Posts from Tactics for Rampart.
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.

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)
The main task is to build the Capitol on day 7 of the first week.
I understand...
За то что нейтралы не бегают за единичкой, для меня это уже стоит того

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.
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.
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.
Well, first of all, I'm not a guy, I'm a girl.
