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Posts from Tactics for playing as the Dwarves.

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Thanks to everyone for the advice; I also have doubts about whether to choose **attack** or **defense**. The resurrection rune should definitely appear (I'm playing through the Hammers of Fate campaign); I just want to reach the end and not mess up in the final battle with Kha-Beleth...

P.S. My Wulfstan has teleport (surprise attack) – it's a very useful ability for taking out archers. I teleport berserkers, and they deal a deadly blow (thanks to the attack bonus), or should I take defense instead and use warriors to block neutral archers?
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Take the Sorceress – you won’t regret it.
Эх, опять идти за сигаретами... :smile34:
In reply to Крестьянин-ZOMBIE
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What about this build: attack and defense with Hirad, Chaos magic + Sorcery, and Leadership (or Luck, depending on the opponent). And Chaos perks depending on the situation. Has anyone tried this build, and how effective is it? Share your experience :smile02:
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The hero Erling is a good choice; you should focus on developing Chaos magic and spellcasting. If the map allows, also invest in defense and attack (but if there's a resurrection rune, you'll have to forget about defense). Don't forget about the "Воздействие" skill; dragons will deal significant damage. Erling also enhances priests, so it's better to take the first upgrade, as the cross attack is very effective. Don't forget about education if you plan to play for a long time, but the problem is that Chaos is very weak in the late game. I don't know about other heroes with Chaos magic, as spellcasting is difficult to acquire. For the campaign, you have no choice but to use a hero from the Academy. Since you can learn two magic schools, spellcasting and education are essential.

За кланы! За кровь!
In reply to Ereb
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Yes, Erling is probably what the Dwarves need when magic is required. However, it's not very convenient for them to start with him :smile48:, especially when compared to, for example, Ingvar :smile20:. Perhaps, in Erling's case, it would be worth building a magic tower to level 2 on the first few days so that he can handle the neutrals properly?
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They keep repeating "Ingvar, Ingvar," it's annoying. Regarding the topic, losing necessary resources on that magic... losing buildings... the gnome has very little mana, 2-3 battles, and if there's no mana well nearby, you have to hide in the castle. If Erling does appear, I play against him like I play against others, using units. The main thing is to quickly capture the soldier's hut, and then everything will work out (a stack of bears, 1 bear for testing (if it doesn't scare them away, at least there won't be retaliation), and at the beginning, when there are no bears, use spearmen against everyone, including defenders).
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
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You keep repeating "Ingvar, Ingvar," it's annoying.

But what's the problem if Ingvar is the best hero for the Fortress faction?
Right from the start, he has 70 guards plus defense (sturdiness)! He's hard to rush.
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He's not the best, that's for sure. If you know how to play, you can use other heroes too (of course, on small maps where there's a rush, he's the best choice). But I like playing on large maps, developing my hero up to level 20+, and in that case, Ingvar isn't the best choice.
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
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By the way, I noticed that Ibba and Erling are good in the late game. Ibba - mega cool bears + (if we find the energy rune) they can almost clear all mobs + and the bears can also deal good damage. Erling - luck + cross attack + banners + pyrokinesis or light magic will deal very good damage, unlike priests under other heroes. Helmar is also an option, but it's also difficult for him at the beginning - the main thing is that the secondary hero is good.

