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Posts from Playing as the Clans (Disciples 2).

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We discuss how to play, which units to develop, what composition to use, and the advantages and disadvantages of creatures and heroes. Part two.

My composition: a mage hero, a druid, a flamethrower, and three wolf lords.
А, вот почему.

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Gnomes are similar to the undead; I also choose a mage or archer hero for them, along with three warriors (rune masters), a druid, and an arbalester or flamethrower, depending on the hero's profession.

Be strong. Believe
In reply to Arandor
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and three wolf lords
The most ridiculous unit from the warrior branch, in my opinion.
flamethrower
What for? Why not a fourth lord?

Tactics: hero and 5 hermits.
Tomorrow holds no promises
Except the ones we've made
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In my opinion, the most useless unit from the Warrior branch.
I like it. A mage and a warrior in one. It's bad that it skips a turn when transforming. It has average stats, but it's multifunctional.
А, вот почему.

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I didn't really like the Fortress at all; I hardly ever played as them. They all seemed so ugly.
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They all look rather ugly.
Their Sorceresses are quite nice, in my opinion.
Overall, yes, they aren't particularly beautiful, but I've always been drawn to the Fortress's area-of-effect damage. I always level it up for the entire army. Therefore, I keep the faction leaders for extreme cases, so to speak.
А, вот почему.

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I haven't played much. I still haven't figured out how to transform with the Wolf Lords... Flamethrowers aren't very good – they deal too little damage, and there are plenty of units with fire resistance. I like Mountain Guardians more.
In a game, I usually have a Warrior, Druid, or Alchemist hero (sometimes a Mage hero and a Runemaster), and two Sons of Imir. I generally don't like them; I don't like slow armies.

"Let's fly to the most beautiful sky. No matter how many times your wings break, keep trying."©Crono Crusade

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I still haven't figured out how to transform with the Wolf Lords.
A red circle on the battlefield glows around the targets. The Wolf Lord can choose himself as a target. In this case, he transforms.
I generally don't like them; I don't like slow armies.
Yes, initiative is a common problem for all dwarves. If you can improve agility on the map with spells, then you're left with only drinking potions for combat.
А, вот почему.

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Tactics: hero and 5 monks.
I'LL MAKE CORRECTIONS: HERO, MAGE, THREE MONKS, AND TWO ARCHDRUIDS TEAR EVERYONE APART. 100% GUARANTEED. AND THE UNDEAD COMPLETELY DESTROY THE ROUGH ONE.
Wolf Lord
Lider1
Heh...!:D
If the speed on the map can be adjusted with spells.
NOT BAD, YOU CAN ADJUST IT. BUT THIS IS THE FASTEST RACE IN THE GAME. ESPECIALLY IN THE CAMPAIGN. I REMEMBER A HERO-MAGE, IMMUNE TO FOREST AND WATER, WITH TWO 100% MOVEMENT BUFFS AND TWO -100% MOVEMENT DEBUFFS, A STAFF FOR MOVEMENT, AND BOOTS. WITH SKILLS FOR RANGE, HE RAN AT 99, COVERING SEVERAL SQUARES PER TURN. HE COULD EASILY RUN 128 SQUARES ON THE DIAGONAL IN ONE TURN.
My sword, my trusted ally, unphased by my aspect.
In reply to Happy Life
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Well, actually, I usually take a couple of dwarves and a giant, a druid, and an archer. More precisely, I assemble the army differently each time, but this tactic is more common.
Tomorrow holds no promises
Except the ones we've made
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Do you start right away?
My sword, my trusted ally, unphased by my aspect.
In reply to Happy Life
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No, not right from the start.
Tomorrow holds no promises
Except the ones we've made
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Could you please share some tactics for playing as the Dwarves? I'm new to this game, but I'd like to start, and I prefer Dwarves among the fantasy races. Please give me some guidance.
Самая тёмная ночь перед рассветом...
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Clans are probably the only faction where there are no losing army composition combinations. Increased HP and damage for the starting units allow you to defeat any mobs without losses. And the magic that allows for fast movement across the sea/forest eliminates the problem of moving around the map. And the bonus of 2 or 4 100% turn regeneration makes the heroes simply overpowered. From the starting lineups, the most common is probably a warrior hero + druid + 2 gnomes or giants. Sometimes I take an archer instead of the druid. Plus, like the Empire, Clans have buff spells, which helps in storming castles. Well, in terms of damage, the longer the battle, the more powerful the Clans become. +50% damage with a buff (if a mage). +33% defense, +15 initiative, and the druid also adds +100% damage for several turns. In terms of damage per round, they simply have no equal, not even close.

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