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Posts from Tactics for playing as the Sylvan faction.

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If they allow it, take Winghael, level up his leadership, luck, attack, and light. You don't need to take defense. And during battle, just have everyone run forward and win with a crushing victory.
When you open the skill wheel, you can see that the chance of light appearing is extremely low (2%)... IMHO, in this case, it's easier to take mass haste in the "Attack" branch... leadership... mmm... I would take logistics (I really like the fast mind + mass haste... and besides that, you level up faster on mobs and have better maneuverability on the map). I think, for the light elves against the undead: Attack (in Winghael's case)... luck, logistics, then alternative: defense, education, leadership, chaos/light... there's not much else to choose from.
Please tell me how to play as a Wood Elf against a Necromancer (resurrector) and which hero is better to take?
P.S.: Dear SERAFIM, you should specify the map size (name) and the approximate levels of the players during the battle, as this is an important factor in choosing abilities and the main hero (if Winghael is prohibited).
In reply to Gunslinger
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Gunslinger
When you open the skill wheel, you can see that the chance of getting Light magic is extremely low (2%)... In my opinion, in this case, it's easier to take Mass Haste in the "Attack" branch... Leadership... hmm... I would take Logistics (I really like the fast learning speed + Mass Haste... plus, it also allows you to level up faster on mobs and increases maneuverability on the map). I believe that for a Light Elf against the Necropolis: Attack (in Wing's case)... Luck, Logistics, then an alternative: Defense, Education, Leadership, Chaos/Light... there's not much else to choose from.

P.S.: Dear SERAFIM, you should specify the map size (name) and the approximate levels of the players during the battle, as this is an important factor in choosing skills and the hero (if Wing is not allowed).
The chance of getting Light magic cannot be 2%, you must be mistaken.
Leadership is a skill specifically designed for Wing; after all, the speed aura is important.
Logistics is a good thing, but my post doesn't exclude the possibility of taking it (as a fifth skill), but some people believe that the hero can do without Logistics, taking, for example, Mages, who constantly have to play without relying on Logistics (2%).
Education is attractive, but in Wing's case, the main thing is to make the first strike deadly, so defense is not so important
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but my post doesn't exclude the possibility of taking it (as a fifth skill)
I'm not a psychic....Furthermore, I wrote..
P.S.: dear SERAFIM, you should specify the map size (name), approximate player levels during the battle, as this is an important factor in choosing skills and heroes (if Warlock is prohibited).
This post indicates that I have no idea about the stage of the game (this means that I have no idea how possible it is to increase the level of the hero of the light factions), please be careful, dear "Avenger"...I didn't actually install patch 3.1, but I read somewhere that the chance of magic light dropping remained unchanged. If I'm wrong and mistaken in something, then I welcome screenshots that reflect reality, or a link to the skill tree related to patch 3.1 (I will agree with my mistake if the chance of light dropping for the light faction hero was increased).
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I don't want to add links, but I'm sure that the text says: light - 8%, although there is an opinion that, contrary to what is written, the chance of light magic dropping is 6%. But it's definitely not 2%, it has never been 2%. Most likely, there is a typo somewhere.
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I'm playing as Gilraen, so I'm focusing on Swordsmen and Archers (the main thing is that they don't need wood to upgrade). The result is:
1. We have three mobile units with decent attack and defense.
2. The enemy is unlikely to destroy you in the first two or three weeks.
3. There's a good chance to build Druids and level them up (thankfully, they don't need wood).
4. Then, choose Unicorns or Ents.
...It all depends on how the game progresses... :smile20:

