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Posts from Tactics for playing as the Dwarves.

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In reply to Ereb
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I personally like Ingmar; he's the easiest to start with, and he's quite good. I develop him like this: I immediately boost his defense, then his attack for his archers (the initial ranged units are a bit weak, but they become useful), and I also think it's important to choose other skills, for example, Battle Madness, and so on... I also increase his luck; this is just in case the enemy has a larger army, as it can influence the outcome of the battle. I prefer to develop his Inferno magic; you can also choose Light magic (for resilience; I like the Mass Stone Skin ability and others). Of course, sometimes you don't have time to develop him that much because the enemies die faster. Does anyone know and can explain what the point of developing his Wizardry skill is? Maybe it's obvious, but I've been playing for about two years, and I haven't figured out what it gives. Explain it to me, a simpleton :-):-)
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Sorcery is useful for dwarves if they go through the Chaos path, but Light doesn't need it. It helps the hero who casts the spell – after casting, they should ideally move to the end of the Attack Bonus (ATB) scale, but with sorcery, they won't move to the end; instead, they'll move to position 0.30 (artificial sorcery). So, it's a useful thing, but it doesn't affect mass spells, which is why Light doesn't need sorcery, except for certain spells. However, there's one nuance: the chance of sorcery dropping is 2%, which is very low. It's better to take Erling. If you need mana, it's better to get Education. How do you increase Ingvar's defense?

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comment by Ingvar the Tall: if you think about it, almost all races are predictable... the key to victory with an experienced player is to surprise the opponent (with a summon, for example, or something else) - this applies when playing as the Dwarves; although he can also surprise you... but if you're playing against the computer or an inexperienced player, there's no need to surprise anyone.
Maybe you're right, Ereb!
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I recently played with my dwarves, and here's what I figured out (though I might be wrong). Dwarves need to focus on attack because their damage is minimal, and sometimes it's not advantageous to just sit in defense. However, if you're playing against Orcs or Inferno, you need to focus on defense. I played as Brand and, on the second level, I took attack and was able to easily defeat all the mobs – I especially liked the bears, as they caused a lot of trouble for everyone. Then, I took education and defense. I didn't take any perks in education, but I did take Damage Prevention in defense. Attack was already leveled up, so I took Battle Fury (you could also take Ranged Attack), Tactics, and Attacking Healer. Then, I took Light and, since I got Righteous Strike in the guild, I took Holy Wrath. That's how I did it – (before, I used to only level up through defense). Although, there are times when it's more important to take defense first for safety. And sometimes, you have to wait a long time for education to become available... You could even take attack and defense, level them up normally, and then take Light – this would be around level 14. Then, you level up the racial skill and, as soon as possible, take Light, depending on what's available in the guild. (<---Brand):smile20::smile03:

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In reply to Майор Вихрь
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Major Whirlwind
Since I didn't receive any formal education, it's understandable that ignoring two skills with a 15% bonus, as well as defense and machines, had an impact.

Is there a connection in how skills are generated? If you don't take the 15% bonus, do the 8% bonuses not appear? If it's not too much trouble, what are your thoughts on this?
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I'm hearing about this for the first time; it's unlikely to be true.
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...I advise focusing on luck for the Dwarves, as it compensates for their lower damage output. There are suitable heroes: Karl (he starts with it), Erling, a lucky wizard. Brand has virtually no skills, and Ibbe's bears attack more often with their paws. Helmar and Ingvar are less suitable (although...?). Ingvar, with attack + runic harmony, looks quite good. Helmar's light magic already enhances his attack, so he needs defense instead. Here's my question: in what cases should I take Education and in what cases should I skip it? I really want it, but then I have to choose between Chaos, the long-awaited perk, Renewal Rune, or Completion Rune...????
:smile20:

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Of course, luck is essential for the dwarves!
Who, if not them, should have soldier's luck!?
(casters, bears, priests, berserkers, can stun, I think)

Runic Harmony is also a great tip; it suits everyone. Leadership in the fifth game has never hurt anyone, and here's another bonus.

I think education is needed for dwarves in long battles, as their stats grow by almost one and a half times (what kind of artifacts would you need to wear to achieve such an effect?).

So, we have luck, leadership, education, light magic (there's not enough skill for chaos magic), and protection (for a battle to the last).
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....I really don't understand why everyone goes through the "Battlefield Path" (BDP). It's not always guaranteed to drop. And besides, there's a very useful perk there for units of levels 1-4, which is very helpful, especially for Berserkers (they are quite weak) – a defensive guard combined with "Stalwart" or "Evasion" works wonders, plus luck and "Light," and who would say that Dwarves have problems with defense?... Simply, if you go through the BDP, all your hope is on the rune (in most cases)... well, resistance to ranged attacks and resilience.
You should use the resurrection rune when a unit has taken a lot of damage and many units have died. It's better to defeat the enemy with the dragon, berserker, and fury runes.... although it should be noted that THIS rune is useful, but it has saved me even without the BDP;)...
...I prefer longer matches when there are many guardians...

