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Posts from Sylvan Elves versus Demons.

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Hi everyone! I haven't had time to write for a while... But now I do! In my opinion, the most dangerous opponent for the Forest faction is the Demons! They have high initiative and attack! Plus, they have a double army! I like playing as the Elves because the start is challenging, and you have to think through everything in detail. My friend and I have been playing for a long time, and here are some questions:
1) Describe the ideal start (building construction in the first week) + the correct hero development (our heroes are random, so keep that in mind);
2) The High Elves can't do much at the beginning; they practically have no creatures (2%), so how can I creep without losses using creatures like mages, elven archers, etc.?
3) The opponent always takes creatures and moves with almost no units (imps and demons). When we meet, they easily destroy my most valuable stack and teleport home! If they don't attack me, they quickly destroy my "expensive creatures," utopias, and capture gold mines! Their tactic is simple: they split the imps into single units, and they, in turn, summon helpers with which they can overwhelm a large stack of their imps. As a result, the computer doesn't attack the summoners but attacks the creatures. They attack with the hero + curse + ballista!!!! Later, they simply creep with a tent!
4) Suggest a great creeping tactic! (I usually cover the archers with single dryads). I've heard about a tactic with the Light faction where, when there is regeneration, you split the fairies into pairs (there is a building that provides this), and when the effect is applied, they all recover).
5) Is it possible to detach a bound spell from an arrow so that you don't waste mana when you just need to shoot? (Suggesting to reinforce cheap spells is not an option).
Questions 2 and 4 are very similar! Sorry for the repetition! Just expand on one of them.
I will be following the comments every day; I might add something or argue with someone, but don't be offended!:smile14:
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In my opinion, demons are the most dangerous opponents for the Elves!
And all demon fans unanimously complain that the pointy-eared brotherhood is practically an unbeatable opponent for them. Because
Great initiative!
. Yes, it's difficult for the Elves at the beginning, but it's not much easier for the demons either (unless there's a Deleb). The main strength lies in the Dancers and Druids. Archers, of course, are also important, but it's better not to use them in battles with "bad" neutrals. Also, for a faster start, don't forget about the hero: Chaos, Enchanted Arrow, Deadly Shot. The relevance of Chaos increases even more due to the opponent: if you are wary of machines, then "Deadly Cold" will be an excellent answer for the machinists. If this situation occurs
The opponent always takes machines and moves with practically no units (imps and demons), and in an encounter, they will easily destroy my most valuable stack and teleport home!!!
Place several sprites in different stacks on the field, remove all valuable units, and destroy his ballista with Chaos. The next turn, the hero uses a rain of arrows to kill all his units at once (don't forget to add them to the sworn enemies). If you get diplomacy --> empathy, it will be even better. And if the hero is Wingael...
5) Is there any way to detach a bound spell from an arrow so that you don't waste mana when you just need to shoot! (suggesting to reinforce cheap spells is not an option)
Unfortunately, I don't know, although I'm also interested.
 

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You place several fairies on the battlefield in different stacks, and remove all your valuable units.

Where did you come up with such a tactic? Did you invent it yourself? Don't forget that the demon has succubi and Hellfire, so it's very risky to play like that.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Ment
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Hey, Mate! Thanks for the reply. I've seen your very insightful answers and comments in other threads.
Regarding a large army, demons have plenty of them! They often outnumber all my troops! And there are usually quite a few of them! (This is due to the bonus increase in the castle, the stables, or whatever it's called). If they are well-positioned, they attack immediately (their high speed almost always allows them to reach me), and if they are not, they call for reinforcements.
Yes, it's tough for the Elves at the beginning, but it's not much easier for the Demons in general (unless it's Deleb). The main strength lies in the Dancers and Druids. Archers are, of course, also important, but it's better not to use them in battles with "bad" neutrals. Also, for a faster start, don't forget about the hero: Chaos, Enchanted Arrow, Deadly Shot. The relevance of Chaos increases even more due to the opponent: if you are wary of machines, then "Deadly Cold" will be an excellent response to the machine operators.
Regarding this, I can say that Deleb is overpowered! A super-fast start! My friend also likes the Demon Logistician (he has the teleportation spell) + he moves like a monster. If the map is small and he notices that I have moved away from the castle, he immediately rushes to harass and steal units, which I buy back by the end of the week so they don't burn out, for example, if there is a plague or disease, etc.
If the main strength is Dancers and Druids, how do you use them to defeat mages or at least any archers? Do they need upgrades?
I know about Deadly Cold. But I don't level up magic at the beginning. I level up magic towards the end, after levels 12-15, because I also don't build the Tower of Magic too early! But about Deadly Shot, that's interesting... Tell me more, I still haven't figured out how to use it correctly.
And finally, I would like you to describe the hero's build (the most suitable one against the Demon)
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Do they need upgrades?
It's desirable. Dancing with the Wind will provide you with very decent defense, and you can divide the High Druids (or regular Druids if you don't have High Druids) into several stacks and attack with lightning (when dividing, the total damage is higher + the enemy also often divides + this increases the likelihood that at least some of the Druids will defeat the enemy). And most importantly, survive until you get Ents; then it will be easier, especially if you actually get regeneration in your castle.
 

