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I act almost the same way at the very beginning. On the first day, I try to build a town for 1000 gold and upgrade my own gremlins – and my hero sets off – to capture mines and collect easy loot. With gargoyles and shooting gremlins, this is not so difficult, and losses are minimal. In the first week, I diligently build everything that I might need for the Capital. In the second week (well, as soon as I accumulate enough money), I build it. And then there is more freedom of action. Usually, I then build everything up to djinns. I upgrade the djinns and the gargoyles. If there are resources, I also upgrade the mages. If not, then I take the unupgraded ones. Golems stay at home – these creatures are almost never present in the army. Now I am ready for serious battles! So, the formation: master gremlins, definitely a supply wagon, obsidian gargoyles in the central slot, and mages in the rightmost slot. The remaining slots are occupied by master djinns (even if only one in each slot – they are not for combat!). Next, the tactic: when it is our turn (and the probability that we will not go first is, unfortunately, quite high :( ) – the djinns, as the fastest, cast 4 (!) useful spells on the gargoyles in turn. That's it – this is no longer level 2, I guarantee you! These are BEASTS!!!!! :D At the same time, the hero casts – if possible, something like a mass slow spell, etc. Then, of course, the mages and gremlins shoot. And the gargoyles have already taken out someone strong, and ideally, they have also blocked the enemy archers. So to speak, two birds with one stone... And in the next round – everything repeats! The gargoyles are already terrifying, and if the djinns also try – then 8 (or even 10!!! if the hero casts) useful spells on them – that's something! What dragons? These guys will take out EVERYONE! =) And so on... During the period of "major wars," according to the tactic described above, nagas and giants are built in the castle. Then, the Tower is built. The nagas are upgraded if possible and can be added to the hero's army instead of one of the djinn slots. The giants quietly accumulate in the castle, and when there are no resource problems at all, they are turned into Titans – and then everything is clear!
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
In reply to Ta Kotoraya...
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Ta Kotoraya...;72751
Golems stay at home – these creatures are rarely present in the army.
I agree with every word...
Ta Kotoraya...;72751
Now I'm ready for serious battles! So, the setup: master gremlins, definitely a supply wagon, obsidian gargoyles in the central slot, and mages in the far right slot. The remaining slots are occupied by master djinns (even if only one in each slot – they are not for combat!).
Next, the tactic: when it's our turn (and the probability that we won't go first is, unfortunately, quite high :( ) – the djinns, as the fastest, take turns casting 4 (!) useful spells on the gargoyles. That's it, this is no longer level 2, I guarantee you! These are BEASTS!!!!! :D
What I dislike about gargoyles is that they cannot be resurrected... I like to come out of a battle fresh and unscathed.
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Why are you leaving the golems behind? Is it because of their speed? Well, the spells Flight and Dimension Door are quite common in the Mage Guild at the Tower! Even with golems, it won't hinder you much. I can understand why you wouldn't take golems at the beginning of the game, and probably not even in the middle. But when you're completely clearing out enemies, golems are a serious help! You won't find better defenders for Titans and mages.
In reply to Joshua
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Joshua;72895
Why do you leave the golems behind? Is it because of their speed?... But the spells Flight and Dimension Door are quite common in the Mage Guild at the Tower! Even with golems, it won't hinder them much.
I can understand why you wouldn't take golems - it's not necessary at the beginning of the game, and probably not in the middle either. But when you're completely clearing out enemies, golems are a serious help! You won't find better defenders for Titans and mages.
I completely agree; I take ALL the warriors myself. They're always useful, and there are artifacts and skills for speed.
In reply to Ta Kotoraya...
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Ta Kotoraya...;72751
I act almost the same way at the very beginning. On the first day, I try to build a Town for 1000 gold and upgrade my own Gremlins – and my hero sets off – to capture mines, collect easy loot. With Gargoyles and shooting Gremlins, it's not that difficult to do, and losses are minimal.

