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Posts from Tactics for playing as the Dwarves.

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15 years ago
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Well, getting logistics with a 2% drop rate is a bit difficult. Otherwise, you can rely on machines and break through to the center around the 2nd week, using your former allies, and then you can more or less start clearing the area (but even then, if you're playing against Necropolis, you can break through in the first week, but it's harder with these (even if you do break through, your army will be heavily damaged, but of course, it depends on who guards the bridge) - again, it's a matter of chance). What artifact will be in your zone (so you can grab it first, because you won't be able to take it from normal opponents). Again, it's a matter of chance. They might give you a Necromancer's Amulet. Ingvar was the hero. Igor, aren't you leveling up Leadership? And what about Education, is it worth taking (on large and very large maps)? I can't decide (I've always taken it, but lately I've been wondering about Leadership).
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15 years ago
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Rokky

Igor, don't you level up Leadership?
And what about Education, is it worth taking (on large and very large maps)? I can't decide (I always took it, but lately I've been wondering about Leadership).
Leadership can also be extremely useful, especially because of Rune Harmony. But I prefer Education. Firstly, the dwarf's stats often develop evenly, resulting in a character that's neither good nor bad. Education helps improve this. Sometimes Luck increases significantly, and/or Magic, but nevertheless, Education is also useful. And Magic Affinity is a great thing.
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15 years ago
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with light magic, are you planning on casting a lot of spells?) There's usually enough mana for up to 100 in most cases. Cast a few mass buffs (a couple or three) and use other abilities like vengeance/teleport a few times. (36 mana for buffs, and 14 for vengeance, I think 100 is enough). You can also add regeneration. In any case, if the battles involve large creature gains, you don't need to cast spells for too long, although, unless both have high defense and low damage, it depends on the situation.
I prefer learning the Eye skill for evasion.

Leadership with luck and attack, enhanced with runes, is a very powerful combination.
And there's a higher chance that magic increases spell power (I've noticed this with the Imp), while in Haven, magic isn't as important as, for example, in Dungeon.
Well, I'm not sure, I still need to test it thoroughly.
+It's good that if the opponent doesn't have morale-lowering units, you don't need to fully develop leadership due to harmony (which frees up a level).
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15 years ago
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Here, Igvar's Education often adds more defense, which I really like. And you gain experience faster.
But, of course, against a Necromancer, you definitely need to take Leadership – there's no question about it.
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15 years ago
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Definitely! I recently played against a Dungeon player on a large map. I don't know where he got two rings that reduce morale, but combined with the Shout spell, it wasn't very fun (he didn't have Leadership).
I can imagine what would happen if he collected two pieces of his set or just the Cloak of Shadows! =))
Do you take Stone Skin for defense (the protection perk) and for attack (the speed boost), or do you rely on light magic?
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15 years ago
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Rokky

and you take Stone Skin for defense? (defense perk), and for attack (speed?) or do you rely on light?
It depends on my mood.
But recently, I decided that in the Light faction, it's better to take Righteous Wrath, which gives the most important upgrades for a dwarf - both speed and punishing strike, as well as Blessing, to remove dark spells with a mass dispel.
I also came to the conclusion that against a necromancer, you can leave leadership at the advanced level and take Rune Harmony. Because I use runes often, and it turns out that morale is already above +5, and more than 5 is only needed to counter the necromancer's war cry. But if the choice is between minor skills, then you can, of course, take leadership to expert. Then, even without using runes, morale will be +4. And there are artifacts for morale on every map. So, at least +5.

Added 16 minutes later
Here, by the way, the same thing, I recently played as Ingvar against Daedra. I took this build (up to level 21):
- Expert Runes - Refined - Perfected - Completed
- Skilled Light - Blessing
- Developed Leadership - Rune Harmony
- Skilled Defense - Endurance
- Skilled Luck - Soldier's Luck
- Basics of Attack - Battle Fury

I really liked it. True, the damage was low because the attack is low, but there were no problems with darkness. And with the help of runes, everything went great.
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15 years ago
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:))) Well, it's just a suggestion, but wouldn't it be better to take Magic Reflection and Dwarven Luck? Plus, you could find some boots, and if you had the Forgotten Hero's Armor, that would be great. The only downside is that instead of boots, you could wear something better. But sometimes you have to make sacrifices.
Calculate the resistance you get, even if you have Magic Reflection and Dwarven Luck + boots (they're not that hard to find), and it turns out to be pretty good.

As for runes, I rarely use them (Refreshed and Completed) on mobs; I try to save them for the end, so I have enough for a few uses. Although that's a downside, it's still worth it. (But Refreshed – I'm not sure, I almost never take it if I have Magic, except in cases with Empathy, because spending a hero's turn to refresh a rune instead of casting a spell (like Vengeance) isn't very good (unless it's at the end of a very long battle and there's nothing else to do). (Rare cases where there's a heavy burst from a key stack and you need to refresh Resurrection don't count).

By the way, today I tried playing with Retribution (because even without artifacts, it lasts 5 turns with Rune Harmony). (It's a bit difficult without Frenzy, but the tactic allows the bears to maneuver well).
When you're not playing as an Enigma, you might not even have Energy Rune in your inventory.
(To be honest, it's just okay; I expected more).

By the way, they say Chaos isn't very good without Magic, but Empathy + Chaos = a replacement for Magic! Especially with Enigma (which I love the most), it's easy to take Empathy.
It's just not very effective against opponents that lower morale, though.
But it's very interesting
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15 years ago
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It's hard to say.
The chance of dispelling a spell is higher than the chance of magic resistance triggering. Although, of course, a dwarf has one of the best magic resistances in the game.

