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This is precisely how, thanks to the Summoning and initiative, the Demon can win. But if you wait two turns and summon three units each time, they will decimate the main forces, and reinforcements won't help at that point.
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
KOLLIBRI
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The Soul Attack skill is probably quite good for a demon... I just haven't tried using it yet. I should check it out.
Yes, the effect is good – our muscular, yet soft army will double in size right before our eyes. And if the enemy can’t quickly destroy our armies, they will suffer the full consequences!
За кланы! За кровь!
MararV
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What is the point of creating topics with such titles? You can create such a topic for each faction and present an "anti-faction" (roughly speaking, the one against which it is most difficult to play) and it will seem like a weakness of one or another race.
Самая тёмная ночь перед рассветом...
RaiseTheDead
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Then, it’s really difficult to play against anyone with this race. Their weakness lies in very large losses, especially at the beginning, but also in the middle of the game. Not everyone can handle watching neutrals wipe out almost half of their army with a single attack. Playing as demons requires a lot of focus. Here’s an example from practice. I see that many inquisitors are guarding chests, and the danger level is low. Well, if the computer says it’s low, let me see how it handles them and I activated quick battle. The losses were huge, and the hero even shamefully ran away. Therefore, I only play as demons when I’m in the right mood.
Его Высокопреосвященство
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There’s no need to enable quick combat. You need to control it yourself. It is certain that ranged units, in this case, Adepts, will target ranged units (Demons have a Succubus and Succubus upgrades). If there are no ranged units, they will target Imps and their upgrades. Therefore, before the battle, if you are not sure that everything will go without losses, remove the Imps from the battlefield. You don’t need to remove the Succubi; they are already strong, and they also retaliate.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить. Весьма хороший попутчик... До первого перекрестка.
Саня Изи
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There's no need to enable quick battles. You should do it yourself.
If the turn time is limited, problems may arise...
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
Его Высокопреосвященство
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You need to know how to act. A skilled player knows everything. I always play as the Inferno faction. I wouldn't call myself skilled, but I can emerge from a battle with neutral creatures without any losses.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить. Весьма хороший попутчик... До первого перекрестка.
And there's no need to enable quick combat. You need to do it yourself.
The problem is that the computer says there's no threat here. But when you send it into battle, it runs away in disgrace. This is definitely not a plus for the faction. I don't remember a case when I played as someone else and had this happen.His Most Reverend Excellency
It is well known that ranged units, in this case, the Adepts, will target ranged units (in the Demons faction, the Succubus and its upgrades). If there are no ranged units, they will target Imps and their upgrades. Therefore, before the battle, if you are not sure that everything will go without losses, remove the Imps from the field. You don't need to remove the Succubi; they are already strong, and they also retaliate.
In my case, only 28 hounds remain, and there's no way to kill them before the first turn. I only managed to defeat them with minimal losses using Battle Deployment. Otherwise, I would have just avoided the battle.
Magistar
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People are writing nonsense here; it's actually very effective for Demons to clear out neutral creatures. Perhaps it might be a bit challenging at the very beginning, but even then, the losses are small. You split up your Imps and open portals with all of them. They either absorb the initial attack or deal retaliatory damage, after which the main forces finish them off. I have more losses from clearing neutral creatures with all other factions, except perhaps Necromancers, and even then, it's due to various reinforcements after the battle.
People are writing nonsense here; it's actually very effective for demons to clear out neutral creatures. Perhaps it might be a bit challenging at the very beginning, but the losses are small. You split up the Imps and open portals with all of them. They either take the hit or deal return damage, after which the main forces finish them off. For all other races, I have more losses from clearing out neutral creatures, except perhaps for Necromancers, but even then, it's due to various reinforcements after the battle.
The easiest start for clearing out neutral creatures is with the Dark Elves. But for demons, any archers/dryads at the start = significant losses. Deleb doesn't count.
The Dark Elves have the easiest start when it comes to clearing neutral creatures. But for Demons, any archers or dryads at the beginning equal significant losses. Deleb is not considered here.
Dark Elves only have an advantage at the very beginning, when they have Assassins and Furies. They usually have enough mana for one battle, if they don't constantly run back to the Castle or the fountain. But a little later, when they have most of their units, Inferno is better because the gates take the brunt of the attack, while Dark Elves usually lose at least someone in a normal battle, especially Furies don't last long.
Archers are not a big problem compared to other factions. You divide all the creatures into 7 groups and open the gates, then cast the Curse on the archers. They will only get one shot in, after which the gates block them, and they won't shoot anymore. But they often manage to shoot once even against other factions. So, there are no more losses here either. It's more difficult with spellcasters, but dryads hardly deal any damage. And dogs and horses reach the large archers on the first try, as well as the small ones, if you increase their speed by one with some boots of speed or use a tactic.
The Tower faction is only better at the very beginning, when you have Assassins and Furies. There is usually enough mana for one battle, if you don't constantly run back to the Castle or to the fountain. But a little later, when you have most of the units, Inferno is better, because the gates take the brunt of the attack, while the Tower usually loses at least someone in a normal battle, especially the Furies don't live long. Archers are not a big problem compared to other factions. You divide all the mobs into 7 groups and open the gates, then cast the Curse on the archers. They will only have time to shoot once, then the gates will block them and they won't shoot anymore. But they often manage to shoot once even against other factions. So there are no more losses here either. It's more difficult with spellcasters, but Dryads hardly deal any damage. And dogs and horses reach the large archers on the first try, as well as the small ones, if you increase the speed by one with some boots of speed or use a tactic.
