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Tactics for the Dungeon... There were a lot of words, I read the whole thread, but I didn't really see the main point anywhere. The Dungeon is the strongest faction for sieges.
Let's conduct a comparative analysis and break it down by creatures.
Let's take an attack on a Castle as an example, assuming there is no expert in ballistics.
Fortress: In my opinion, the weakest castle for attack. It has 2 flying units and 1 archer, and their attack stats are quite weak. The strongest unit in the castle is the Gorgon, but if the player doesn't have the teleport skill, it will take 3 turns to reach the battle, and if the enemy blocks the passages, it will be even easier to defeat it. The flying units are Snakes, which have extremely weak defensive stats, and Wyverns, of which there are usually not many. At the beginning of the battle, there are 3 creatures against 7. (1 archer, 2 flying units) 2-3-6 levels.
Citadel: A very strong castle, but it loses in sieges for the same reason as the Fortress. 2 archers, 1 flying unit. The Rukh is a strong unit, but it's pointless to send it behind the wall alone. There is a Cyclops, which is good in damage, and an Orc (weak). However, there is a caveat: the Cyclops attacks the wall, breaks through the gate, and the Behemoth joins the defense along with the Rukh. However, at the beginning of the battle, there are still: 2 archers, 1 flying unit. 3 against 7. 3-5-6 levels.
Necropolis: One of the strongest castles. In the attack, there are Dragons (although they are weak), Vampires, Witches, and a large number of archers - Liches. There are units to bring in during the middle of the battle (when the walls are broken) - Horses.
The result is 4 against 7 at the beginning of the battle. 3 flying units, 1 archer. 3-4-5-7 levels.
Rampart: One of the strongest castles, with a more serious attack than the castles above.
It has: a total of 3 creatures at the beginning of the battle, but among them is a very strong archer, a Dragon, and a very damaging (although weak) unit - a Pegasus.
3 against 7. 3-4-7 levels.
Tower: A very strong castle in sieges. The tactics are completely different. 3 archers, 1 flying unit. Only the Gargoyle is sent behind the wall, and not to attack, but only to block the archers. No one else is sent behind the walls; everything is bombarded with ranged attacks. Titans + mages + Golems + magic. The enemy will try to block your archers - Nagas will help.
The result is 4 against 7 at the beginning of the battle. 3 archers, 1 flying unit. 1-2-4-7 levels.
Inferno: An average castle in terms of attack capabilities. It has: Magogs with their mass attack, which doesn't hit Imps, Archdevils, and Imps. It's not rewarding to attack Imps; the Fire Shield is effective, and Archdevils are not attacked. It's a good stack for the first wave of attack.
3 against 7. 1 archer, 2 flying units. 2-6-7 levels.
Castle: A very strong castle in attack. 2 very good archers, with protection (Knights + Crusaders, until the walls are broken), an Archangel (no comment), and the best melee unit in the game - Griffins, which retaliate to all attacks.
4 against 7. 2-3-5-7 levels.
Conflux: I haven't played much with this castle, but it seems strong in attack.
2 archers and 3 flying units. The downsides are that the archers don't have the strongest attack, and all the flying units have reduced "tanking" abilities. In addition, with a skillful selection of magic, it hits very hard. Flying units: Fairies (fail), Fire Elementals (weak), and Phoenix.
5 against 7. 1-2-3-4-7 levels.
And finally, the Dungeon.
Trogolodites. Since we are not talking about the early stages or a rush tactic, Trogolodites are cannon fodder. They are weak. I never send them behind the wall; let them protect the archers.
The rest is much more interesting.
Harpies. A really great unit. It's better to have a tactic, but if not, it doesn't matter. We bring the Harpy to the wall and attack priority targets without fear of a counterattack, or even any attack at all, because it flies away. Blessing is great.
Spectre. A strong unit, especially considering the lack of a penalty for melee combat.
Medusa. It's extremely risky to attack it with a living unit. First, there is still no penalty for melee combat, and second, it can freeze.
Minotaur. A terrible unit. Very strong. It will supplement the attack in the middle of the battle when the wall is broken. Again, morale can play a bad joke on the enemy, considering the Minotaur's attack.
Manticore. Yes, it's weak, and it's not a tank, BUT, it's still a level 6 unit, and it can attack immediately. The ability to paralyze is also pleasing. If the enemy is foolish enough to send their flying unit to the Medusa, and the Manticore paralyzes something else in the castle... Well, it's clear.
Black Dragon. No comment. It cannot be hit by magic, it's a tank, it's a damage dealer, and it can attack multiple units.
The result: 2 archers, one of which is better not to block at all. At the beginning of the battle, it's scary to come out of the castle, because the Minotaurs are burning. Level 6 and 7 units in the attack. With skillful use, it's a truly excellent set. As soon as the wall is broken, the Minotaur enters. Don't forget about magic, which is excellent in the Dungeon.
2 units capable of freezing or paralyzing the target. Let's add blindness. =). The ability to attack the castle, practically ignoring the defense of the structure, which gives the enemy a numerical advantage.
In my opinion, the Dungeon is the strongest castle in attack. With skillful use, it produces a truly terrifying effect.