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I played Orcs against Demons on a map with a bridge. First, I set the AI to strong, which led to a stalemate, so the second time, I played with medium AI on normal difficulty. I will describe the second game.
The Orc warrior hero starts with Ogres and Goblins. I initially built Harpies, which was a mistake, as 5 units of this type cannot provide any help :). For lovers of tactics, you can first build Crushers (Ogres?), divide them into several squads, some of which are single units, and divide them into two equal squads of Goblins. In theory, this could allow you to capture a mine and a lumber mill without losses. But I went the Orcish way, head-on, so by the end of the week, I was missing two Harpies and three Ogres (Crushers?). So, the first stage of the game on this map is capturing the most important mines.
Next, you need to accumulate troops and capture an artifact that is more useful to you (closer to the city is more useful for a warrior, and closer to the fort is more useful for a mage). After that, the following week, my crystal mine guard ran away, and the auto-battle dealt with the champion near the fort (it is not necessary to immediately attack the champion, but this is experience that the enemy can gain). The following week, I captured the fort, also capturing the second mine (it may be easier to defeat the second champion). Then the computer went on the attack, and for the next few weeks, we "played tag": the computer bought reinforcements - I ran away, I bought reinforcements - the computer ran away, and I captured everything except the crystal mines and the lumber mill (if you don't leave it, it will remain under your control). Then, one week, the computer made a mistake and started guarding its mine, and I had enough movement points to capture its city :). Then the enemy hero recaptured the fort and went to my starting city. I exchanged money for a portal to the city, teleported, took a risk and attacked, and won :). But, in fact, only because of the AI's stupid moves.
Conclusion: for Orcs, the start is quite sad :(. Unimproved Harpies receive a counterattack (!), and Goblins only attack at half range. I think that an effective start would be with a Naga or Demon mage hero, if you take a specialization that gives + to magical power, a skill in Prime that gives + to magical power, and a dynasty bonus that gives + to magical power (starting from the "Silver" rank!). Then their basic ranged units will deal very decent damage, and the spell that can be obtained by spending a skill point on a knowledge dolmen will help clear the mines. But it is not a fact that such a start will pay off later. But I will try to play like this tomorrow, as a Sanctuary hero :).
The Orc warrior hero starts with Ogres and Goblins. I initially built Harpies, which was a mistake, as 5 units of this type cannot provide any help :). For lovers of tactics, you can first build Crushers (Ogres?), divide them into several squads, some of which are single units, and divide them into two equal squads of Goblins. In theory, this could allow you to capture a mine and a lumber mill without losses. But I went the Orcish way, head-on, so by the end of the week, I was missing two Harpies and three Ogres (Crushers?). So, the first stage of the game on this map is capturing the most important mines.
Next, you need to accumulate troops and capture an artifact that is more useful to you (closer to the city is more useful for a warrior, and closer to the fort is more useful for a mage). After that, the following week, my crystal mine guard ran away, and the auto-battle dealt with the champion near the fort (it is not necessary to immediately attack the champion, but this is experience that the enemy can gain). The following week, I captured the fort, also capturing the second mine (it may be easier to defeat the second champion). Then the computer went on the attack, and for the next few weeks, we "played tag": the computer bought reinforcements - I ran away, I bought reinforcements - the computer ran away, and I captured everything except the crystal mines and the lumber mill (if you don't leave it, it will remain under your control). Then, one week, the computer made a mistake and started guarding its mine, and I had enough movement points to capture its city :). Then the enemy hero recaptured the fort and went to my starting city. I exchanged money for a portal to the city, teleported, took a risk and attacked, and won :). But, in fact, only because of the AI's stupid moves.
Conclusion: for Orcs, the start is quite sad :(. Unimproved Harpies receive a counterattack (!), and Goblins only attack at half range. I think that an effective start would be with a Naga or Demon mage hero, if you take a specialization that gives + to magical power, a skill in Prime that gives + to magical power, and a dynasty bonus that gives + to magical power (starting from the "Silver" rank!). Then their basic ranged units will deal very decent damage, and the spell that can be obtained by spending a skill point on a knowledge dolmen will help clear the mines. But it is not a fact that such a start will pay off later. But I will try to play like this tomorrow, as a Sanctuary hero :).
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"