During the first week, I diligently build everything that I might need for the Capital. On the second week (well, when I accumulate enough money), I build it. And then I have more freedom of action.
Usually, I then build everything up to Djinns. I upgrade the latter, I upgrade the Gargoyles. If there are resources, I also upgrade the Mages. If not, then I take the un-upgraded ones. Golems stay at home – these creatures are almost never present in the army.
Now I'm ready for serious battles! So, the formation: Master Gremlins, definitely a supply wagon, in the central slot – Obsidian Gargoyles, in the far right slot – Mages. The remaining slots are occupied by Master Djinns (even if only one in each slot – they are not for combat!).
Next, the tactic: when our turn comes (and the fact that we won't go first is, unfortunately, quite likely :( ) – the Djinns, as the fastest, cast 4 (!) useful spells on the Gargoyles in turn. That's it – this is no longer level 2, I guarantee you! These are BEASTS!!!!! :D At the same time, the hero casts – if possible, something like mass slow and so on. Then, of course, the Mages and Gremlins shoot. Well, and the Gargoyles have already taken out someone strong, and ideally – if they have blocked the enemy archers in the process. Let's say, two rabbits with one stone... Well, and in the next round – everything repeats! The Gargoyles are already a horror, and if the Djinns also try – then 8 (or even 10!!! if the hero casts) useful spells on them – that's something! What dragons – these guys will take out EVERYONE! =) And so on...
During the period of "big wars," according to the tactic described above, Nagas and Giants are built in the castle. Then, the Tower of Magic is built. Nagas are upgraded as much as possible and can be added to the hero's army instead of one of the Djinn slots. Giants quietly accumulate in the castle, and when there are no resource problems at all, they are turned into Titans – well, and then everything is clear!

hm-hm-hm......well, I don't believe that Gargoyles, even with buffing spells, will be unrealistically powerful opponents in serious battles (for example, against a horde of Gorgons). Okay, well, the Djinns cast speed, shield, stone skin, blessing, prayer, luck + all sorts of unnecessary elemental protections... but still, Gargoyles won't become super fighters – losses are almost inevitable (although they are significantly reduced, of course)... if you fight with powerful Liches (no less than a horde in several slots), they may not even pay attention to the Gargoyles – they will take out the Mages, Gremlins, or Djinns, taking advantage of their small numbers... who will then provide fire support and cast spells?
There are many weak neutral units that are fast and like to attack those who are weaker (Dragonflies, Silver Pegasi, etc.)...
Even a horde of upgraded Imps has considerable speed for level 1. At least 1 slot out of 5-6 of these neutrals can get 2 turns and run up to one of the Djinns. It's not serious, of course, but it's annoying if the army is far from the city and there are no more Djinns to replenish the slot in the army -(((
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I swap troops for creatures from another castle, but only when there are few of a certain type of unit left, or none at all.
In reply to Arandor
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Arandor;73080
I only exchange troops for others from a different castle when there are few of a certain type of unit left, or none at all.

That's good if you have another castle and the resources to develop it. Randomness doesn't always provide such a luxury (although it often does)....and maximum difficulty doesn't allow you to accumulate a lot of resources.
It's better not to lose your native creatures, especially since the castle has pretty good ones - to put it mildly.
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if there are no other castles, then there are neutral monsters that can join you...
In reply to Joshua
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Joshua;73076
Hmm... I don't believe that gargoyles, even with buffing spells, will be incredibly powerful opponents in serious battles (for example, against a horde of gorgons). Okay, let's say the genies cast haste, shield, stone skin, blessing, prayer, luck, and all sorts of unnecessary elemental resistances... but gargoyles still won't become super fighters – losses are almost inevitable (although significantly reduced, of course)... if they fight powerful liches (at least a horde of them in several slots), the liches might not even pay attention to the gargoyles – they'll focus on killing the mages, gremlins, or genies, taking advantage of their low numbers... who will then provide fire support and cast spells?
There are many weak neutral units that are fast and like to attack those who are weaker (dragonflies, silver pegasi, etc.)...
Even a horde of grayed imps has considerable speed for a level 1 unit. At least 1 slot out of 5-6 of these neutral units can get a second turn and rush to one of the genies. It's not serious, of course, but it's annoying if the army is far from the city and there are no more genies to replenish the slot in the army.
This shows that there is no universal tactic!
But the tactic described by Ta Kotoraya-y has the right to exist... because with its help, you can overcome the vast majority of neutral units... not all, but most! Those who couldn't be defeated now will be defeated later...

