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Posts from Tactics for playing against a Necromancer.

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Regarding anti-darkness. Don't Subdue and Berserk have a chance to be reflected?
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
In reply to Lord Vampire
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Lord Vampire
Regarding anti-darkness. Wouldn't Subjugate and Berserk have a chance to be reflected?
Anti-darkness doesn't give a chance for reflection; it only lowers the power of spells, but they still work without fail unless the goblins try to interfere! The best tactic for playing against necromancers is light magic and Holy Word!
Вступай вКлан "Вампиры" и пополни его ряды !
__________________________________________
Если ты спориш с идиотом проверь не делает ли он то же самого
Пунктация и орфография авторские, критике не подлежат.

Мы не жалели времени и силы,
Земля дрожала под ногами тьмы,
И род людской, беспомощный и хилый,
Рабами стал закрывшейся тюрьмы.
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I believe that the best tactic against a Necromancer is a rush or a large number of Paladins. Or, as a last resort, Divine Retribution. And of course, what could be better than Anti-Magic?
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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Only the Death Touch ability of the Messengers can be better than antimagic.
In reply to Ganseng
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About Orcs: against Berserk and Subjugation, the intimidating roar helps, if it's available in their spells. About Humans: if Divine Retribution is available, there won't be Anti-Magic in the Guild of Mages. Regarding rushing: **Necropolis is actually the faction that rushes the most!**
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Вступление в клан "Хранители небесных врат"
In reply to KillAndAction
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KillAndAction
About orcs: against berserk and submission, intimidating roar helps if it's among the war cries.
About humans: if divine retribution is present, there will be no anti-magic in the mages guild.:smile16: .
Regarding rushing - Necros are actually rushers themselves!
Please provide more details about war cries - how does intimidating roar help against berserk and submission? Regarding the fact that there will be no anti-magic - it can still be purchased in another Castle\Dragon Utopia\shop. And as for Necros being rushers, I disagree - only Gaspar could be considered a rusher, and even then, it's a stretch
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Саня Изи
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Lordesat
Please provide more details about the "cries" – how does a terrifying roar help against Berserk and Subjugate?

We scare the Berserked units; they run towards the enemy and attack them. We scare the Subjugated units and wait for the spell to wear off.
Lordesat
And I disagree with the statement that Necropolis rushers are not effective – only Kaspar can be considered a rusher, and even that's a stretch.

It's very difficult for me to comment on this statement (due to its unfounded nature). Let KillAndAction, who is more experienced, explain it more clearly and authoritatively.
In reply to valery
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valery
We scare the Berserkers, and they run to the enemy and attack him.
Hmm? And what is the probability that they will run to the enemy and not to us?:D And will there even be an opportunity for the hero to move if, for example, you place a Berserker on the nearest unit?
And regarding the fact that Ragers are good for Necropolis – that is quite doubtful. There is only one possibility here – if you immediately gather a bunch of Vampires and learn the Plague spell. And even then, it's uncertain. And it is very difficult to capture a normal castle with Necromancers in the early stages. You can only do it with Kaspar, if you train a catapult. There are much more promising races in this regard. For example, the Academy. Or the Dark Elves. At worst, the Dungeon.

Added 3 minutes later
valery
We scare the subordinates and wait for the spell to end.

