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Posts from Tactics for the Swamp (Fortress).

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In reply to Inquisitor
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I would like to see how they plan to defend against Solmyr, for example, or any other mage hero with a decent set of offensive spells.
Да будет так
In reply to GvozD
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Or even against Mullich with a water magic expert and a clone.
Radik
In reply to Radik
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I’m not saying you should just sit back and defend. It’s just that the Swamp faction focuses on defense, and sometimes it can be tough and take a while to break through their defenses. When playing as the Swamp, you need to use the advantages of the castle’s specialization. Honestly, I’m not very good at it, even though I like to give up the initiative at the beginning of a battle.
Ich bin so allein...
Ich habe Angst...
Angst...
In reply to Inquisitor
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Inquisitor;53366
Let' same discuss this, gentlemen!

my opinion: the Swamp can only provide worthy competition with other races in the late stages of the game.

Please convince me otherwise. Because I lost by 200% :(

Actually, it is quite the opposite; the town is very effective at the start of the game, because the tactic is based on quickly building up snakes and wyverns, followed by capturing mines, and then supplementing the army with shooters and lizards. By the middle of the 2nd week, we get an army ready to fight a large force of neutrals, but by the 2nd month, everything changes. The town weakens relative to others, so my personal tactic is either aggressive Hero leveling or conquering another town, after which a new army and Magic Guild are built there ;)
Герой в каждом из нас...:rolleyes:

"Истинно могуч тот, кто побеждает самого себя"
In reply to Geksorin
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Geksorin;53717
Actually, it's the opposite; the city is very effective at the beginning of the game because the tactic is based on quickly building up snakes and wyverns, after which you go on to conquer mines, and then the army is supplemented with archers and lizards. After that, by the middle of the second week, we get an army that is ready to fight a large army of neutrals, but then everything changes after 2 months. The city weakens in relation to others, so my personal tactic is either to rapidly level up the Hero or to conquer another city, after which a new army is built there, and a magic guild is established.
This is already more realistic. Although I wouldn't rely on wyverns and snakes when attacking archers. They won't reach the archers in the first turn, and due to their low stats, both snakes and wyverns will suffer significant losses after the first volley.
Да будет так
In reply to GvozD
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GvozD;53690
Snakes are certainly a pain, but it's usually difficult to gather enough of them because their stats are low, making them an easily defeated unit. I agree about Basilisks and Gargoyles (especially Gargoyles). Wyverns are very weak on their own (if I'm not mistaken, they are the weakest level 6 unit). Hydras will be mostly dead by the time they reach the battlefield, and they are easily dealt with by creatures with a double attack (e.g., a Crusader). And that's all there is to the Swamp.
Snakes always go first, so the enemy's strongest unit becomes weaker. Then, Wyverns attack, so it also takes poison damage:)
Hydras + a Swamp hero = a death machine, slow but invulnerable. Add Earth magic, which Witches use, and the Hydra turns into a mega-monster, and no horde of Crusaders with a bunch of effects on them (Snakes weaken them and make them even weaker) will stop the Hydras.
You forgot Gnolls and Lizards. I agree that Lizards have great stats for their level, especially defense. So, Lizards will last a long time and will be able to outshoot enemy archers.
I already talked about Gnolls.
In my opinion, the only Castle that can counter the Swamp is the Barbarian Castle with its monster that reduces 80% of defense (all the Swamp's efforts are for nothing). Otherwise, the Swamp is quite strong.
In reply to Inquisitor
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I agree with Knight... (I just want to add that calling a level 3 monster with 22 hit points weak is a bit much...), and it's easy to accumulate them. In the beginning, you always carry two or three with you for initiative/counterattacks; they're a bit expensive to buy, but they accumulate, and by the final battle, you have a very good reserve in the Castle... 8))
As for everyone else... you guys first say "everything is bad, everything is weak," and then you add "but I don't play this Castle much"... maybe you should say the opposite instead...
Unlike Knight, I choose Water. If the map isn't too huge and there's no portal to Death, and based on my experience from hundreds of games with Fortress, they get Bless and Teleport in 80% of cases... and healing with Dispel is also very useful... in general, the Castle, as befits its guild, is a Water-based Castle, and I really like that... So those slow Hydras/Gorgons end up in the enemy's ranks on the first turn, which is fun...
A little more about the Flies... the upgraded ones (by the way, on the Magic land, the debuff from one Fly will apply to all enemy units) have 13 speed, which is higher than only level 7 monsters... and that means that in the beginning, you'll get the first turn, and therefore the cast, will be yours...
Someone mentioned Solmyr... let him come (a friend of mine always plays only as him, and after 5-7 games, he stopped rushing me)... put the units in a group and in the corners, one Gnoll between them, and Chain Lightning is already half or more useless; a normal Chain Lightning will only hit one unit at best... But the picture when ONE upgraded Fly comes out of Wait, debuffs six Djinns, takes a counterattack, and SURVIVES to debuff the Gremlins on the next turn... is just amazing... and they often give Tazar resistance right on levels 2-3... and how any non-Swamp hero comes to visit us in the swamps is a delight to watch... you with your hero just run around in circles, and he keeps crawling straight... 8))