And I periodically use the updated rune. Especially resurrection needs to be updated frequently for key creatures. And some other useful runes, like berserk or thunderclap.

I never leveled up Retribution. It requires too many levels, and you have to give up other useful skills. I also think it's less valuable for dwarves. Tactics, archery, and battle frenzy are more to my liking.

Yes. Empathy with a morale of 5 is essentially a replacement for spellcasting. But if you're creating a dwarf mage, it's better to take Erling. His spellcasting often grows more than his other skills, and he already has spellcasting, and he's also a specialist in very powerful monsters - priests.
But I still prefer dwarf warriors)
Ingvar and Karl. Especially when they are both available in the tavern at the same time)))
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15 years ago
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In my opinion, it's almost impossible to play as Dwarves. They take a long time to develop and suffer significant losses. Their archers are completely useless. Only eagles/griffins and dragons save the day. And playing as Necropolis is much more enjoyable. Plus, their units are expensive.
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15 years ago
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not always, because you can take machines – a tent – and go without losses (initial battles, and then the bears with the paw help=).
Moreover, there is an opportunity to build dragons on the second week on veteran difficulty – with them, it's manageable.
Of course, against such heroes as: Hafiz, Tilshek, Kaspar, Deleb, Wingael, Vittorio, Hagesh, it's difficult for them =) (they fall behind in clearing the map and developing).
The main thing is to take machines to minimize losses at the beginning.

The only thing I don't like (and that's why they lose a lot) is the small chance of getting logistics. I don't understand the logic of the developers. What should races with 2% logistics do against logistics heroes? =\ Should they hang themselves or sit near the castle and wait for them to come and knock on the door?

Karl and Ingvar are easy heroes; it's easy to develop with them more or less.
15 years ago
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What are you talking about? It's incredibly easy to level up with the Dwarves.
The shield-bearing units are tough; divide your archers into several groups so they can inflict crippling wounds faster, and fewer enemies will reach you. Build your first Rune (speed is the most common), get a bigger bear, and use it to block the neutral archers. Who cares about losing 1 wood? Then add a ballista with fire arrows. That's when leveling up becomes really fast and without losses.
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15 years ago
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Here are a few pressing questions:
How to defeat a Logistics-focused player on large/medium maps (like in "Armageddon's Blade") – against Elves, Humans, Orcs, or Necromancers? They simply sweep through everything (especially with Vittorio or Argath/Hagesh).
With Dwarves, I can't manage to capture enough artifacts, so the opponent ends up fully equipped (and their army is practically brand new). Both of them run around with several units of archers + a tent and a ballista, and they don't care about anything. (It's a silly question, but it's getting annoying.)

And another thing: on the "Underground Treasures" map, no matter what I try, Hafiz always develops first, breaks through to the sea in the first week, and by week 3, he's already attacking other lands. If I choose machines for the Dwarf, I only take a tent because a mage will immediately negate the ballista's effectiveness.
I usually practice (if I can develop relatively quickly) a light-based tactic, with mass evasion in particular. I can't decide which hero to use: Inga or Karli. Inga because of her education and eye skills. Karli, well, it's obvious why.
I've only managed to kill the mage a few times, and that's only because he made mistakes and didn't develop his Hurricane skill (so he just runs back and forth... or something).

Joy, if it were as easy as you say... but what if there's no tent or rune energy, and you're up against forest archers or druids/archmages?
In reply to Rokky
15 years ago
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Rokky
I have a few pressing questions.
How to defeat a player using the Logistics skill on large/medium maps (like in "Ascension to Power") – against Elves, Humans, Orcs, or Necromancers – they simply sweep through everything (especially Vittorio or Argath/Haggesh).
With Gnomes, I just don't have time to capture artifacts, etc., and as a result, the opponent is fully equipped (and their army is practically brand new) because they run around with several units of archers + a tent/ballista and ignore everything. (It's a silly question, but it's just getting annoying.)

And another thing: on the "Underground Treasures" map, no matter what I try, Haffiz always develops quickly, breaks through to the sea in the first week, and by the third week, he's attacking other lands. If Gnomes build machines, it's only worth building a tent because a mage will immediately negate the ballista's effectiveness.
I usually practice (if I can develop quickly enough) a strategy with Light magic, mass evasion in particular. I can't decide between heroes. Inga or Karl? Inga because of her education/eye skill. Karl, well, it's obvious why.
I've only managed to kill the mage a few times, and that's because he messed up and didn't develop with Hurricane. (So he just runs around aimlessly... or something like that.)

Joy, if it were as easy as you say... but what if there's no tent/rune energy, and you're up against forest archers or druids/archmages?
On the "Underground Treasures" map, it's tough for Gnomes –
Haggesh, Necromancers, and Nazir can compete with Haffiz there.
Regarding "Ascension to Power," the small chance of getting "Logistics" also limits the Gnomes' options – although here, there's an opportunity to catch the opponent off guard – while they run in a circle towards our castle, we run towards their capital from the other end (this is relevant when playing 1v1 on opposite sides of the map).
In reply to Rokky
15 years ago
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Rokky
but what if there's no tent/rune energy, and you're up against Forest Archers or Druids/Archmages?

well, who's forcing you to attack Druids and Archers early on?
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15 years ago
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The idea is that while you're stuck there, guarded by these mobs, your opponent gets stronger.
"While you sleep, the enemy grows stronger" =)) This is relevant not only in WoW but also here xDDDD

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