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When Winghelm is not allowed, I take Ossir; after all, the starting position is better than with Gilraen. The battle tactics are roughly the same as in a duel: * Learn attack-tactics, archery, defense, chaos, war machines, if I'm lucky. * Positioning: place archers and druids in the corner, unicorns in front of them, ents on the side of the unicorns, fairies on the side of the druids, and dancers somewhere nearby. Unicorns, fairies, and trees stand still, and we just shoot everyone from a distance. The goal of the unicorns is magical resistance. This tactic works perfectly against demons (one archer) and necromancers. It's not very effective against dark elves (irresistible) or humans who have created many monks (although, if we take them into blood vengeance, it means we will be taking revenge not only on the monks but also on the part of the armored units that have turned into monks). This tactic doesn't work well against mages (three archers + summoning fire elementals).
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I mainly play as Ossir, but if Wing is available in the tavern, I switch to him. The start is quite fast if the city is around level 3-6. So, I buy archers and upgrade them, then druids, also upgrading them. You don't really need anyone else for leveling up. Of course, rushers and machinists (especially Daleb) are strong, but if you know how to avoid them, you can quickly reach level 15, and then you can start attacking yourself. Ents are a great unit, but I can't seem to get enough of them because the lack of wood makes itself felt. What skills do I develop? Since the map isn't very big (1x1), this is enough: Leadership|Aura of Swiftness, Forest Leader, which allows you to learn Retribution, Luck, Attack|Tactics, Retribution/Magic of Swiftness. If there are more players/the map is larger, we add Light Magic to this. And also, try to get the Boots of Striding.
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Recently, I got into playing as Elves, and I'm surprised I didn't notice them before (tactics for Ilfina).
So, my favorite hero at the moment is Ilfina (veteran difficulty).
1.
If you manage a single unicorn correctly, you can avoid even losing units at the start (against melee units). If archers of any race are present, it's a different story, and losses are likely.
2.
The tent simply saves our unicorn from death if you accidentally expose it to heavy neutral attacks.
3.
When the town reaches level 9, instead of 4 druids, you can build unicorns. I agree that there are few of them, and they don't provide much benefit yet, but if we chose druids, we should also build ponies that week (if we didn't build druids in the first week).
4.
The hero has light, which is great, especially in the mid-game when we have around 18-25 light unicorns (or more) in our army.

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Super tactics for a single unicorn. Haha, and that's it. We should probably start a new thread, but I'll write it here. I'll say that without archers, elves are nothing. And also, there are dragons, druids, but that's just minor stuff. You need to upgrade "Divine Vengeance."
Эх, опять идти за сигаретами... :smile34:
In reply to Крестьянин-ZOMBIE
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Peasant-ZOMBIE
A super tactic for one unicorn. Haha, and that's all.
I would say that this is now a common practice (and not only for elves – Ilfina also copes perfectly with the task of capturing primary settlements without distracting the main hero). If the Peasant-Zombie can offer a more effective use of the unicorn and the tent in the early days of the game, we will listen to him carefully (perhaps he has a rational idea).
Peasant-ZOMBIE
In general, a new topic should be opened here, but I will write it here. I will say that without archers, the elves are nothing. Well, there are dragons, druids, but this is just a minor thing. And you need to develop Divine Vengeance.
Yes, we have learned this – by analogy with demons, which (in your opinion) cannot survive without Darkness and Subjugation: D
From my experience, the choice of magic for the High Elves is largely focused on the opponent and the map – I developed Chaos, Summoning, and (blasphemy!:) even Darkness.
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Well, it's the same old story – unconventional tactics. Regarding the unicorn, you can capture mines with ore and wood even without it, but you won't be able to get archers and mages, so it's more profitable to take Ossir – he has at least more archers. And as for the Dark Elves, they don't even know what to develop into – is it for mass slowing, or maybe something else entirely? Well, at least they have some use, unlike the Light Demons. Why not develop, for example, the Sacred Archer? If you develop the Dark Elf, you'll have so many good abilities that you'll just throw them away?
Эх, опять идти за сигаретами... :smile34:
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The Unicorn helps against melee and some ranged units. Its tent heals: for example, with one Unicorn, you can easily defeat a horde of Gremlins. Elves are not only strong with archers; they also have swordsmen, druids, and Ents. If we talk about the early game, archers are definitely needed, but you'll quickly run out of wood. However, what else can you do? Upgrade the archers, and if you have enough resources and wood, upgrade the swordsmen with Wind - a mobile tank with a super ability. I once played as an Elf on the "Contested Island" map. My hero was Gilraen. After the Phoenix, I noticed a "Darkness" skill in a remote area and decided to take it, even though I waited a long time. The result was defense, leadership, darkness, and racial skills - not bad! The computer was probably surprised when I subdued it, and with the druids, I raised spellcasting to 13, so it wasn't just for show. And the darkness spells were really effective. The "ironclad" swordsmen wiped everyone out - that's it!