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It's just that if there's a Blood Dragon, and there are 3-10 units left in the stack, and its turn is coming up soon, the opponent tries to finish it off (otherwise, the resurrection rune will activate), and then BAM - only one remains alive. And what, waste another turn???
Waste almost two turns for nothing, all because of this overpowered combination.
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It's not that she's overpowered... you can simply neutralize her with Plague or Titan's Storm, and also with Poison... There's also Pyrokinesis... No, Gnomes aren't overpowered, but Orcs definitely are... I've already written somewhere why:smile03:

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What I mean is, if the Dwarves don't fight to the bitter end, who will?

No race gets as many advantages from Battle as a Last Resort (BaLR) as the Dwarves do (perhaps only Necromancers with their vampires, but that's only against neutrals).

And in general, all races are a little overpowered.
Isn't the high initiative of the Sylvan Elves, plus the Druid's Path, overpowered?
And the retraining of Monks into Cavalry?
And the Tier 3 mini-artifacts?
And the Hunters (piercing through archers without losses)...

In the end, you can play well with any race (at least on large and medium-sized maps); I like how balanced the game is.
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...That's why we play it;) However, if you compare all the factions, the least overpowered one is INFERNO. Playing as the Dwarves, I've never had any problems with Demons, or any other faction for that matter.

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I love playing as Dwarves!
I decided to share some experience for BEGINNERS (I just remember how I started playing them myself and learned by trial and error, as there were no guides), and also to annoy the competitors who don't like this mighty race and happened upon this page!

I may be repeating opinions previously expressed, but this is just for the complete picture!
I consider the Dwarf race one of the strongest in the world of Heroes 5. They have a good racial skill, solid heroes, and strong warriors from level 1 to 7 without exception. If anyone disagrees, they are simply jealous or don't know how to develop them properly and play accordingly!
I believe the Dwarf race is unique in the sense that it can effectively stand against both mages and warriors.
MAIN PROS: thick skin (defense and HP).
MAIN CONS: low initiative and speed.

STRONGEST HEROES OF THE DWARF RACE: on small maps (in order of strength) – Ingvar, Carly, Ibba; on large maps – Ingvar and Helmar.
DWARF ARMY:
Level 1 creatures: small but very tough fighters; I recommend the second grade because of the good defense and own defense skill—a key unit for early development.
Level 2 creatures: spear throwers; I recommend the first grade, as the crippling wound is a magnificent skill that gives a noticeable advantage both in the beginning and in the end-game.
Level 3 creatures: mighty bear riders; a very interesting character that helps greatly in early development, assisting in battles with shooting neutrals and frightening others with their roar in the end-game. My choice is the second grade.
Level 4 creatures: many underestimate these Arkataivs, but they shouldn't; in skilled hands, they become the main attacking force in the end-game. Definitely berserkers.
Level 5 creatures: priests; a solid shooting unit with the most useful ability to cast the mark of fire; in early development, we grade them half and half—cast and burn! In the end-game, the choice is the first grade.
Level 6 creatures: I consider them the strongest unit in the dwarf brotherhood. During development, we take Thanes + regeneration and wipe out any neutrals without losses! In the end-game, the choice is obvious—these are lightning-fast bearded ones; with correct tactical positioning and combat management + runes = they can wipe out the enemy on their own (it's very important to build them early and not lose them during development!).
Level 7 creatures: powerful dragon-elementals; very strong and tough beasts; basically, if you managed to build them early, then a small number + energy rune = wiping neutrals without losses! For the end-game, I recommend the second grade.

STANDARD DEVELOPMENT (for dummies): first thing, buy a second hero at the tavern, give your main hero's army to him and send him for free resources and gold. Meanwhile, the main hero (using upgraded level 1 creatures) captures the main ore and wood mines, clears neutrals (below average), then—come hell or high water—captures the red crystal mine (key mine for building the Fortress).

TACTICS AGAINST NEUTRALS (my version): at the very beginning, before bear riders and priests appear, we fight using only upgraded level 1 creatures (Mountain Guards); if neutrals are shooters, divide them into two or three stacks and attack; if they are infantry, keep them in one stack and wait (utilizing good defense). When we get level 3 and 5 units on the second week, the tactic is as follows: against infantry—divide guards into two stacks, place harpooners and priests behind them, and bear riders on the edge. Clearing Mages and Druids is a separate conversation—we go after them at least with a speed rune or Thanes, but preferably Dragons.

