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Posts from Tactics for Dungeon.

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In reply to КостяN
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To be honest, I don't play Dungeon. But with the troops I mentioned, I'd take on 16 Knights and a Dragoness. If, for example, the third hero has 14 Centaurs and 4 Gnomes, I think there will still be a decent number of Trolls left. Of course, Offense needs to be raised to Expert, Tactics at least to Advanced, or have Bless. In short, one or two triple stacks need to be eliminated in one hit. I think it will be possible to defeat the Knights, leaving about 90 Trolls alive. Without "unrealistic" battles, I don't think it's possible to win against a reasonably strong player.
In reply to Potap
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Potap
I read the whole thread, but I still didn't see any tips for playing as Dungeon. :) Just arguments about whether the Castle is good or not and complaints that it's hard to build outposts. :)

Indeed, we're stuck in one place... I only found a couple of posts about tactics for playing as Dungeon... it's obvious that you need to raid outposts, crypts, and bunkers, but I'm interested in what tasks you have in the first or second week (for example, when building up your castle)...
Любишь кататься-люби и катайся
Быстро поедешь-тихо понесут
:smile42:
Драл,деру и буду драть:D

Я вернулся

Грядет война..держитесь,будет больно

Краткость-сестра таланта...она моя очень далекая :smile09: родственница

Гуси,гуси!-Гагага!-Вы курили?-Гыгыгы:smile08:
:smile45:
In reply to ces_137
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ces_137
Indeed, we seem to be stuck in a rut... I only found a couple of posts about tactics for playing as the Dungeon. It's obvious that you need to clear out hidden spots, crypts, and resource nodes, but I'm interested in something else: what tasks should you focus on during the first or second week (while building up your castle, for example)?
If you're interested in a standard build order for the first week, then the Dungeon is the most ambiguous city. It all comes down to the Summoning Portal and the hidden spots you find, as they significantly change your priorities. As a standard, you can go for Cats in the Citadel in the first week. But it's no secret that Manticores are weak for level 6, while Minotaurs are quite good for level 5. Therefore, Minotaurs in the Citadel are also excellent, and many strong players prefer Minotaurs to Manticores. And quite often, you'll find a couple of Troglodyte nests, in which case Troglodytes with a Pit in the Fortress give you a very powerful army for the 2nd week.
And if you're lucky enough to find a Red nest, then you might think: "Do I even need to build anything else?" :D Just kidding, of course, you still need to build up even when you're in a good position.
The main thing for the Dungeon is to have targets: Gnome villages, resource nodes, and Hive.
But that's important for all castles.
The first move for the Dungeon is to upgrade Troglodytes – a proven opening.
And after that, everything depends on the map layout.
In reply to Avern
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Avern

The first move for Dungeon is to upgrade Trogols – a proven opening strategy.
After that, everything depends on the map layout.
Sometimes, if you have built Harpies, it makes sense to upgrade them to effectively scout and support your main hero. You can upgrade Trogols on the next turn. Regarding further construction, if you have good defensive positions, you don't need to build extensively. For example, if you have a Dragon lair, and you don't have a lot of money, you can safely ignore all other buildings except the portal. Four Dragons on level 121 is a very strong army. In general, when building, you need to plan so that after building up on week 117, you don't spend the entire second week searching for money to buy these troops. With a relatively small but immediately purchased army, you can maintain a higher tempo than with a huge force that you can't afford to buy.
Всем удачи ! И Морали !
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Wlk777 and Avern
thank you very much, now there are at least some guidelines... even though I watched Mizrael's tutorial videos, everything is generally clear, but I didn't see any specific plans... the Dungeon is indeed very ambiguous, but there are always certain patterns... well, let's give it a try!
Любишь кататься-люби и катайся
Быстро поедешь-тихо понесут
:smile42:
Драл,деру и буду драть:D

Я вернулся

Грядет война..держитесь,будет больно

Краткость-сестра таланта...она моя очень далекая :smile09: родственница

Гуси,гуси!-Гагага!-Вы курили?-Гыгыгы:smile08:
:smile45:
In reply to ces_137
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ces_137

