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Posts from Discussion about the Stronghold faction.

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14 years ago
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Furies are weak and only effective against slow-moving units. There's no need to even mention regular harpies. Orcs have much more formidable units like Crushers, especially Demolishers. This unit, in skilled hands, can break through almost any unit, even elite ones. The only difficulties might arise against archers and slightly against flying units. All ground units can be easily controlled with goblin traps, preventing neutral units from focusing on anyone. Demolishers, in turn, simply destroy enemy stacks one by one.

At the start, you get one stack of Crushers (which are upgraded as quickly as possible) and the rest are single goblin units + the main goblin stack. Then, you add Snatchers, which increase the mobility of the attack stack, or reduce the mobility of neutral units, allowing you to control them even more effectively.
In reply to Zybr
14 years ago
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Zybr
Furies are weak and only good against slow units. There's no need to even talk about regular harpies. Orcs have much scarier units like Crushers, and especially Demolishers. This unit, in skilled hands, can break through almost any unit, even elite ones. The only difficulties might arise with archers and slightly with flying units. All ground units are easily controlled with goblin traps, which prevents neutral creatures from focusing on anyone. Demolishers simply take out enemy stacks one by one.

At the start, you get one stack of Crushers (which are upgraded as quickly as possible) and the rest are single goblins + the main goblin stack. Then you add Snatchers, which increase the mobility of the attack stack, or reduce the mobility of neutral creatures, allowing you to control them even more effectively.

Before I read this message, I was playing as the Barbarians with a mage, because I had a Dynasty weapon - the Staff of Eight Ipostasies of Ash, level 2 (+3 magic power and +30 max mana). This meant that, firstly, I started with harpies, and secondly, I had a lot of mana. So I simply took the Restoration specialization for my hero, upgraded the harpies in the first week, and took out some of the best troops.
But that's with a Dynasty weapon. If you don't consider the weapon, then choosing a mage for the Orcs is still a bit questionable. The Barbarians have too powerful units.

I thought about it and started playing as a warrior. Demolishers under the command of such a hero are truly formidable - they can take a hit and deal massive damage.
I just don't understand one thing - why divide the goblins into single units and a main stack?
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14 years ago
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I don't understand one thing - why divide the goblins into single units and a main stack?
The main advantage of the trap is not dealing damage, but slowing down the enemy. And for this, even 1 goblin is enough. Besides, it's better to place traps constantly, and if there is only one stack, then due to the cooldown, you will only be able to do it once every three rounds. Traps allow you to:
1) keep the enemy away from other troops;
2) help avoid focusing your troops and, conversely, help to pick out single enemy stacks.
But this is with the Dynasty weapon.
Exactly:)
In reply to Zybr
14 years ago
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Zybr
The main feature of the trap is not to deal damage, but to slow down the enemy. And for this, even 1 goblin will do.
Which version are you playing? In version 1.2, one goblin no longer stops anyone, even an entire stack of goblins doesn't always. It seems that now the ability trigger is made like in the fifth game for trappers. That is, the probability of triggering depends on the ratio of the strength of the goblin stack and the neutral stack. I also noticed this ability trigger system in lilims and vestals.
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14 years ago
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Lilim and Vestals had a limit on their numbers from the start. But Goblins, at least up to version 1.2, didn't have a limit.
Although there were some nuances with complete immobilization, but that's a different story.
I haven't played as Barbarians since 1.2, I need to check it out.
14 years ago
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Skull
Which version are you playing? In version 1.2, even a stack of goblins can't stop anyone anymore. It seems they've made the ability trigger like it does for trappers in the fifth game. That is, the probability of the ability triggering depends on the ratio of the goblin stack's strength to the neutral stack's strength.

One goblin really doesn't slow anyone down. Except for maybe one Vestal. :)
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14 years ago
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My favorite faction, even since the third installment of the game. It's a shame that it has the least interesting campaign. And in the early stages, the "Crushers" unit, when buffed by the hero, really carries the team. Four attacks with increased damage – that's no joke!
14 years ago
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Decided to practice in skirmishes while the Conflux isn't working, for online play, and I'm slowly coming to the conclusion that I'll have to play, apparently, not with my favorite Orcs :( . Taking an Orc Mage, in my opinion, is nonsense (6 out of 7 units deal physical damage), and the constant lack of mana for the Warrior is very annoying. Why

Moderated: INAPPROPRIATE LANGUAGE in the message

the hell
did they give the evil Orcs light magic, and not their original magic (30 mana and daily replenishment would be very useful)?:mad: You have to attack only low and small-threat enemies, which greatly slows down development. In general, it's difficult to play without healing units; before, at least, the goblin units with traps saved them, but they took that away from us, those vile "black dwarves." Well, never mind, it's still too early to give up; I'll train my valiant Orcs (take them to the gym for workouts, arrange multi-kilometer runs for them, etc.:D), after all, they are a powerful race.
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14 years ago
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Excellent and powerful faction, the campaign is quite good, but not the most interesting. The units are strong. I liked the race.
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14 years ago
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I wanted to play as the Stronghold faction. But they don't have "Initial Magic." And that's a drawback...
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14 years ago
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In battles, I always need a lot of mana for basic spells like Restoration and Healing. I mainly use only these, but in every battle. And without mana regeneration, it becomes very difficult.
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14 years ago
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Skull
What if you take the "Wizard" specialization, which gives +40 to mana?
This will only delay the mana drain. It doesn't replenish on its own; it only does so through artifacts.
In reply to spleean
14 years ago
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spleean
This will only delay the mana drain. It doesn't regenerate on its own, only through artifacts.
Well, this will allow you to fight more battles on a single "tank" of mana. And doesn't the mana regeneration rate depend on its maximum possible amount?
14 years ago
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Skull
There's a severe mana shortage, seemingly only in the beginning, but later, as levels and army size increase, "Reinforcements" should be sufficient, except in rare cases. By the way, Drain is cheaper in mana than Healing and Restoration and is often more effective.
Drain is effective when you have a good, numerous damage-dealing stack. In the beginning, for the first couple of weeks, healing/restoration is still more effective.
14 years ago
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Skull
Where did I write that draining is always more effective? Why are you explaining obvious things to me as if I were a complete newbie? :smile51: And if I lose 1-2 brutes (which is usually the case at the beginning), why would I cast a "more effective" restoration spell (I almost never take healing), when I can use draining to resurrect the fallen comrades and save 5 mana.

Moderated: OFF-TOPIC in the message

This is a forum, and not only you read it.
At the beginning, battles usually take place with the hero's starting army, and draining won't work in that case. Or are you talking about some other kind of beginning? :)

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