For example, I'll describe the main winning BUILDS:
(you can vary some changes in the build, but I don't recommend changing more than 20%)

LATE GAME (long game on a large map) DWARF (level 20-25):

AGAINST MAGES:
DWARF (level 23) Perfect Rune Lore, Greatest Rune
1. Expert Light: granting protection or righteous wrath.
2. Expert Attack: tactics, attacking hird, retribution.
3. Expert Defense: reflection, evasion and fight to the last (if resurrection rune is present); if not, then fortitude and defensive hird.
4. Constant Luck: soldier's luck, magic resistance and dwarf luck (awesome perk against mages).
Desired artifacts: at least two dwarven (+40% magic resistance), artifacts for magic resistance and attack.

AGAINST WARRIORS:
DWARF (level 25) Perfect Rune Lore, Greatest Rune
1. Expert Light: righteous wrath or granting protection.
2. Expert Attack: tactics, attacking hird, retribution.
3. Expert Leadership: runic harmony.
4. Expert Defense: evasion and fight to the last (if resurrection rune is present); if not, then fortitude and defensive hird.
5. Constant Luck: soldier's luck.
Desired artifacts: ideally a dwarven set, otherwise artifacts for attack and defense.

RUSH (fast game on a small map) DWARF (level 10-15):

AGAINST MAGES:
DWARF (level 15) Advanced Rune Lore, Greatest Rune
1. Expert Chaos, but if the castle has fireball, wall of fire or Armageddon spells, then take fire lord and pyrokinesis.
2. Expert Sorcery.
3. Basic Education: magic attraction.
4. Great Luck: magic resistance and dwarf luck.
5. Expert Defense: evasion and fight to the last (if resurrection rune is present); if not, then take education.
Desired artifacts: at least two dwarven (+40% magic resistance), artifacts for magic resistance and attack.

AGAINST WARRIORS:
DWARF (level 15) Advanced Rune Lore, Greatest Rune
1. Expert Light.
2. Expert Attack: tactics, attacking hird.
3. Expert Defense: evasion and fight to the last (if resurrection rune is present); if so, take it instead of attacking hird and tactics.
4. Ghostly Luck: soldier's luck.
Desired artifacts: ideally a dwarven set, otherwise artifacts for attack and defense.

There is also a universal "ARMAGEDDON" tactic; I am not a proponent of using it, but for many it is the main one! (specifically, it is described in the tactics against mages, level 15 dwarf).
TACTICS AGAINST ALL: (With the "Armageddon" spell)
DWARF (level 24) Advanced Rune Lore, Greatest Rune
1. Expert Chaos: fire lord and pyrokinesis.
2. Expert Sorcery.
3. Expert Defense: reflection, evasion and fight to the last (if resurrection rune is present).
4. Constant Luck: soldier's luck, magic resistance and dwarf luck.
5. Average Education: uncovering secrets and runic cooldown
Desired artifacts: at least two dwarven (+40% magic resistance), ice shield (+50% fire res), phoenix cloak (+50% to fire spells).
The principle of combat management in the end-game is obvious, so I won't describe it.
If all formalities are observed, you can be proud of yourself—you have created a SUPER-CHEATER DWARF!

MAIN ELEMENTS OF COMBAT IN THE END-GAME:
AGAINST WARRIORS: positioning - if there are hirds, we bunch up (the principle of bunching is strong next to weak). Depending on the situation, choose either defensive or attacking tactics (depending on the presence of a speed rune); if not, first send in the Earl (under a rune that hits everyone standing nearby without retaliation), then send in bear riders to scare them a bit; all this is rained upon by harpoons and fireballs (or simply priest shots). When the enemy is closer, launch the dragon and the main weapon: Arkataivs who, under berserk and a similar rune, wipe out any adjacent stack! Don't forget to resurrect periodically! The hero meanwhile casts general spells—stone skin, punishing strike or evasion; also don't forget divine vengeance and resurrection.

AGAINST MAGES: everything is the same as with warriors, only if the Hero has Chaos, cast fire spells!

I have a separate tactic against undead; if anyone needs it, I'll write it—just ask!

And don't forget, with proper development and tactics, Dwarves are invincible!

Everything described here is purely my personal opinion!
I hope this post helps someone!
In reply to Mish-gan
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AGAINST MAGES:
DWARF (Level 23) Perfect knowledge of runes, Greatest Rune
1. Skilled Light: granting protection or righteous wrath.
2. Skilled Attack: tactics, attacking hirdu, ranged attack.
3. Skilled Defense: reflection, evasion, and fight to the last (if there is a resurrection rune), if not, then resilience and defensive hirdu.
4. Constant Luck: soldier's luck, magic resistance, and dwarven luck (an awesome perk against mages).
Ideally, artifacts should include: at least two dwarven artifacts (+40% magic resistance), artifacts for magic resistance, and artifacts for attack.

I have a feeling that this tactic won't work – a mage can take the Seal of Light, and that's it for you + they can also take fire resistance – then your house will be overrun. A dwarf against a mage is not very effective...

And don't forget, with the right development and tactics, Dwarves are invincible!

But this is just your personal opinion... :smile17:


Everything described here is purely my personal opinion!
P.S. I didn't see it:smile40:

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