sorry for the off-topic... I really want to play with someone.

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#62
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I hate short maps because the game isn't balanced in that case.

That's right – elves can't survive in short games (even Ossir won't help).

Here's how I would level up an elf on a large map:

Hero – either Wing or Ilfina, or Ossir.

We start with Ossir, then check the tavern and pray for Wing or Ilfina.

We level up:

1) Luck (up to Elven skill)
2) Logistics
3) Light
4) Attack
5) Leadership
Anwen has unnecessary defense for elves, so she's not on my list.
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#63
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Why doesn't the Elven Lord need protection? I think that heroes like Ilfina, Anwen, and Gilraen, and not just them, need protection... against races like the Elves, Haven, and Orcs, and maybe some Inferno heroes... they have very good attack stats, unlike the Elven Lord... And here's the usual Elven tactic: standing and shooting at the enemy, holding out thanks to Ents, horses, and blades in a solid defense... and the main stats are focused on defense... If the enemy is a Dwarf, Necromancer, or Mage, you can still go on the attack, and luck is a great compensation for the difficulty of getting attack, but only after defense!!!!!!!!!!!!!!!!!!

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