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In reply to Ment
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Now, I'm most looking forward to hearing about the deadly shot!
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There's nothing special about the deadliest shot. Hero's attack = current damage + 3 levels. If the enemy is an arch-enemy, the damage is doubled, and at least one creature dies. It's just for extra damage during leveling up (although it's good for taking out high-level arch-enemy creatures). My friend advised me to also learn Rain and Deadly Cold. With Deadly Cold and a ring, you can destroy a ballista, a tent, and possibly injure someone else in one cast. If your hero is Wingael, you can use Rain to hit-and-run yourself. Or, if your opponent likes to move around with a ballista and single demons, you can take them out with one Rain spell, including their hero (even Defense won't help). Now, I'll try to give some advice point by point:
1) The main thing is to have archers built, and if possible, also druids. Usually, my build depends on the hero, but in general, the following skills are useful: racial with all abilities, Deadly Cold, Defense (mandatory!), Luck with Soldier skills, Logistics, Education... there's plenty to choose from.
2) You can level up Defense and Chaos magic. If the terrain is grass, you can take Native Lands and Boots of Speed/Tactics, so most of your units will reach the archers/mages quickly.
3) I wrote it above.
4) See point 2.
5) It seems like it's not possible
In reply to $an4es
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If the hero is Wingael, then you can use Rain to deal hit-and-run damage yourself.
Could you elaborate on this? I don't understand what you mean!
Anyway, thanks for the answers. I already knew everything you wrote.
Here's another question: What do you prefer to build at level 9 of a Castle (this often happens when starting with a Castle of level 2-3, I don't remember exactly)? Druids, Unicorns, increased income, or +50% to income? I usually lean towards the latter because I save up a lot for archers.
I still don't quite understand how to use Deadly Shot effectively...
I'd also like to know how you deal with Dark Magic, which the Demon always casts on me! Subjugation, Blindness, and Berserk. + Temptation from Succubus.
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I would also like to know how you deal with dark magic, which the demon always casts on me! Subjugation, blindness, and berserk. + temptation from succubus.
Unicorns or war unicorns + luck -> magic resistance + some artifact that deflects spells. Not 100% protection, but it's something.
Druids, unicorns, increased income, or +50% to income growth?
I prefer druids.
 

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In reply to Ment
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Ment, record a video of you using dancers and druids to defeat mages or archers. I'd like to see it! Also, guys, who from Yaric is ready to play on one PC with some beer?
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Cop, record a video of you using dancers and druids to defeat mages or archers.

Most likely, it won't work. The only reliable way to counter archers and mages is with ents that have regeneration. As a last resort, you can use Wingael with resurrection.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Саня Изи
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In a pinch, Winghael with resurrection.
Lord, why Winghael specifically? Maybe the Unicorn Queen, she at least has light magic from the start! I generally focus on developing the Magic Tower towards the end, as the stat increase is most important to me! I also prefer to level up the hero's magic after level 10. If someone levels up differently, challenge them and prove your version! And by the way, sometimes you really need to quickly eliminate mages, for example, if they are guarding the main mine or a strategic passage, but Ents don't appear quickly, usually towards the end of the second week!
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As I mentioned earlier, dancers can defeat archers if they have their native territories, especially on grassy terrain (but it's also native to elves). Tactics, boots of swiftness, and an aura of speed also help. Wing can hit-and-run due to the initiative granted by the army. Take archers and druids, for example, and assign one archer to each remaining slot, then attack. Make one shot with each and, on the last turn, retreat. Repeat this several times until they are ready. Regarding enemy darkness: elves have a native light school in their guild, and light magic can be developed well, so dispelling and antimagic can be obtained. Dispelling can be learned from butterflies if needed.
In reply to $an4es
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Wing can hit-and-run due to the initiative granted by the army. For example, take archers and druids, place 1 archer in all other slots, and attack. Make one shot with each of them and, on the last turn, retreat. Repeat several times until ready.
At what level of Wing do you do this? Because when you retreat, you lose your entire army! The army remains only if you surrender to the enemy hero. And what can single archers do??? Or am I misunderstanding something?:smile33:
Please explain in more detail!!!!
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He means a bribe, if I understand correctly.
 

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