And then they cast it again:smile52:
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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As I understand it, KillAndAction means that it's difficult to rush Necropolis because of the large number of low-level monsters + raising the dead, and essentially you can rush with them, but it's not recommended, as there's a higher chance of winning in the late game.
Regarding Orcs - it depends on the situation. Berserkers are usually cast at the beginning, and here, Frighten will be very useful, as the side and rear paths are blocked, and they will most likely run towards the enemies. Also, it depends on the obstacles on the battlefield. We scare the subordinate stack and reduce their Intuition.
P.S. Regarding Necropolis, correct me if I'm wrong.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
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I think Kaspar is one of the best rushers in the game, and if there are suitable (convenient) mobs for the initial rush, he will overwhelm anyone – no question about it!
In reply to Mish-gan
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A large number of low-level monsters are not relevant here, of course: in 2-3 weeks, there won't be enough of them for a rush (there's not enough dark energy)...
Let's remember that when leveling up a Necromancer hero, the "spell power" stat grows predominantly. Therefore, one of the ways to implement a Necromancer rush (and, in essence, the most effective and fastest) is with Fire Warriors. At level 15, the Necros hero will summon, taking into account the "Master Summoner" skill, about 40-50 Fire Elementals; adding the "Ring of the Elements" to that, we get almost 80-90! The second option, in terms of difficulty, is to focus on Chaos. I won't talk about the corresponding build for this, as it's obvious. In principle, with strong neutral creatures, this may be possible no later than the 4th week; of course, you need to take into account the specifics of the map we are playing on and the availability of the corresponding spells...
It is unlikely that an Orc will be ready for such a scenario at his 15th level: the probability that the Orc will get anti-chaos or anti-summoning is 5%; the centaurs will not deal significant damage to our units, and the Fire Warriors will destroy everyone while our "meat" holds out.
Regarding Kaspar. Similar to Daleb, this hero is ideally suited for secondary roles: clearing medium-difficulty neutral creatures, capturing mines and artifacts (not relics, of course), "gathering," etc. I'll explain why. For example, let's take Kaspar at level 15, assuming he has maxed out the "Mechanics" skill. And what do we have:
- a catapult has 400 health points, which can be destroyed in 2/maximum 3 shots or magical attacks;
- the catapult will heal/revive/kill, taking into account Kaspar's ability, at most 175-200 health points (this does not take into account the hero's stats and the parameters of the unit being attacked by the catapult).
So, who can you rush with such a "miracle" hero?! Well, maybe only a "noob" player on a map they don't know well, or, at worst, on the "Outlands" map...
Будьте осторожны со своими желаниями. Иногда они исполняются.
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I can't agree with you (it seems you're contradicting yourself; read below, and you'll understand what I'm talking about). Practice shows the opposite (I'm talking about Kaspar). I don't understand what secondary heroes you're talking about when playing a rush strategy.
For example (I'm only talking about rushing) – on almost any map, with Kaspar, by the end of the second week, I have a level of 15-16, at a minimum, plus without any losses. With a successful build (this happens in 80% of cases), I have Fire Warriors and Skilled Machines – all of this allows me, with level 1 Spirits and 200 Skeleton Archers, to defeat neutral creatures of any level in almost 90% of cases without losses! Now, tell me, who can I not rush? I'm sure that with favorable conditions, you won't find a better rusher. This is my opinion based on practice.
P.S. I'm not a super specialist in Necromancers (I specialize in Gnomes), but I still believe that Kaspar is one of the best rushers in the game.
In reply to Саня Изи
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Lordesat
Hmm? And what is the probability that they will run towards the enemy and not towards us?:D

They will simply have nowhere else to run.
Lordesat
And regarding the fact that Rushers are good for Necropolis – that is highly questionable. There is only one possibility here – if you immediately gather a bunch of Vampires and learn the Plague spell. And even then, it's uncertain. And it's very difficult to capture a normal Castle with Necromancers in the early stages. You can only do it with Kaspar, if you train the catapult. There are much more promising races in this regard. For example, Mages. Or Dark Elves. At worst, Daleb.

Read KillAndAction's post very carefully; if anyone doesn't know (well, I hope a little advertising is allowed ;) ), this player has participated in a huge number of tournaments, and in various aspects of the game.
I would also like to add (well, maybe someone doesn't know) that Necromancers can move troops without losses of troops or mana (with Spiritual Connection, he has almost infinite mana).
Lordesat
Well, and then it is applied again:smile52:

We are scaring them again. The enemy hero's turn is much more valuable than the Barbarian hero's turn.
In reply to Mish-gan
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I don't see any contradiction in my words. When I said Kaspar is a secondary hero, I meant that in the context of him not being suitable for rushing.
I repeat: he is needed for rushing in a game against a newbie or on the same "Lands of Outcasts" map. On the aforementioned map, level 15-16 will not be reached in 2 weeks; there simply won't be enough enemies to gain experience from in that time. A more realistic scenario is level 10-11 with skills upgraded to the Plague Tent on a skilled difficulty level (including skilled Necromancy), plus something else skilled with two perks. It will be very difficult to get Fire Warriors in 2 weeks on this map in such a scenario without education. And this circumstance (having education) will not allow the hero to reach level 10-11.

P.S. Thank you for the advertisement, valery, but I'm certainly not a big authority, but I have gained some experience on the battlefields of online battles.
Будьте осторожны со своими желаниями. Иногда они исполняются.
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Then I don't know which maps you're talking about, because on the maps like "Lands," "Former Friends," etc., which are built into the game, level 15-16 is the minimum for two full weeks for Kaspar, of course, having fire warriors, a plague tent, education with attraction and logistics (this is with normal development), and under the best circumstances, you can develop even better with Darkness (let's say there's plague in the guild), then it's really cool. And that's not even mentioning the army.

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