Posts from Who has enough powerful magic.
Who has sufficiently strong magic.
I made the mistake of sending the golems (250) forward. The lizardmen stood next to the golems (which were the strongest stack in my army), and the harpies (4 stacks of 90) attacked my golems, and then the lizardmen attacked as well. By the time it was my golems' turn, there were only 30 of them left :)
2. For me, the most important thing is initiative, so I need to include more corresponding troops in my army. If there are not enough of them, I will apply a general slow effect to the enemy.
3. When attacking archers, don't expose your troops to close-range fire.
1. When fighting fast units (like nightmares, lizards), you need larger creatures and to hide them behind various obstacles, but if there are none and you don't want to lose troops, do not deploy them for battle at all.
2. For me, the main thing is initiative; therefore, you should take more corresponding troops into your army, and if there are few of those, apply a general slow on the enemy.
3. When attacking shooters, do not expose your own troops to point-blank shots.
I actually meant neutral creatures...
By the way, the "Inspire" spell has been significantly weakened.
The "Mind Control" spell has been significantly weakened, by the way.
If that's the case, it's fine. It's even better if you have a strong army, as it can overwhelm everyone with its presence. You can constantly push it to the edge of the battlefield, and you can also reduce its initiative and finish it off with ranged units.
Mind Control is very good, but it severely impacts initiative, reducing the frequency of turns, and they might have time to remove it. Therefore, Berserk is often even more effective, and it can be obtained earlier.
I agree.
Well, maybe by dispelling the enchantment.
But it's level 2. No special skill is needed. There's a high chance it will be found in a Castle: Human, Elf, or Mage.

