Posts from Start behind the LE.
A lot depends on the map; if it's small, you need to focus on upgrading the right units to clear out the neutrals. Also, prioritize luck, archers, and knights with wind magic (their high defense will be helpful at the beginning), plus some druids and a high-level unit (if you have enough wood)...
Besides luck, you should have attack and ranged attack, and preferably some light magic (chaos isn't very effective). (Stone Skin or Haste – both are mass buffs).
In longer games, it's different; it's better to build ents and dragons as quickly as possible and take gold from chests more often so you can upgrade your castle and capitol.)))
And, of course, hero development: if you have a mentor, you don't need to worry about missing out on skills, but otherwise, be careful when choosing them....
And I almost forgot: single units, and again, single units – they are our everything in the early stages... If enemy units can reach our still-weak units, you can count on losses, but single units will help prevent that!
And small maps imply that it's necessary to clear all possible useful objects in the nearby area and reach the zone with strong/very strong neutral creatures by the first week.
And we won't have enough wood to upgrade our Blades or any Ents.
This even raises the issue of whether the main hero should return to the base for a spell and to cast a counter-spell, because the journey to the castle can take about 3 days, which is extremely critical!
So, the problem I have is clearing mines, artifacts, and wood piles on days 2-4, when they are guarded by archers or furies. Often, I need to take down a horde of centaurs first.
In such games, a fort or a capitol is practically never built; all forces and resources are thrown into capturing strategically important objects as quickly as possible.
I'm not even talking about former allies; it's practically impossible for an elf to do anything against rushers, unless we get 3 elven heroes, and among them are Osiris and Wing :)))
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Added 4 minutes later
Maps: Art of Strategy, Key to Victory, Underground Treasures, Grab and Run, Contested Island. In principle, they are all similar, but it works best on Art of Strategy, on the red spawn point. Another question: how to deal with the Trickster from the Elven faction, with the Rangers? I mean, what are your thoughts on what to deploy in battle, whether to deploy everyone, how to detect invisible units, and if you take Keen Mind, can you manage to hit single units with a volley of arrows?
How do you play, on the Heroes of Might and Magic Online platform or in hotseat mode? Maybe I can offer some advice if you play online with a friend, but if it's hotseat mode, then I'm out.
Added 2 minutes ago
By the way, I played pretty well in the StarCraft beta, reaching the semi-finals, sc2tv champ =)
I haven't bought SC2 yet, but maybe I will, and we can play.
Units of level 1, as mentioned here, are very helpful. And it is also desirable that these level 1 units are not from Sylvan's castle, in order to minimize losses. I usually buy another hero from a different castle in the tavern, along with his troops, and they become such level 1 units during the initial exploration. It is better, of course, to take good heroes as well. If a necropolis or demon appears as the second hero in the tavern, I don't buy such a hero so that morale doesn't drop. About splitting the archers, this has already been said, and it is correct in almost all cases, except when the opponent is not a very strong melee fighter of level 6-7. In this case, it is better not to spread out your forces and surround the main attacking stack with supporting units.
I also noticed that the development in the first week and the types of neutral creatures in the mines are decisive. If these are melee fighters, even strong ones, then there are fewer problems, but if, for example, they are druids, succubi, or mages, then if you are a little unlucky, the losses can be very serious. Logistics also helps a lot on medium and large maps; you can get to the opponent and resources earlier, and if you are slow and develop slowly, then well-developed logistics helps you quickly catch up. I take it right away, and recently I have started taking scouting with Order and Upkeep. Of course, this is not for maps like "Former Friends"; it is not needed there at all.
With archers, level 1 units, especially fairies, help not in defense, but in attack, to cover the archers. If morale works, then it is possible to cover some stacks of archers with these level 1 units, and the other stacks will defeat our archers. As a result, only the level 1 unit is lost, but it is still a pity, since every warrior counts for the elves.
For example, on "Disputed Island," it is better to defeat phoenixes with archers, ents, and nymphs. Phoenixes are fast, they regenerate, and they have a fire shield. And ents are tough, and it's not a pity to lose them. My opponent, playing as humans on "Disputed Island," suffered serious losses when defeating them. And I took only forest archers, 2 stacks of ents to cover them all (I had Wing with the tactics skill), and nymphs to regenerate the ents. The losses were minimal.
I'll write more if I remember anything. Recently, I have become good at playing as the Elves on the "Yubileynaya" map.
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
