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Posts from Which faction poses the greatest challenge for the Dwarves? Auto-translated

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In reply to Ereb
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#109
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Ereb
As long as it's not their turn, there's a chance they won't even move... and the computer always tries to eliminate them.

I agree, they usually get taken out first – that's why they're feared, and the situation I described when playing against Wingard is a prime example!
I can't say about playing against the computer; I haven't played against it in a long time – it's too easy, it constantly glitches, and there's no logic or tactics!

But they are indispensable with Orcs; I'm currently working on a tactic combining Berserkers under the protection of Dragons and Bear Riders! I've already written that the Battle of the Century #2 is coming soon.

Added 3 minutes ago
Peasant-ZOMBIE
I played a 2v2 game with Dwarves. And what? I took out the Dwarf in his castle, so they :smile18:. That's funny; the Necromancer's army was twice as big, and there were four times as many skeletons. The endgame was somewhere around week 3, month 4. Helmar was being developed exactly according to your scheme – the conclusion is that G's scheme doesn't work. I think no scheme will help here.

Added 4 minutes ago


You're the fantasizer who keeps fantasizing about the invincibility of Dwarves. I'm only talking about three spells: Plague, Weakness, and Unholy Word. And Subjugate, probably. Vampirism doesn't count. All of them are mass spells; who needs your Dwarven luck? And my experience shows that if Bear Riders and Erlangs go up against Necromancers, they'll be taken out immediately. You seem to forget that Necromancers can also have luck? No, it's not like half the army gets taken out right away. Especially not Necromancers. That's just your stupid fantasy.:smile13:

Added 2 minutes ago

No one is afraid of your Berserkers.:D :D :D You can keep playing with noobs.


Well done. Necromancers are the strongest and invincible!
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#110
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That’s exactly the point – there are no unbeatable factions. For each, you can find a counter. Gnomes can be adequately countered by humans with a large number of cavalry units and mages with mini-arts (referring to spells). Other factions need to rush, and this isn’t an imbalance, but rather a diversity of strategies. I believe that Necropolis is a very dangerous opponent (for Gnomes) only up to the 5th or 6th week; after that, runes and the superiority in combat stats start to make a difference, and the Necromancer’s chances diminish with each passing week.
In reply to Mish-gan
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#111
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Mish-gan

Well done. Necropolis is the strongest and most invincible!
:) :cool:
What did you think?
Эх, опять идти за сигаретами... :smile34:
In reply to valery
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#112
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valery
That's the point – there are no unbeatable races. For each, you can find a counter. Gnomes can be adequately countered (with equal player skill) by Humans with a lot of cavalry and Mages with mini-arts. The rest need to rush, and this isn't an imbalance, but a variety of strategies. I think Necropolis is a very dangerous opponent (for Gnomes) only up to weeks 5-6; after that, runes and superiority in combat stats make themselves known, and the Necromancer's chances diminish with each week.

I agree with almost every word in your post!
I'm glad you actually looked at the obvious things!

The only thing I would change is Mages to Orcs; Orcs are very strong against Gnomes, especially with Stronghold. I'm currently working on a tactic against them; I have an idea about "runes of etherealness" and "readiness," but I probably won't be able to answer about its feasibility and effectiveness until the weekend.
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#113
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Well, basically, both Orcs and Mages are dangerous if they are well-developed: one with powerful spells, the other covered in many artifacts... but as they say, he who laughs last laughs best.

За кланы! За кровь!
In reply to valery
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#114
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valery
That's the point – there are no unbeatable factions. For each, you can find a counter. Gnomes can be adequately countered (with equal player skill) by Humans with a lot of cavalry and Mages with mini-arts. The rest need to rush, and that's not an imbalance, but a variety of strategies. I think Necropolis is a very dangerous opponent (for Gnomes) only up to week 5-6; after that, runes and superiority in combat stats make themselves felt, and the Necromancer's chances diminish with each week.
But in my opinion, the Necromancer's chances only increase, especially if he has several castles. Gnomes can try a rush with Ingvar at the very beginning. And then the Necromancer will have too much meat.
Эх, опять идти за сигаретами... :smile34:
In reply to Крестьянин-ZOMBIE
#115
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Peasant-ZOMBIE
:smile24: :smile24: :smile24: What does "who" mean? We take everyone.

Probably, I didn't phrase it correctly - which upgrades do we take?
Peasant-ZOMBIERegarding new strategies, how about defense with stone-like durability?

This strategy isn't new, but thanks anyway.

Peasant-ZOMBIEThe Necromancer's strategy is mainly focused on magic, not on troops, because statistically, they are almost complete underdogs. The main task is to prolong the battle, use as much plague as possible, and "Mass Dispel" is a must. "Berserk" and "Subdue" are not particularly useful against dwarves. The main difficulty is dragons, so they need to be somehow barricaded, maybe with a Phoenix. Also, if the hero is a Machinist, it's better to quickly eliminate the tent that removes blindness. I think you can also apply "Weakness" and definitely "Shriek." Then it's simple - vampirism on ghosts, and "Unholy Word."

Regarding skills - take defense, darkness, summoning, spell power, and education. Standard for a Necromancer, nothing better is needed. I've already calculated that 30% defense is better than 3 to luck.
Well, instead of spell power, I think "Attack" and "Logistics" would also look good.
In reply to Крестьянин-ZOMBIE
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#116
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Peasant-ZOMBIE
I think the Necropolis has a good chance, especially if there are multiple castles. A Dwarf might try a rush with Ingvar early on. But then the Necropolis will have too much meat.
I'm considering a game with an equal number of castles. And I don't think Ingvar's rush is that scary. The main thing is to get the Fire Warriors summon spell as quickly as possible; in any case, he's unlikely to capture the castle. You can also quickly get several high-level creatures through raising on a rush, while the Dwarf will only have warriors and pikemen. In the late game, the Dwarf will either have Armageddon with Pyrokinesis or Eternal Light. Plus runes. Invisibility and Battle Fury. The Necropolis won't have that much meat (if the number of castles is equal).
In reply to antonag07
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#117
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antonag07

Well, instead of magic, I think "Attack" and "Logistics" would also look good.
I really don't see the point of taking Logistics. Attack – maybe only because of Battle Frenzy, but otherwise, what's the use? What upgrades do we take? Skeletons, archers, plague zombies, ghosts, Vampire Lords, Greater Liches (if there's a Necropolis, then Archliches), Death Knights, spectral dragons.

