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Plus, then a counter-spell against archers might be applied, which is even worse.
Ideally, if you're going to defend, you should use Fanatics. They seem more formidable than archers. Or maybe you could just use Armageddon without anti-magic?
I played a single-player game, continuing from Roman-Andrei's save. I acted hastily, without much thought. But still:
on day 133, I was ready to attack with the Grand Order. My main mistake was building the Grand Magus in the Necropolis castle. If I had built it in a secondary castle, I would already have had the fourth Tower (although with overpowered heroes, it doesn't matter much - but I wanted to play by the rules). And what was Andrei's situation at that time?
In the game, it might have been possible to try to achieve victory by day 127, but in any case, in this scenario, I wouldn't feel comfortable complaining about the generator.
Who's arguing, you're an expert at playing Necropolis; I remember how raising skeletons in a game against you decided the outcome. ;) I looked at your save, and I think that Aislin, with 133 Growth and a 300-damage Meteor spell, would have found someone worthy to face her, and considering the magic spent, it would have been quite possible to defend.
Let me briefly describe the walkthrough, maybe someone will find it interesting.
Day 1 — I didn't understand at all. There are 3 heroes in a pile, 1 in the Castle. Well, Tant probably fought some difficult battle. But what are the noobs doing in one spot? Is that for the exp boost or what? There are only 4 heroes on the map, the army is noobish (50 skeletons + chaff). Gotta look for sulfur everywhere, and they're on the path. Oh well,
112 — I kill imps with Islin, take the chests. 3 chests for 500 experience — brutal, no money for a 5th hero. Idea — save up KS with Islin and take the crypt. Tant finds a stone near the crypt. He stands by the golems. In the Castle, I build zombies.
113 — Islin picks up the 4th chest — 1000 experience. Criminy!!! Necromancy just won't level up. Islin is offered Earth Magic, I don't refuse. Tant hits the golems, but no Necromancy on level-up. I hit wolves, Alkin picks up the Amulet of Necromancy, apparently sees the lookout tower and the well, that's something. No building in the Castle. I hired a 5th hero.
114 — I find sulfur for Liches, build it immediately. Islin goes to take the upper crypt after visiting the well. Tant circles around a bit aimlessly, still no Necromancy on level-up.
115 — Islin with Liches and 50 skeletons enters the max crypt. I lose about 10 skeletons. Tant runs to the found stables.
116 — I build horses, no money to hire them. Necromancy is still basic)
117 — Islin takes another crypt, I lose a lot of movement points, but I still manage to set up a chain to the Dwarf dwelling for the Horde.
121 — Tant from the stables goes and stands by the elevator to the secondary area. Islin takes the Dwellings for 75 and goes to fight. The army goes to Tant, and he finally levels up Necromancy at level 5.
122 — Alkin takes the secondary area. From the lookout tower, 2 Griffin Conservatories are visible. Meanwhile, Tant grinds skeletons in the secondary Dungeon.
Then again many unnecessary and imprecise actions, but by the end of the week I captured another secondary Dungeon, took the minimal Griffin Conservatory, and stationed at another one. Due to losing many skeletons, I didn't dare attack the second one. I take it on day 131, and Islin returns home.
132 — I position myself at the ГО. Meteor level 300. By this time, I could have already built the Mage Guild in the secondary area with Town Portal. In the main one, there was no time for that, since I had to build the Citadel, upgrade the horses and skeletons.
Played through the single-player campaign from a save file provided by Roman-Andrei. I acted hastily and didn't think things through much. But still:
On day 133, I was ready to attack with the Grand Order. My main mistake was building the Guild of Mages in the Necropolis castle.
It's possible to win, but the question is, why bother? Immediately after the Grand Order, there are 2 Nyx monks, and who knows what else... and no Meteor spell will help. The correct approach is to focus on building skeletons without attacking the opponent, which, as you can see, worked. And if there had been a little more luck in the treasure chests and I hadn't been too lazy to grab the red potion, the outcome would have been different.
Why?? Because your defeat is perfectly logical. There are 4 angels, 7 knights, and 400 skeletons in the army. A meteor for 300? What are you talking about? You have a mage hero, and a frankly weak Tant. On the other side, there will be, for example, a red ball and many archers and tier 3 units. What will you do? Complain about bad luck.
And what if there is control? Then you will definitely lose. And then what does it mean, unknown what else? There is the main castle of the opponent, from which you can at least reduce the troops so that he doesn't get stronger in the treasure.
You don't have any plan for turn 127, no explored areas, nothing. There are simply no normal alternatives here.