За кланы! За кровь!
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Dwarves are a super race!!!
They have no rival that would be more dangerous to them, because dwarves can give a good fight to any enemy, whether it's a mage or a warrior. Thanks to their defense, attack, and luck skills, plus rune magic, they are excellent against strong units like humans, elves, and orcs. Thanks to luck and light magic, they are also good against mages with their chaos and dark magic.
Moreover, dwarves are good because they have a very versatile skill build. That is, almost all skills can be taken – everything is useful. For example, a dwarf warrior can take any of the following: attack, defense, leadership, luck, logistics, education, light, and even mechanics (although less effectively).
But I believe that luck, attack, and light should definitely be taken, and the rest – as desired. Luck combined with soldier skills is one of the most useful skills for dwarves. As is dwarven luck against magic.
Light is also important. Both blessings and antimagic are useful against berserkers with mind control, as well as divine vengeance, resurrection, and dispel magic.
I always take attack. Battle frenzy is very useful. It makes the first two tiers of creatures almost twice as strong. And dwarves have very low damage.
In reply to Igor111
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Igor111
Dwarves are a super race!!!
They have no rival that would be more dangerous to them, because dwarves can fight back against any enemy, whether it's a mage or a warrior. Thanks to their defense, attack, and luck skills, plus rune magic, they are excellent against strong units like humans, elves, and orcs. Thanks to luck and light magic, they are effective against mages and their chaos and dark magic.
Moreover, dwarves are good because they have a very versatile skill build. That is, almost all skills can be taken – everything is useful. For example, a dwarf warrior can take any of the following: attack, defense, leadership, luck, logistics, education, light, and even mechanics (although less effectively).
But I believe that luck, attack, and light should definitely be taken, and the rest – at your choice. Luck combined with soldier skill is one of the most useful skills for dwarves. As is dwarven luck against magic.
Light is also important. Both blessings and antimagic are useful against berserkers with mind control, as well as divine vengeance, resurrection, and dispel magic.
I always take attack. Battle frenzy is very useful. It makes the first two tiers of creatures almost twice as strong. Dwarves have very low damage output.

Light is not the only magic.
Try fighting a dwarf with maxed-out chaos magic and the Armageddon spell + elemental immunity runes.:D
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In reply to KillAndAction
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KillAndAction
Light isn't the only magic.
Try fighting a dwarf with maxed-out Chaos skills and the Armageddon spell + elemental immunity runes.:D
Yes, that happened. But against me. I didn't expect such treachery from the AI.
I was playing as an Orc and somehow managed to defeat him after two Armageddons.

I personally don't like the dwarf mage. Because you're constantly dependent on luck - whether Fireball and Armageddon will be cast or not.
But in general, I agree that it's a very powerful build.
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Exactly, if you're developing a mage, everything depends on luck: will the guild provide what you need, or will it be the usual situation? I don't really like relying on chance.
Besides, the opponent might figure out this trick and take countermeasures (for example, they'll try to find Ice Shield, Fire Resistance, Reflection, etc.).
And against a mage with amulets that reduce magic, it's even more difficult.
But this is all theory, it doesn't really matter.

Lately, I've been facing a problem (since I mostly play on medium and small maps, or at most, large maps): how to catch up in development/clearing with the opponent. Let's say a common scenario is an Orc with Logistics (a popular build), and I won't even mention Arghat. In short, a Logistics-focused build. After all, Dwarves have only a 2% chance of finding wheels, and it's a bit disadvantageous for them to take that path, as they'll have to sacrifice something. On maps with a more or less limited level cap, each level is extremely valuable.
Can anyone suggest something useful? (As an option, I've tried: Machines, Luck, Defense, Leadership). Although, it often happens that with Machines, there's a problem: I max them out, but they stubbornly don't give any perks from that skill.
(But even so, it's impossible to catch up with the Orc). And I don't want to change race, because there should be some balance (at least, I want to think so).

And regarding attack, what are you sacrificing? Which hero do you usually play?
(My favorite hero is Inga, but unfortunately, she's better suited for large maps, and it's desirable to make her a hybrid, as you can't take purely warrior skills due to her education).
Could you please outline an approximate skill build?
I understand it like this: Luck, Attack, Defense, Light, Leadership (there aren't many other options). The hero is probably Ingvar?
Malder -> Fox Mulder
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On small maps, the Dwarf has little chance against the Engineer if he doesn't manage to capture the Machines early on. For heroes, it's best to choose Ingvar, Karli, or Ibbu. Capture Machines, Log, Attack (Tactics), Luck (Soldier), and choose either Light or Chaos, depending on your opponent. This is a brief overview.
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I personally prefer Ingvar :c. Max out Runes for Defense, Attack, Luck, and Light.

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