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Reached Ishtvan, and it's time to draw some conclusions.
1. It wasn't possible to maintain the purity of the experiment (Sandor's playthrough vs. Kirill's playthrough) for two reasons:
- I played as Kirill before patch 1.8, after which it became much easier to develop cities, especially when building third-level dwellings.
- A strange and unprecedented bug occurred. I captured the first city of the Forgotten tribe, and the following week was declared a week of illness (creature growth is reduced by half). Muttering to myself, I entered the captured city to see what troops I had, and I saw: my already hired troops were stationed in the city (about 10 cyclops and more). Where they came from - who knows :)
As a result, I reached Ishtvan at approximately the same time as Kirill (the second week of the second month), but with an army that was roughly the same as the one Kirill managed to gather only in the following week.
2. In general, it was easier to play through the map. Of course, it should be noted that the "simplicity" of the playthrough is subjective. For example, I absolutely cannot tolerate losses of more than two or three percent of my troops, even in key battles, and I don't like "one-sided" troops (in which there are no, say, full-fledged ranged/flying/retaliation units). The Inferno's troops are exactly such an "uncomfortable" option: all infantry, the breeders shoot at half strength, the retaliatory attack of the destroyers is unpredictable and meaningless (you might end up hitting your own). At the same time, the racial ability only starts working in the middle of the battle, which you still need to survive. But with the Orcs, every unit is beautiful. Just compare the Abyss Lords with the Enraged Cyclops: the Cyclops have a choice of three attack options, two of which are retaliatory, while the Lords' main feature is counterattacks, which only become truly effective when you expose this unit to the enemy's attacks. But... (see the next point).
3. But Ishtvan turned out to be a much more serious problem for Sandor than for Kirill. The reason is simple: there is no one to block the ranged units! The Necromancers have three (!) ranged units, and these damned spiderlings are especially annoying. There is nothing you can do about them! Rushing everyone forward is like courting death, because the enemy has four times more melee units. The elementals that I tried to summon with the help of scrolls are destroyed in one turn. The cursed undead cannot be controlled or affected by spells like this, and draining, the main trump card of the Blood heroes, does not work against them.
Kirill's battle scheme was simple: in the first turn, endure three shots (the Imps almost wiped me out), and in the next turn, the same Imps appeared right under the noses of the spiderlings and liches, but summoned, and the enemy could no longer kill them in one turn. (By the way, the Abyss Worm also provided some help - it distracted several attacks). Then it's simple: every turn, you place summoned creatures next to the ranged units, and at the same time, you shoot down the infantry.
Unfortunately, Sandor does not have this opportunity. I, of course, won the battle - a hundred cyclops crushed everything, but I lost all the Warrior-Jaguars, harpies, and snow leopards, and almost all the centaurs.
So far, I don't see a way to fight the superior forces of the Necromancers, except for simply accumulating troops. Perhaps, one week's growth will be enough to radically change the picture of the battle - as was the case with Kirill.