Generally, everything is clear, but I didn't see any specific plans... Dungeon is indeed very ambiguous, but there are always certain patterns.
You're at it again! Patterns, for crying out loud! :( A creative approach is needed – that's great! You are free to choose what you prefer in each situation. But schemes make you feel bored... :(
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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Marmot
Creation, approach... that's understandable... times change, and so do players' beliefs... strategies are crumbling and being replaced by new ones... that's how it is... but you need to first learn and understand the modern approach in order to create your own... for clarity, let's take an example (I apologize in advance for the example from Warcraft, but it's still a game): in the past, players would start with an Orc by using a Farseer hero; now, they use a Blademaster (it's very simple). Versions change, gaming experience accumulates, counters are found, and strategies collapse... it's just difficult for a beginner to navigate the sea of development options... and then you can start creating

P.S. We're going off-topic again =):smile31:
P.P.S. If you have any developments in the field of tactics, I (and I'm sure others) would be happy to hear about them =). We're waiting.
Любишь кататься-люби и катайся
Быстро поедешь-тихо понесут
:smile42:
Драл,деру и буду драть:D

Я вернулся

Грядет война..держитесь,будет больно

Краткость-сестра таланта...она моя очень далекая :smile09: родственница

Гуси,гуси!-Гагага!-Вы курили?-Гыгыгы:smile08:
:smile45:
In reply to ces_137
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ces_137
Indeed, we seem to be stuck in a rut... I only found a couple of posts about tactics for playing as Dungeon. It's obvious that we need to raid outposts, crypts, and bunkers, but I'm interested in what tasks should be prioritized in the first or second week (while building up your castle, for example)...
The main task for Dungeon in the early game is to preserve and increase the strength of your main stack of Trolls and, if you have an outpost (almost any will do), create a second strike force.
My standard build order for Shaktii:
1 - Upgrade Trolls
2 - Build/upgrade Harpies
3 - Upgrade Harpies/1000 gold/Eyes
4 - Eyes/Medusas/sometimes GM1
5 - Build a suitable outpost
6 - Portal
7 - Citadel/Cats (if the situation allows)/MUSHROOMS!! (most often)
I don't see the point in developing Dungeon like other castles; we already have a strong main stack – the main task is to strengthen it.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
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Don't forget about the artifact merchant; he's also quite useful!
In reply to Reksar
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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.
In reply to Toymaster
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Toymaster
and wyverns, which are usually not many.

Didn't read any further:D. Have you ever played online, analyst, oh my god?..

P.S. No offense, but that phrase of yours really made me laugh:)
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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Played =) Your point is valid; I meant that they would be targeted all at once. The snake is defeated with one hit, and only the wyvern remains...
In reply to Toymaster
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Toymaster
I played it. Your point is valid; I meant that they would be targeted immediately and all at once. The snake is defeated with one hit, and only the wyvern remains...

You forgot about the guaranteed possibility of creating wyvern monarchs, and when there are 50+ of them defending against a dozen native level 6 units, and maybe 20-30 simple wyverns from the hives, with skillful play, it can be a game-changer... It's not necessary to fly in and hang around, wait, and attack from a wait position; I assume you know how to do that since you said "I played it"?
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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The core concept remains the same. The Fortress's tactic is a rush with wyverns. In attack, swamp creatures are inferior to almost everyone. And it's not certain that you'll have as many as you'd like from the Hive. I mean, in a drawn-out game. In duels, the game usually doesn't drag on...
With my post, I showed that, in my opinion, with full armies and built-up castles, the Dungeon is the strongest castle in attack. Or at least one of the strongest.
In reply to Toymaster
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Toymaster
Tactics for Dungeon... There were a lot of words, I read the whole thread, but I didn't really see the main point anywhere. Dungeon is the strongest faction for siege.
Dungeon is definitely one of the strongest castles, but everything you wrote above is just theory; in practice, it all depends on the situation, skill, and strategy. If you play very poorly against strong players, all your castles will seem weak, while your opponent's will seem the strongest. Each castle has its own advantages and disadvantages. For siege, the best castle is any, but you need to understand the game and have more troops, better magic, and higher stats for your hero. Everything else is not critical.
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