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Posts from Necropolis or Castle (Which one is stronger?)

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In reply to AlexeyPank
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AlexeyPank;49080
That’s exactly what I mean. It’s just that when they have a large number of units, all attention is involuntarily drawn to them. People don’t usually have that many troops, so there isn’t as much panic against them as there is against Necropolis.

Besides, skeletons are quite good for sieges: when I was besieging cities, the towers always targeted the skeletons instead of the liches!:D
And they are also great for absorbing damage from approaching strong units!
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
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When defending, zombies work well for the Necropolis faction. They are sturdy and slow units – exactly what is needed. And ghosts can also play their role in long battles, when the enemy runs out of mana.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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Yes, ghosts are not only good at defense:). It’s hard to hit them!
Бог есть любовь
In reply to Darth Saruman
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Darth Saruman;49147
besides, skeletons are quite good for sieges: when I was besieging cities, the towers always targeted the skeletons instead of the liches!:D
and they are also great for taking the heat off approaching strong units!

not only for taking the heat, but often for dealing damage as well...
Stay still, so I can kill
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In the third game, ghosts didn't have that ability yet, and they were vulnerable to attacks. But the fact that they drained mana and recovered health every turn made them dangerous opponents. Especially in the hands of Charney.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
In reply to AlexeyPank
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AlexeyPank;49167
In Heroes of Might and Magic III, Ghosts didn't have that ability, and they were normally vulnerable to attacks. But the fact that they drained mana and recovered health each turn made them dangerous opponents. Especially in the hands of a Necromancer.

How much mana do they drain per turn... only 2 spell points... and as far as I remember, the Necromancer only increases their attack and defense...
Stay still, so I can kill
In reply to shamann
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I rarely build ghosts. There’s no need for them, neither for the building nor for the units themselves. They are a useless unit for Necropolis. But zombies are fine; they have a lot of health and are purely for defense.
Ich bin so allein...
Ich habe Angst...
Angst...
In reply to Sage
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Zombies, like skeletons, have a speed of 4. Well, what can you do? They're just slow.
Ich bin so allein...
Ich habe Angst...
Angst...
In reply to Forsaken
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I usually sent zombies to the Transmuter in most cases. However, ghosts can be effectively used for magical sabotage – just split them into several stacks.
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Darth Saruman
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a tactically sound move to split up the ghosts. You can attack with a reserve hero before the main hero attacks and clear out mana. Of course, this is effective against mages.
Ich bin so allein...
Ich habe Angst...
Angst...
In reply to Forsaken
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Forsaken;49211
A tactically sound move to split up the ghosts. You can attack with a secondary hero before the main hero attacks to reduce their mana. Of course, this is effective against mages.

How many ghosts do you need in one stack for a secondary hero to attack the enemy's main hero, and all the stacks survive? And what's the result? -14 mana?... A normal mage has 800-1000 spell points.
Stay still, so I can kill
In reply to Inquisitor
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Inquisitor;49233
What nonsense! My game doesn't take that long to complete.

How long does it take you to play an XL map?
Stay still, so I can kill

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