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Orcs. Upgrade or alternative upgrade?Auto-translated
By the way, calculations show that Centaurs with Intelligence (I) = 10 cover the distance on the ATB scale [0; 1] slightly faster than Ents with I = 7 covering the distance [0.25; 1]. More precisely, the difference is about 0.07 ATB seconds.
I don't know for sure if this is significant, but it seems that hundredths of a second are used in the calculations... I've never checked it myself, because I don't think it's important to compete with Ents in this. :)
Land aus Blut im Aschenregen, Wüst und leer und ohne Segen. Hier bin ich durch dich gefangen, Muss für dich durchs Feuer gehen. Du siehst mich in Flammen stehen, Glühend will ich dich empfangen.
1. Trappers, because I'm leveling up the ability, and they give you one for free every day with the cart! Plus, when there are a lot of them, it's great to trap someone.
2. For some reason, I choose Nomads; I like to shoot a lot!
3. Orcish Warriors! They have initiative, and I also get a bonus, plus my whole tactic is to act ahead of time!
4. Daughters of the Earth! I cast magic twice, and then I go to the front lines!
5. Executioners, they are very tanky, just right for me!
6. I rarely play with them, but I like Wyverns more!
7. Bloodeyes, once they killed their own free Cyclops with a tree, and I haven't taken them since!)
1. Trappers, because I'm leveling up the ability, and they give them away for free every day with the cart! Plus, when there are many of them, it's great to trap someone!
When all slots are occupied, they give you the ones that are in your army. At the beginning of the game, I also prefer trappers against neutral creatures. But against a hero, I prefer shamans, because they prevent the enemy from casting spells.
If I'm using Cyclops, it depends on who I'm fighting. If it's against elves, I'll go with the alternate upgrade, because if I take the attack upgrade, the Dancing Swords will tear them apart, and the counterattack will take out my army.
I always keep these fools separate. They're not for defense; they're for attack, and if no one reaches them in the first turn, they should still charge into the thick of the battle. But you definitely can't put them in the middle of your troops. As for the Bloodeyes, they didn't impress me. They might not be able to deal a blow when storming a castle, but the ability to throw monsters and break down walls is great. I take pure archers for the Centaurs. The Orcs already have enough fighters, and the bonus to defense for the armored ones doesn't compensate for the lack of maneuverability and the penalty to ranged attacks. And the Orc's main defense is their rage points. The approaches to the Centaur are protected by traps. In my opinion, the Daughters of Earth are better suited for battle than the Celestial ones. Orcs don't stand still; they run and tear everyone apart. I only use Dark Wyverns; they'll eat the corpses and prevent any Necromancer from resurrecting. Executioners are great because of their double attack, just like Orcish fighters, which is why I also level up luck. And of course, Trappers are a stepping stone to victory in the early levels of the game
Dark wyverns don't eat corpses; instead, they poison, and they hunt by poisoning their prey.
Executioners don't impress me; they have less health than chieftains, and the -2 to morale against most enemies isn't effective, and sometimes it's useful to attack one of your own units.))) In general, I like assassins more, stylistically speaking.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра. Клан "Вершители Асхана" - "Masters of Ashan"
Executioners don't impress me; they have less health than chieftains, and the -2 to morale against most enemies isn't effective.
In my opinion, executioners are chosen for their double attack, and certainly not for lowering enemy morale. Maroder
And the main defense of an Orc is rage points. Approaches to the Centaur are defended by traps.
I've played a lot, and I've always taken Centaurs geared towards melee combat, so that if they are reached, they can respond properly; maneuvering isn't serious. And traps don't always work. However, it's a matter of taste and preference, and I won't presume to say what is more advantageous.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
It depends on the situation. When besieging a powerful city of Cyclops, use Free creatures. If you have a weak hero-mage, use Goblin Warlocks; Centaurs are good for combat (you can also place Warmongers nearby); always take Daughters of Earth; with Wyverns, there's a trade-off, as some have poison and regeneration, while others are scavengers.
:smile19: Кто не с нами--тот пртив нас!А кто против нас--тот труп!:smile19:
I choose Warmongers. They are very cunning. For example, if someone wants to kill Goblins, they attack them, and Warmongers stand nearby. As a result, the attack is directed at the Warmongers (like a bully), and they counterattack with their incredible power...! And if they also gain Rage, they will have an endless counterattack. But how do you beat them then? With archers?
Yeah, and if they also had a large shield and 50% magic resistance:smile43: They would be simply invulnerable.
Создается карта про эльфов: Воссоединение - готовность 71%
Against them, either units that attack without retaliation or the Darkness spell – dispersion – and all the potential of the Warmongers goes down the drain; attack whoever you want.
1. Trappers. Traps can be helpful, even very helpful.
2. Battle Centaurs, definitely. I have doubts about the Nomads because of their retreat; they might run off somewhere else.
3. Orcish Warriors. I don't remember why anymore, but I think it's because of their second attack.
4. Daughters of the Earth. I remember playing as Haven before, but they don't seem to cast their lightning very well.
5. I get them mixed up, but I think it's Executioners. The red ones, anyway. I don't remember why, either. It seems to be because of their two attacks.
6. Paoka. I like to eat them. It's better than waiting until the end of the battle to heal.
7. Red Eyes. The Free Ones wiped out half my army and lost my trust.
And what if it's against a magical race? Then spellcasters would be a good choice. Turkish Cucumber
3. Orcish Warriors. I don't remember why anymore, I think it's because of the second attack.
Only if certain skills related to blood and a quick dash to the enemy camp are leveled up. Otherwise, Warmongers are more often chosen because of their taunt and retribution abilities. Turkish Cucumber
5. I get them mixed up, I think it's Executioners. The red ones, basically. I don't remember why either. It seems to be because of the two attacks as well.
Red ones only if they are leveled up like the Orcish Warriors. Warlords are still preferable: they give +1 to initiative to nearby units and because of their command ability (which helps a lot against blindness and sleep). They can also attack 3 times. Turkish Cucumber
6. Paoka. I love to eat them. This is better than waiting until the end of the battle to heal.
The only downside is that blood doesn't affect them. Turkish Cucumber
7. Red-eyed. They wiped out half my army and I lost faith in them.
I agree. Strong control is needed for the Free People.
1. Against warrior factions – Trappers, against magic factions – Shamans. Oh, how I enjoy Shamans and their magic disruption! It’s such a nasty trick against the enemy hero, especially if they have little mana.
2. After conducting tests, I came to the clear conclusion that Battle Centaurs are better. For the Nomads, this “run away” ability often does more harm than good.
3. Definitely Warlords. They have 6 more hit points, better defense, even if their initiative is lower. But as a rule, this always pays off. And the doubled retaliatory strike is amazing.
4. I prefer Daughters of the Earth, although they are roughly equivalent.
5. It’s a difficult choice. It depends on the situation. As a rule, I more often choose Executioners if I need to quickly eliminate the enemy's units with a speed aura. And Chieftains are better against nasty dark mages.
6. As a rule, I don’t have enough money for Wyverns. But if there are resources, then Paoka. The chain attack is definitely better than poison. Plus, they have 15 more hit points, they can’t be blinded, and they are resurrected by eating corpses. In general, green Wyverns are not competitive at all. The developers should have improved them.
7. Bloodeyes Cyclops are preferable. You always know what to expect from them, and you don’t have to worry that your own free Cyclops will destroy your army. The only advantage of the free one is when capturing castles.
And which archers are better, living or undead (we're not considering undead here)? Sometimes nomadic units maneuver so "successfully" that it's just embarrassing.