I still disagree about the Tower. You can go against even large armies without losses. At the very beginning, Furies destroy all the infantry, Stalkers destroy all the archers, including the spellcasters (only here the hero will need mana). Demons are one of the worst when it comes to fighting neutral archers. Before the gates open, all the archers will have time to shoot, and the creatures in Inferno are, to put it mildly, not very strong (tactics and boots may not even drop later). But with mages, you can put only Gargoyles on the battlefield and calmly defeat the enemies with arrows/fireballs. Or Gnomes. Improved Guardians can withstand the attack well.
I still disagree about the Inferno. You can advance against even large armies without losses. At the very beginning, Furies take out all the infantry, Stalkers take out all the archers, including mages (although the hero will need mana for this). Demons are among the worst when it comes to fighting neutral ranged units. Before the gates open, all the archers will have time to fire once, and the Inferno creatures are, to put it mildly, not very durable (tactics and boots may not even drop later). But mages are different - you put out only Gargoyles and calmly defeat the enemies with arrows/fireballs. Or Gnomes. Improved Guards hold up well.
Furies don't always take out everyone at once, but they are the first target for enemies. It also won't be easy for them to reach single mages and archers on the first try without tactics and boots of speed. And Assassins won't be able to take out everyone. And it's unlikely that Demons are the worst. They will fire once, but who won't they have time to fire at? For example, compare Stronghold Elves and Demons in a battle against archers, with the former having their first-tier units in the army, especially if there are 2 or 3 groups of these archers. They will fire once at the Demons, but then the gates will block them, and they will do their job together with the Cursed Sign. Stronghold Elves will take at least one hit before they reach, and then the Blade Masters will also retaliate, if they don't finish them off immediately. Fairies may strike without retaliation, but if they don't finish them off, they will get hit again, as will the Blade Masters. But they won't hit the Demons again. As a result, the Elves are unlikely to suffer fewer losses, and may even suffer more. If we take Inferno, the Furies also won't reach immediately and will take several hits, because the Assassins will only poison one group, and while they deal with everyone, the Furies will get hit again. You can try using only Hunters, but only if they hide in stealth first and if the hero has enough mana, which is questionable at the beginning. With third-tier units, it's easier for Stronghold Elves, but they won't help Inferno much. The Demons' dogs can reach immediately, but only with additional speed, otherwise it will be the same as before. The Undead also suffer a lot of losses, but you can resurrect them, but there won't be enough mana for everyone at the beginning. For Humans, archers on the second level save the day, but there will still be losses. The same situation is with Orcs. It's easier for Gnomes to reduce losses by leaving the first-tier units, but they will take too long to deal with the enemy, and if you put out Javelin Throwers, they will suffer losses. Gnomes suffer heavy losses at the beginning, and only later do they become overpowered. Mages are only saved by magic; they have enough mana at the beginning, so they can suffer low losses. So it's not clear at all why Demons suffer more losses. But this is only in relation to archers. And if it's against melee units, it's even easier, especially against large melee units.
Furies don't always eliminate everyone at once, but they are often the primary target for enemies. Even single spellcasters and archers won't reach them unscathed on the first try without tactics and boots of speed. And assassins won't be able to eliminate everyone. Demons are unlikely to be significantly worse. They might fire once, but who won't they manage to fire at? For example, compare Elves and Demons in a battle against archers, especially when both sides have other units in their army, particularly if there are 2 or 3 groups of these archers. The archers will fire once at the Demons, but then the Demons will block the path and do their job along with the Cursed Sign. The Elves will definitely take at least one hit before they reach the archers, and then the Blade Masters will retaliate, if they don't finish them off immediately. The Fairies might strike without taking damage, but if they don't finish the job, they'll get hit again, just like the Blade Masters. But the archers won't attack the Demons again. As a result, the Elves are unlikely to suffer fewer losses, and may even suffer more. If we consider the High Elves, the Furies also won't reach the archers immediately and will take a few hits, because the assassins will only poison one group, and while they're dealing with everyone, the Furies will get hit again. You can try using only Hunters, but that's only if they hide in stealth first and if the hero has enough mana, which is questionable at the beginning. With third-tier units, it's easier for the Elves, but it doesn't help the High Elves much. The Demons' dogs can reach the enemy quickly, but only with additional speed, otherwise it's the same as before. The Undead also suffer a lot of losses, but you can resurrect them, although you won't have enough mana for everyone at the beginning. For humans, the archers on the second level help, but there will still be losses. The same situation applies to the Orcs. The Dwarves can reduce losses by keeping their first-tier units, but they will take too long to deal with the enemy, and if they deploy Javelin Throwers, they will suffer losses. The Dwarves suffer heavy losses at the beginning, and only later do they become overpowered. Magic is the only thing that saves the Mages; they have enough mana at the beginning, so they can minimize losses. So, it's not clear why the Demons would suffer more losses. But this only applies to archers. And if we consider melee units, it's even easier for them, especially against larger melee units.
If you simply deploy all your troops to fight against archers, then everyone will suffer losses. Regarding the High Elves: Furies can easily handle large numbers of slow infantry from the very beginning of the game without taking any losses. Stalkers can fight archers with the hero's support from the start. If there are many enemies and few Stalkers, you can create several small squads from the latter and use them to retaliate against the enemies or prevent them from firing.
The Elves don't even need to worry and can afford to sacrifice a dozen Fairies/Warriors. Once archers appear, everything will become easier.