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Posts from Tactics for Rampart.

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#353
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Regarding the treasure chamber, it has a significant advantage, especially with at least 3 Ramparts! Plus, along with the warehouse and fountain (or whatever it's called), it somewhat compensates for the expensive construction cost. Dwarfs and Dryads are excellent tanks! (and the latter are also very good in attack). There are few archers, but that's why they have a double shot! They work well with level 3 ranged attack + the "Accuracy" spell. Centaurs are very good. Pegasi are difficult to use, and increasing the mana cost hardly seems worthwhile against a Warrior (since Mages usually have enough mana anyway). Their use as a flanking strike force ("feigned attack") turned out to be interesting; fortunately, their speed allows you to initiate this risky maneuver almost unnoticed (although their high initiative might give you away). Unicorns are excellent troops, but they are difficult to accumulate. It generally takes 2-3 weeks to build Dragons and gather enough population (in my opinion, it's not worth sacrificing other troops for this). Overall, the army's advantages include magic resistance and the Unicorn's aura... but again, this is against a Mage! Against a Warrior, the Unicorns' blindness is very useful. And I usually don't upgrade Dwarfs (20% instead of 40% resistance, and lower speed, so it's not worth it). If you neutralize the archers immediately and retreat, removing the weak Pegasi, you only have to deal with Unicorns and Centaurs, and shoot at Dwarfs and Dryads whenever possible, using slowing effects, but not on everyone (the greater the gap between Centaurs/Unicorns and Dwarfs/Dryads, the better - otherwise, they will all attack at once, and that's not good). The "Earth" spell is very satisfying for the Rampart's magic. It provides general slowing! Half of the troops won't reach their target with a defensive tactic and the number of archers. At the same time, you need to watch who to shoot at... it might turn out to be more effective to harass the player's reserves (slow units) than to shoot at the front line, which Dwarfs and Dryads handle well, protecting the Elf. In the middle of the battle, it's good to break through with Pegasi to the enemy archers (or Centaurs + speed boost). I think this city is very balanced and very strong! Although it's not my favorite (neither in terms of atmosphere nor in terms of cold calculation)
In reply to WerewolfSoul
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#354
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WerewolfSoul

Okay, but get more involved in the online games on World of Xeen.
С истиной где-то рядом...





Лето 2010.
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#355
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Not everyone has that opportunity, and you still need to know how to play. As for the Rampart, it's a rather problematic castle in terms of construction and playability. Its 3 starting armies are quickly depleted. Playing with the starting hero, Jelu, becomes more interesting.
In reply to Thundax
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#356
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Ergon
Not everyone has that opportunity, and you still need to know how to play.

As for the Rampart, it's a rather problematic castle in terms of construction and playability. 3 armies are quickly depleted. It becomes more interesting to play with the starting hero, Jelu.

Guys, read the forum carefully or at least a couple of reports in the online game report thread. What Jelu? Kirra is one of the best heroes, or at worst, Ivor, and Mephala.
There is no problem at all. On the contrary, it is a very powerful castle, especially in terms of price-quality. It can just be a little difficult to start without elves (or rather, with 7 of them). But that's not a problem either; you can immediately grab some creatures and get a pretty strong stack for breaking through. And crypts work well against them.


#357
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yes, this is the perfect Castle; you can equip it with 95% magic resistance, which is amazing, plus all the units are stronger than those of other Castles (except for Haven, of course).
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#358
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My tactics for playing as Rampart on L XL maps.
At the start, when choosing additional resources, I select crystals. My hero is Kyrie. Rating 200 without resources.
The main task is to build a Capitol in the 7th day of the first week (if there was a Tavern), and Dragon's Lair in the 7th day of the second week, so that by the third week there are already 3 of them – since the Castle is expensive, an important task is to explore the map for resources and money. In the first two weeks of the game, I choose money in chests.
In the first two weeks, I only use centaurs and archers; they are also the first to receive upgrades. Archers are strong, and centaurs are resilient and fast, which is very good in the early stages; I can almost always capture all the mines and other resources. Then, in the third week, I add pegasi and unicorns. I really like pegasi; usually, I wait with them for the first turn, and from the second turn, they attack twice per unit because of their high speed!
Usually, I have such an army throughout the game.
Dryads, dwarves, and green dragons are in the Castle as a powerful defense.
I develop the hero like this:
Logistics
Archery
Wisdom
Earth magic (plus air sometimes)
Attack
Defense
Leadership (or luck, or intelligence)
Tactics

As a result, I always end up with the following situation with such a hero:
Huge movement across the map (logistics) combined with the Portal and Dimension Door spells (wisdom, earth, water, intelligence) makes him practically omnipresent on an XL map (which negates city defense). I add dryads and dwarves (tactics) to the army, along with golden dragons; combined with tactics, this creates an immortal, omnipresent mage-warrior (attack, defense, leadership – very strong archers, pegasi with two attacks in a row, unicorns – blenders, dwarves, dryads – defense, centaurs – finishers, dragons)
In reply to apilish
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#359
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apilish

The main task is to build the Capitol on day 7 of the first week.

I understand...
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#360
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No, he’s just teasing.
In reply to RiMpel2
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#361
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It's about time people knew that you can't build a Capitol on day 7! Smart players build a Town Hall, a Castle, and an Elf Town:cool:
In reply to Dirty_Player
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#362
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Dirty_Player
It's about time people knew that you shouldn't build a Capitol on day 7! Real players build a Monastery, a Castle, and Elves:cool:

Well, first of all, I'm not a guy, I'm a girl))), and secondly, this is for small maps and a quick offensive, I guess. I don't really play like that, only on huge maps with a Dungeon:smile01:

Added after 3 minutes
and honestly, I can't imagine a good game without a Capitol in the first week when the rating is 200. There's not enough money to buy an army, and it's hard to develop the Castle quickly.
In reply to apilish
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#363
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apilish
and honestly, I find it hard to imagine a good game without a Capitol built in the first week with a rating of 200. There's not enough money to buy an army, and it's hard to develop the castle quickly.
A Capitol can't be built in the first week with a standard starting castle: market - forge - GM1 - municipality - citadel - castle - capitol = 8 days.
In general, strong players rarely build a municipality, even at 200%. Money is obtained from money-generating buildings/looted chests/Pandora boxes, and this is all supported by an army that is built immediately. Perhaps on some poor maps it might be worthwhile to focus on money, but only in parallel with building an army.
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#364
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For me, this is a real revelation, to be honest, because I always play only on large maps against the computer or in hot-seat mode... I've never played in tournaments or online, I need to try this kind of gameplay – slow castle development, and then build an army right away.
In reply to apilish
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#365
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apilish
Well, first of all, I'm not a guy, I'm a girl.
That was just a general statement, not something specific. But seriously, it has long been proven that developing through troops is much more effective than focusing on money. Right now, there's a tournament with a 200% bonus. No one has built a Capitol there.
#366
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Hey everyone, check out this situation, I couldn't figure it out. As you know, unique units have an aura of 20. We place Elves in a corner and surround them with two Unicorns. So, the Elves are at the intersection of two auras... the question is: does the resistance increase by +40 or +20? Regarding the Capitol. In my opinion, it depends on the situation. It pays for itself in five days, so is it worth losing precious time? There are moments in the game when it's necessary (poor maps, lack of Mermaids, etc.), but an army is more important, as mentioned above. When I started playing Heroes, I always took Rampart and ignored Dungeon, considering their units useless. However, I realized I was wrong. Although, essentially, they are accumulated and used for taking Mermaids, Confluxes, etc., for major battles. In combination with Mass Hunt, they are excellent!

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