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Are you talking about neutral mages or the Mage faction itself?
1. If you mean neutral mages, then either use Forest Archers + at least one artillery unit for initiative! Or, with the Regeneration spell and a well-developed Light skill, you can kill all the mages. Place Ents, cast Regeneration, and rush forward! The Winged creature can easily finish them off.
2. As a faction, it's more complicated:
In a quick game, the Mage will dominate with Fireballs or Stone Skin + Mage's Mark and possibly Golems. The chances of winning are only good if you have a Winged creature.
In a medium game, there's still a chance: Luck (always take it), Resistance perk + artifacts + War Unicorns!
Arrange your army around your unicorns and try to shoot. Use tank units like Blade Masters to run towards the enemy; you can even cast Stone Skin on them. If you have Ents, keep them near the Unicorn. If you manage to shoot effectively, great! If not (if your ranged units and archers are wiped out after the enemy's first turn), the combination of Nymphs + Ents + Unicorns should work. The Mage will take a big risk if they cast spells on us! However, Golems are a problem for us; either rush into melee or try to eliminate the Ballista if possible, but it might be repaired. If you have a couple of Dragons, use them to attack the Archmages and try to hit someone else. Once the Dragons are in attack range, you can follow up with Unicorns, using their 30% reflection aura + 15% from Luck = 45%. This will make the Mage nervous when preparing to cast spells.
In the late game, our problem is mini-artifacts for initiative... we'll probably go first only if our heroes are level 30.
That's why I think we NEED to take Defense and hope that the guild gives us mass evasion.
In Defense (without it, we'll take a beating from all three of the Mage's archers): Evasion + Damage Reduction + Reflection (Divine Vengeance, Traps, and Chaos Magic - though Chaos Magic is questionable in the late game) will reduce the damage.
Light: All perks for mass spells, i.e., Protection and Blessing + Righteous Fury (evasion is very important).
Attack: Tactics + Impact (we need to move forward quickly, otherwise we'll be shot down).
Leadership: Speed Aura + Forest Leader.
Luck: Magic Resistance (we need to resist powerful mind control and Berserk spells), Soldier's Luck can also be taken.
From racial skills: Rain and Enchanted Arrow.
From artifacts: stack as much defense as possible (the Mage will only get attack from mini-artifacts, especially Titans), and look for initiative like crazy! (rings are the best). Wear resistance artifacts: Armor of the Forgotten Hero or Boots.
Boots are better with +1 speed.
The Unicorn Bow is not desirable; our archers will be taken out by Titans.
It's better to strengthen the Dragons! (they are our main attack force), i.e., have at least 4 Dragon artifacts.
The Staff of the Underworld can also be used.
Tactics through Empathy will be very useful; in Attack, take either Shooting or Forest Fury.
If you have artifacts from the Knight's set, save up for it + Horseshoe.
From Dragon artifacts, the best will be: Shield, Ring, Cloak, and Sword.
As I said, the torso should ideally be the Armor of the Forgotten Hero. But if you don't have it, you can wear the boots.
If you have the Dwarven Shield or Boots, wear them!
About the enemy:
The Mage will most likely go for Darkness and Summoning.
They will take Education and Sorcery.
And Defense, so we have Tactics (if the Mage takes Attack and sacrifices some magic, it's better for us, but in that case, we definitely need to boost our units' speed).
Dragons can decide a lot! If the speed is good, the Blade Masters and Nymphs will reach the enemy. Use them in the attack too!
The problem is that we need to withstand the attacks of all the enemy archers.
Cast mass evasion + speed on the hero, and then either Antimagic or Divine Vengeance.
Everything I wrote can also be useful for myself; I just have nothing else to do:smile27::smile20: