By the way, here's the question: there's a stack of 100 zombies, and 5 tiles away from them is a dragonfly, and 8-10 tiles away are 100 gnolls and 15 lizardmen. What is the probability that the zombies will not go for the gnolls?
Posts from Tactics for the Swamp (Fortress).
I started a map, and he only has Goblins... not very good.
Technical Support:
2. Can the "Eagle Eye" spell be learned and used on enemy units (e.g., the "Curse" spell on Necropolis Knights)?
3. And can he learn a spell when he is blocked by a secondary skill, such as resistance?
2. It definitely doesn't teach.
3. I just tested it, and it teaches Eagle Eye when there's resistance, just like Imps drain mana when there's resistance.
Armorer, Wisdom, Water Magic, Logistics, Resistance... maybe Earth Magic, Intelligence?
I've never leveled up Eagle Eye, but I think it would be useful for the Swamp.
Scout... Attack...
- Logistics;
- Defense, Attack, and IMHO Tactics;
- Earth, Ranged, Pathfinding, Air;
- Wisdom, Water;
- Fire, Leadership;
- everything else is only useful depending on the circumstances (I don't think I forgot anything important...).
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
- Logistics;
- Defense, Attack and IMHO Tactics;
- Earth, Archery, Pathfinding, Air;
- Wisdom, Water;
- Fire, Leadership;
- everything else only depending on the circumstances (think I haven't forgotten anything important...).
2. Defense
3. Tactics
Everything is clear here...
And here, I might be misunderstanding, please correct me:
4. Pathfinding, again, depending on the situation, if there are few roads on the map.
5. Ranged attacks... for these lizards or a combined army?
6. Water, I assume, is for healing, mass weakness, blessing, prayer, teleport, and counterattack?
7. Earth is for stone skin and teleport.
8. Air... acceleration?
I would replace 4 or 5 with wisdom... and what about magic resistance and intelligence, ballistics? :)
And here, I might be misunderstanding, please correct me:
4. Pathfinding, again, depends on the situation; if there are few roads on the map.
5. Shooting... is it for these lizardmen or for a combined army?
6. Water, as I understand it, is for healing, weakness, blessing, prayer, teleport, and counterattack?
7. Earth is for stone skin and teleport?
8. Air... is it for speed?
I would replace 4 or 5 with wisdom... and what about magic resistance and intelligence, ballistics? :)
Pathfinding is needed on large maps with varied terrain. It's not needed on medium or smaller maps.
Shooting for swamp... only for the lizardmen?! It depends on the person, but I wouldn't take it even if it were free. It's better to take resistance instead.
Earth is primarily for slowing and resurrection.
Air - speed and counterattack. Expert accuracy for lizardmen with ballistae.
Artillery is very useful for swamp. Ballistics - swamp has many infantry units, so it's actually quite necessary.
Wisdom is desirable. On large maps, when there is an opportunity to capture and develop castles with a 5-level mage guild, it must be taken. On small maps, it is almost useless.
Water. Forgetfulness, weakness, healing, blessing, teleport, clone, prayer. Removing obstacles removes minefields, quicksand, force fields, and mines at mage walls. Water is the most useful magic for swamp. :)
Earth is for mass Slow. And less frequently for everything else (like mass shield, skin, TP, Resurrection). A good stack of shooters with mass slow and Tactics is a guarantee of pleasant map clearing, and in the finale, it can really make a difference:smile20: ! Air is for mass Haste, but primarily for map control (Fly and DD); sometimes enhanced lightning spells can decide things in the finale... Counter-strike is generally very good for the swamp with hydras too, but in actual practice, it's not used that often... By the way, own same Destructive Ray is more useful than Counter-strike. Water is also not bad, but slightly inferior to Earth and Air.
Artillery for the Swamp is 99% useless due to the low Attack of the main heroes; they aren't Barbarians after all :D . Ballistics for the main hero is extremely doubtful, unless it's the last slot left, the hero is facing the final assault and ballistics are granted then — that might work, although if something like Defense, Attack, Earth, etc. isn't maxed out, I'd probably max those instead of ballistics anyway :) .
Wisdom and other mage bells and whistles for the swamp are usually a big question mark, especially if the Red Orb was found. Such a Castle is better off excluding magic in the finale and relying on the strength of fat meat rather than weak magic. Wisdom can be taken in principle, but everything else (Sorcery, Intelligence, Eagle Eye, Literacy, what else is there?..) would be a move in the wrong direction. Now, Resist — sometimes it's very good to have.
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
And the hydra is also not very effective... I can't remember any battles where it dominated like a dragon or a behemoth.
It took quite a few random tournaments for the Swamp faction to show its strength. At first, most players chose the Wyvern, as it was very tempting to get two level 6 units on turn 2. And only later did players realize how quickly a herd of cows can become powerful.
Yes, however... I described it in the post above.
And in general, with the increase in flies and lizards, capturing the map is faster than with humans and their crosses. Wyverns don't dominate. Gorgonaphs and hydras do. You are right about that. BUT. No one has canceled the "canned goods" (referring to canned food, a common strategy in the game), and angels can also be used by the Swamp faction, and it's easier to get them for the Swamp. :smile19:
Added after 3 minutes
Why can Wyverns be on the first turn? You just need a level 2 building and resources.
I read the entire thread about this faction, but I must have missed something:
It is often mentioned that on random maps, hives (neutral) are placed in swampy areas, and in them, they recruit wyverns...
Aren't snakes recruited in hives?
I play on 160%, and I usually place a hydra lair towards the end of the week, only if I'm very lucky, and even then, I can't always build a stronghold...
I enjoy playing as Fortress, but I don't consider swampy terrain to be a plus. It's difficult to recruit troops of other factions at the beginning of the game (they can only be recruited when hiring heroes in the tavern), and if the opponent does run towards the castle, they will go along the road and not deviate to mines, etc.