P.S. So, Fortress - forever.... 8))
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Inquisitor
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Cavalry and griffons are the backbone of the Human Army!!!, but I didn't find anything as powerful in the swamp... :-( (although basilisks...)
In reply to Inquisitor
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The Swamp is a decent town, but the Wyvern only has poison as a special ability on certain days, and that's why I think they are weak units.
Участник STORM
In reply to Kondroman
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I started playing as the Swamp faction when I couldn't stand having two Swamps in an alliance; I did it out of curiosity, and then I got hooked.
Everything mentioned above is true. I just want to add that it's easiest to level up two heroes with the Swamp faction (even easier than with the Fortress and its Monsters).
Я лишь с теми, кто ищет истину...
In reply to Inquisitor
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Wyverns don't just use poison on special occasions... If their luck is high, it will be a celebration every day.
Летай иль ползай конец известен, все в землю лягут, всё прахом будет...
In reply to Inquisitor
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Boglanders are my favorite race after Necropolis. I really like Gorgons: they are strong and reliable, and if you're lucky, you can defeat any unit with just one Gorgon.
In reply to Inquisitor
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It all depends on the player's experience. If a player has developed a good strategy for playing on the Swamp map, they will win. And it doesn't matter that the monsters seem very weak at first glance. *Every castle, from the strongest* (Castle) *to the weakest* (Necropolis), *is equally valuable*. The strength and weakness of a castle are purely formal and external concepts. As strange as it may seem, the strength of the castle does *not* affect the outcome of the battle between players – this indicates that the developers correctly calculated the strengths of the castles, and therefore the question of the weakness of the Swamp, as well as the question of the weakness of any other castle, is meaningless and can only be asked with specific conditions.
In reply to Алисия
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Alicia;55713
It all depends on the player's experience. If the player has developed a good strategy for playing on the Swamp map, they will win. And it doesn't matter that the monsters seem very weak at first glance. Every faction, from the strongest (Castle) to the weakest (Necropolis) is equal. The strength and weakness of a faction are purely formal and external concepts. The strength of the faction, strangely enough, does not affect the outcome of the battle between players – this indicates that the developers correctly calculated the strength of the factions, therefore, the question of the weakness of the Swamp, as well as the question of the weakness of any other faction, is meaningless and can only be asked with specific conditions.
ARE YOU SAYING THAT NECROPOLIS IS THE WEAKEST FACTION???? AND THE STRONGEST FACTION????
In reply to Inquisitor
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Jack, please read my message more carefully. Formally, Necropolis is considered the weakest faction, just as Castle (Humans) is considered the strongest. But this doesn't matter to a good player. With the right tactics, Necropolis becomes simply an unbeatable faction, and that's a fact. So don't worry, I'm not trying to diminish the reputation of Necropolis; it's my favorite faction!

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