Added 1 minute ago
valery
I'm considering a game with an equal number of Castles. And Ingvar's rush doesn't seem that scary to me. The main thing is to get the Summoning skill with Fire Warriors as quickly as possible; in the worst case, he's unlikely to capture a Castle. You can also quickly get several high-level creatures through promotion during a rush, while the Dwarf will only have Warriors and Pikemen. In the late game, the Dwarf will either have Armageddon with Pyromancy or Eternal Light. Plus Runes. Invisibility and Battle Fury. The Undead won't have that much "meat" (if the number of Castles is equal).

I'm not so sure. If it's one-on-one and on a small map, then maybe. But I played against the Dwarf with an equal number of Castles, and it turned out that the Undead had an army twice as large, and four times as many skeletons.
Эх, опять идти за сигаретами... :smile34:
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#118
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I agree about the logistics, but only if the map is large or very large; if it's huge, it's really necessary. In other cases, you can do without it, but opponents who focus on movement can be a problem, although they aren't a problem on small maps. I remember one time, a Necromancer was sending armies from two castles, but only with units of levels 1-3. I lost, but I realized that in such cases, it's better to develop Light magic than Chaos magic. There was a lot of meat, especially the Messengers and the remaining Zombies at the end, which were protected by the Celestial Shield. I defeated the rest with Chaos magic: Pyrokinesis + Fire Sign + Priests + the hero Erling. The Fire Sign looked very good on the Ghosts, of which there were quite a few, around 200 or more. But the enemy didn't have Vampirism, so they didn't heal, and they died under the fire wall and the hero's fireballs. And at the end, I successfully defeated about 60 Spirits with the Priests' shots. Dragons and Jarls held back the Messengers and Ghost Dragons, and blocked the Liches. Vampires fell under the shots of the Throwers and the stunning attacks of the Bears. If the opponent had summoned more units, levels 4-7, I would have been completely defeated. But as it was, only 400 or 500 Zombies remained. There were about 1,000 of them. The Zombies' attack of 40 against the Jarls with Luck was especially brutal. Ugh, what a sight. BUT: there were no runes of Battle Fury and Invulnerability, which could have changed the outcome of the battle. Well, that's all!

За кланы! За кровь!
#119
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to Peasant-ZOMBIE

I don't know if you've played on generated maps, and even on "Dragon Pass" it's difficult without logistics, not to mention large and very large maps...
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#120
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The Necromancer's development is too rigid; dedicating a valuable skill slot to logistics seems inefficient – at the expense of what? Here's the breakdown: defense, darkness, summoning, education, and spellcasting. What should be removed, in your opinion?

To Ereb: Subjugation is very effective against Gnomes, as we will have a complete set of runes.
Эх, опять идти за сигаретами... :smile34:
#121
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Magic, of course ;)
In reply to antonag07
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#122
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antonag07
Magic, of course ;)

Nah, without magic, we lose such great things as secret knowledge and protection of the undead from magic. And what should we take in logistics? Death March and Keen Mind? No, thank you. I've always managed without logistics, and I'll continue to do so.

By the way, I checked, in an open field, the Dwarf has a better chance against the Necromancer, but in the Necromancer's castle, the Necromancer definitely wins. How about this: if a Dwarf has high magic resistance, when a spell like Dispel is cast on a subordinate unit, does the spell reflect? That's pretty cool.
No, even if the Dwarf wins, the Necromancer can always defeat him. The Dwarf will be left with a small group, and in a couple of weeks, the Necromancer will come back with the same army, and the Dwarf will have what? So, if you prolong the game, the Necromancer will beat the Dwarf.:smile03:

To mish-gan: I checked your "trick" - battle to the last + resurrection rune. Complete nonsense. It's better to use the updated rune + resurrection rune, and it will be more effective.
Эх, опять идти за сигаретами... :smile34:
In reply to Крестьянин-ZOMBIE
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#123
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Peasant-ZOMBIE
I really don't understand the logistics of why you would take them. Attack – only if it's because of Battle Frenzy, but otherwise, what's the point? What upgrades do you take – skeletons-archers, plague zombies, ghosts, Vampire Lords, Greater Liches (if you have the Necropolis, then Archliches), Death Knights, spectral dragons.


Well, you're quite the noob, buddy:
1. Skeleton-archers are only for amateurs.
2. Logistics gives you an advantage in advancement, development, and leveling up +30%!
3. Luck is generally considered the best skill for all races! It can't possibly be useless (attack + ~50%). Soldier's Luck doubles the chance of stunning (in 3.1, the probability check is already performed 3 times, and with Soldier's Luck, it's 6!!!, i.e., almost guaranteed with a relatively large stack of vampires).
4. Why wouldn't a Necromancer use magic? First, mass spells of darkness are cast (magic doesn't work on them). Well, and then you can already have some fun with higher-level dark magic.
5. Is protection against chaos magic an essential skill for a Necromancer in your opinion!?

I suspect you've never participated in tournaments and play by choosing opponents so as not to lose... Otherwise, you would know more and wouldn't shout about how you play, as if it were the ultimate truth...
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