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Who has sufficiently strong magic.
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#16
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It’s best not to deploy Furies in battle if you’re playing against spellcasting and ranged units, unless you know they won’t go first, won’t reach their target, or won’t be able to eliminate all of them in one attack. Also, avoid deploying them when capturing a castle. Furies are an easy target for towers, archers, and spellcasters. But when there are no such units, Furies are really effective. Boots that give +1 speed to all stacks in your army are also desirable.
In reply to LotR
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#17
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LotR;43820
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 :)
This is understandable; I should have skipped a turn to let the units move, and then attacked with 250 golems, instead of 30.
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#18
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1. When fighting fast units (like Nightmares or Lizards), you need large creatures and should hide them behind various obstacles. But if there are no such obstacles, and you don't want to lose troops, don't deploy them at all.
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.
aka Sir Holmes aka David Jones.
In reply to HoM[M]ie
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#19
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Home;43874
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.
In a game against the computer, this is all correct, but against an equal opponent, various tactics are necessary, depending primarily on which race you are facing and the characteristics of the opponent, which can often be better than yours; with the computer this works, with a human it's not guaranteed. Therefore, the main thing is to develop yourself and prevent the other from developing, and before the battle with the main forces, send a level-6 hero at the opponent to remove positive effects from them.
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#20
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Actually, I meant the neutral ones...
aka Sir Holmes aka David Jones.
In reply to HoM[M]ie
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#21
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Home;43886
I actually meant neutral creatures...
Then everything is fine. It's even better if you have a strong army, which can overwhelm all enemies with its presence. You can constantly push it to the edge of the battlefield, reduce its initiative, and finish it off with ranged units.
In reply to Silovik
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#22
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By the way, the "Inspire" skill has been significantly weakened.
In reply to Artes
#23
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Artes;44105
By the way, the "Inspire" spell has been significantly weakened.
Well, perhaps it shouldn't be possible for the spell to affect multiple stacks simultaneously, but now, after this unit attacks, the spell no longer wears off! In my opinion, this is more practical! Because before patch 1.3, the enemy could remove the spell by attacking with their weakest unit.
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#24
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Artes;44105
The "Mind Control" spell has been significantly weakened, by the way.
The "Mind Control" spell is still decent. What has been really nerfed is summoning creatures – after the patch, it takes 75% of the turn, and each resurrected unit loses 10% of its health upon resurrection. It's interesting to see what will happen after resurrecting a single unit 10 times :D
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#25
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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.
Intimidation is very good, but it severely reduces initiative, resulting in fewer turns and giving the enemy a chance to retaliate. Therefore, Berserk is often even more effective and can be obtained earlier.
In reply to Fireball
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#26
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Fireball;44165
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.
Berserk is a bit unpredictable, but Mind Control is decent. I didn't know that in version 1.3, it became unremovable. What's the point of that? How do you fight it now? Does Dark Magic rule now?
In reply to Silovik
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#27
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Silovik;44186
Berserker is a bit unpredictable.
I agree.
Silovik;44186

And Mind Control works fine; I didn't know that in 1.3 it became unremovable. What the heck? How do you fight it now? Is Dark Magic the way to go?
Well, you can probably remove it with Dispel Magic.
In reply to Magnus
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#28
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Magnus;44245
I agree.

Well, maybe by dispelling the enchantment.
But not everyone has that ability, and they try to hypnotize the one who is about to move, or plan their spells accordingly.
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#29
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Silovik;44256
Not everyone has it, and they try to hypnotize the one who is about to move, or time the spell accordingly.
But it's level 2. No special skill is needed. There's a high chance it will be found in a Castle: Haven, Academy, or Temple.
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#30
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Magnus;44278
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.
I rarely use low-level spells, especially general ones. But hypnosis is great; I remember in the fourth game, medusas hypnotized you when they attacked, which made fighting them a pain.

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