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Peasant-ZOMBIE
...but you can't attack archers and mages anymore, so it's better to take Ossir - he has at least more archers....
There are more archers, no doubt, but an extra support unit won't hurt, especially since what idiot would attack archers (not upgraded) with mages or archers? It's better to conquer small groups first and then, after a week, organize an expedition to the mines.

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I'll add my two cents here.
Ereb, choosing Sylvan as your faction is a good choice. However, you're making a big mistake with your hero selection; trust my experience playing as and against Sylvan (though you don't have to believe me; you'll figure it out yourself when you play against strong opponents). This faction is only competitive with Winghelm, and not with any other hero – that's a fact! The main point of his tactic is the initial strike with six units at the beginning of the battle; this is what determines the success of the endgame (I'm talking about the late game against any faction). Of course, proper development is also necessary; if you want, I can write it down for you in a private message?
P.S. Unicorns are good – as long as they're alive. But seriously, they aren't the key units for Sylvan; in my opinion, archers and dragons with Ents are better suited for that role.
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I wouldn't say that Unicorns will be weak in the late game... they have excellent stats and can compete well in mid-game (in the game) with Ents, and their blinding ability makes them amazing in melee combat!)))
Is it true that Light Elves can only compete with Winged Elves? I'm not sure.))))
After all, victory isn't just about Winged Elves' initiative; in a long game, you can collect so many artifacts that initiative becomes less important.)))
If Light Elves are developed with a focus on defense, they aren't that fragile, as their stats tend to lean towards defense... Are Wind Riders, Unicorns, and Ents fragile? I wouldn't say so.))) They are designed to protect Archers and Druids or to start the attack, so we'll take Wild Ents instead.)))
It's no coincidence that Light Elves have a 10% defense reduction, which isn't insignificant compared to their 6% attack reduction. I would say that Winged Elves are a special case.)))
...I'll reveal a secret: it was the Unicorns and Elven Archers that made me interested in Light Elves, just as Erling and his Priests did, or Laslo and his Armored Archers. I have many memories associated with these heroes: for example, my not-so-successful Erling build focused on summoning (was it weak?). I only had one castle, but mines and the Celestial Shield were incredibly powerful. I remember Laslo with Zealots under Vampirism. And of course, mega-Unicorns – in a word!!

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In reply to Ereb
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Ereb
I wouldn't say that unicorns are weak in the late game... they have excellent stats and can compete well with Ents in mid-game (in matches), and their blinding ability makes them awesome in melee combat!
Is it true that Light Elves can only effectively compete with Winged Elves? I'm not sure about that....
After all, victory isn't just about Winged Elf initiative; in a long game, you can collect so many artifacts that initiative becomes less important.
If Light Elves focus on defense, they aren't as fragile as people think because their stats increase nicely in defense.....Are Wind Riders, Unicorns, and Ents really that fragile?
They are designed to protect archers and druids or start attacks first, which means we will use Wild Ents anyway.
The 10% protection reduction for Light Elves is quite significant compared to the 6% attack penalty. I would say that Winged Elves are an exception.
...Let me reveal a secret: I started getting interested in Light Elves precisely because of Unicorns and Ilfina, just like I got interested in Erling because of Priests, or Laslo because of Armored Archers. These heroes mean a lot to me: for example, my somewhat successful build for Erling involved summoning (was it weak?). I had only one Castle, but mines and Heavenly Shield were incredibly effective! I remember Laslo using Zealots under Vampirism. And then there were mega-unicorns - in short!!

I won't argue with you; you'll understand everything in time. I can only suggest playing sometime, and we'll see how strong you are with Ilfina.
By the way, do you remember when we talked about the card builder contest? Well, I have already posted the announcement at /topic/at/327069/. If you can, help promote this contest on other Heroes forums; I want to attract as many card builders as possible!

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