Posts from UD&ORC
I can't say with absolute certainty about the number of summons, but they are random (and possibly have different probabilities of appearing – that's true). I can also suggest Maxim Sorokin's tactic (which is focused on speed)
http://heroes.ag.ru/heroes5/advices/12/ - here's the link.
The build depends on the map and the Necromancer's build. The most important skills are Attack, Leadership, Darkness Dampening (it's developed closer to the endgame, taken as soon as it's available), possibly Defense, Luck, and Logistics
Also, definitely take “Weakness to Darkness.” Also, take the racial skill “Strength Against Magic,” and it’s also desirable to take Luck and, within it, “Magic Resistance.”
As a result, it will no longer be possible to cast Dominate on Cyclops, Berserk will only last for one turn, the Necromancer’s magic will be weakened, and the duration of spells will decrease.
You can also take “Dark Corruption,” and then all of the Necromancer’s spells will become 50% more expensive, and he already has little mana; you can also take “Dark Restraint,” and then the Necromancer will cast spells very rarely, since he is unlikely to have enough magic. And even if he does, he will lose the opportunity to take some useful skill.
Also, be sure to include Goblin Shamans in your army and disrupt the enemy’s magic. At a minimum, they will further increase the cost of the spell, or even reduce its magical power. There is even a chance that the spell will not work at all (if there are many shamans).
Also, take Warlords. If the opponent has blinded or berserked someone, use the Warlord’s ability.
Readiness against Necropolis is completely unnecessary; a Necromancer will never attack first: they will first cast all possible general debuffs, then focus on individual stacks, and only then will they start fighting the Orc.
I learned another trick while browsing the manual: It says that goblin shamans, while under the second level of rage, are capable of "cleansing"! Has anyone tested this?:smile54:
Also, please tell me which units you upgrade to fight against the Undead!!:)
I disagree about the Darkness Shield. It's effective against Necromancers and should definitely be taken. Just the fact that the Necromancer will lose the ability to control Cyclops and cast Berserk for only one turn is worth it. Not to mention that his magic will decrease significantly. Let's say if the Necromancer has 20 magic, thanks to the Darkness Shield and "Power Against Magic," we can reduce it to 12-13. And Shamans will also make his life difficult. As a result, Darkness will be severely weakened.
Also, I disagree that you should take Fire Fury in education. This skill is quite questionable. And in the case of the Necromancer, it's definitely harmful. The Necromancer, with his mass Darkness spells and Liches with their cloud, will greatly disrupt your Fury. And not just disrupt it, but make it 1.5 times stronger. And instead of getting benefits from this skill, you will only get harm.
Umka-Gold
I haven't checked in a long time. But I think it definitely removes the effect. I need to play sometime and recheck.
In general, if we're talking about skills, it's desirable to take Fury (all levels), Logistics (the Necromancer develops quickly, and you need to keep up with him), Attack (the main Orc skill), Leadership (definitely Battle Fury), and then choose from Darkness Shield, Luck, Defense, Mechanics, and War Cry.
Don't forget about the War Cry that increases morale – it's very useful. Even increasing morale by +3 will allow you to always have it positive, which means "Battle Fury" will always give you Fury points.
And leadership is undoubtedly a skill that Orcs should always have, regardless of the opponent.
Added 3 minutes later
And Luck only gives a 15% chance to deflect an enemy spell, if you're lucky, not full-fledged protection like Defense does. And an Orc without magic resistance is easily wiped out. I'm completely stuck myself (
Added 8 minutes later
Yes, I'm talking about the FUNDAMENTAL factors of victory – because victory is the absence of defeat. And this isn't about "just useful" things. The game is against a Necromancer, and that's more dangerous than any mage because he turns your army into a bunch of weaklings. In my opinion, taking War Machines against a Necromancer is utter nonsense.
Added 30 minutes later
Yes, about giving the Orc magic resistance against a Necromancer – will he have enough mana for Shrieks to scare the Cyclops he's controlling?
Let's say if a Necromancer had 20 magic power, thanks to the patch and "magic resistance," we can reduce it to 12-13. And Shamans will make his life even harder.
And then, anti-magic and skills in it don't affect the Necromancer's magic power; they only reduce the effect of dark spells.
And against Chaos, you can use Shamans, but against Darkness, you need meat: therefore, we take another upgrade for the Barbarians so they live longer.
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"
It is advisable for the Orc to take artifacts that boost magic skills, so that the "Magic Resistance" skill works better.
The Orc has a low magic skill, but the "Darkness Dampening" skill is excellent against Necromancers.
What does it mean that they don't affect the magic skill parameter?
On the contrary, they do, and that's their advantage!
Let's read. The "Darkness Dampening" skill reduces the caster's magic skill by 25%. So, instead of 20 magic, when calculating the effect of a dark spell, it will only be equal to 15. If the Orc has at least 6 magic, then it will be reduced by another 3. As a result, a Necromancer with 20 magic will cast dark spells with only 12 magic.
Then, the "Darkness Dampening" skill itself, at the expert level, makes it so that spells of levels 1-3 are cast at the level of "basic dark magic".
Against any mage, you should ALWAYS take Goblin Shamans!!!
If their number is close to 400, then there is a very high probability that the spell will not work at all! And any spell, of any school.
Added 10 minutes later
Yes, it's a good strategy for the Orc against a Necromancer, as long as the Necromancer doesn't have too much of a numerical advantage.
You can easily take Hagresh and develop him, say, up to level 24:
- Skilled Blood Rage - Reinforcements - Remembrance of Our Blood - Magic Resistance
- Skilled Attack - Ranged Attack
- Skilled Leadership - Recruitment - Battle Frenzy - Speed Aura
- Skilled Logistics
- Skilled Darkness Dampening - Dark Curse - Weakness
- Ghostly Luck - Magic Resistance
Yes. In general, you can come up with many things. That's why I love Heroes 5:)
You also need to look for all the artifacts that increase your luck and decrease the enemy's, as well as artifacts that boost morale and magic resistance.