Sincerely.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
In reply to Joshua
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Joshua;72895
Why are you leaving the golems behind? Because of their speed? But the spells Flight and Dimension Door are quite common in the Tower mages' guild!
Yeah, and they take away a lot of movement points... And on Expert difficulty, Flight for air magic users basically costs the same amount of MP as regular movement. And how will it help if, because of the golems, you have "short legs"? You won't fly far.
And most importantly, even the faster golems are already sluggish in the rearguard during battle. They don't hit hard, and besides, they can't be resurrected.
Personally, I don't leave them behind because of theoretical conclusions, but because I see that they practically never get to move during a battle. I'd rather take strong neutral creatures in that slot; luckily, someone will definitely join a powerful army.
And in general: who will guard the Castle?! Or will you teleport back and forth throughout the game? And what if the main hero is in a location without "housing" at the moment the Castle is attacked? Then you'll have to trudge back through seas and oceans?

Added 8 minutes later
Joshua;73076
If you're fighting powerful liches (at least a group of several), they might not even pay attention to the gargoyles - they'll focus on killing the mages, gremlins, or djinn, taking advantage of their low numbers...
As practice shows, gremlins are always killed. That's their karma, you have to accept it. :smile51: Mages, by the way, don't have a penalty for melee combat; if they hit, it's as good as a ranged attack. And djinn in tier 3 don't get special attention from the AI.
As for liches specifically, faster gargoyles will reach them and pin them down before they even decide who to "pay attention to"...
Joshua;73076

There are many weak neutral units that are fast and like to attack those who are weaker (dragonflies, silver pegasi, etc.)...
Even a horde of grayed-out imps has considerable speed for the first level. At least 1 slot out of 5-6 of these neutral creatures can get 2 turns and rush to one of the djinn. It's not serious, of course, but it's annoying if the army is far from the city and there are no more djinn to replenish the army slot...
Well, they won't rush to the djinn. They'll rush to the gremlins or other ranged units. And in general, if there are 5 djinn, they're doomed, but if there are 55, I feel sorry for whoever rushes to them. By the way, upgraded djinn are faster than titans. And noticeably stronger than dragonflies.
And in general, if I'm talking about myself, I try to resurrect everyone. :smile50:
In reply to Слоныш
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Slohnish;73175

And in general: who will guard the castle?! Or will you have to teleport back and forth throughout the game? And what if the main hero is in a location without a "base" at the moment of the castle attack? Then you have to trudge all the way back across seas and oceans?
Hmm, do you think golems will help protect the castle without the main hero?
Well, if you have a weak computer, then yes (although you can use an army that the hero hasn't recruited yet). But if a person or a computer is using the main army, then you still have to go home (or, if things are really bad, find a new base).
In reply to Слоныш
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Slonysh;73175
Yeah, and they take away a huge number of movement points... And Flight on Expert difficulty for air magic is basically the same as regular movement in terms of MP consumption. And how will it help if you have "short legs" because of the golems? You won't get far.
And most importantly, even the enhanced golems barely trudge along in the rearguard during battle. They don't deal much damage, and besides, they can't be resurrected.
Personally, I keep them not because of some theoretical conclusions, but because I see that they practically never get a chance to move in battle. I'd rather take strong neutrals in that slot, especially since a powerful army will definitely be joined by someone.
And in general: who will guard the Castle?! Or will you teleport back and forth throughout the game? And what if the main hero is in a location without "housing" at the time of the Castle attack? Then you have to trudge back through seas and oceans?

Added 8 minutes ago

As practice shows, gremlins are always killed. It's their karma, you have to accept it.:smile51: By the way, mages don't have a penalty for melee combat; if they hit, it's as effective as a ranged attack. And genies in tier 3 are not given much attention by the AI.
As for liches specifically, enhanced gargoyles will reach them and pin them down before they even decide who to "pay attention to"...

They won't rush to the genies. They will rush to the gremlins or other ranged units. And in general, if there are 5 genies, they're doomed, but if there are 55, then I feel sorry for whoever reaches them. By the way, upgraded genies are faster than titans. And noticeably stronger than sprites.
And in general, speaking for myself, I try to resurrect everyone. :smile50:

Excellent!!-)) but there are a few BUTs!
1. Resurrection is not always possible and not always immediate (on 200% difficulty).
2. Strong neutrals that will "definitely join" a strong army is very debatable!! Even a hero with expert diplomacy doesn't always have his own troops join when there are exactly the same troops in the army (and in large numbers)!!... and you're saying....
3. Let's define the tasks and conditions: upgraded genies and mages, strong joined neutrals were mentioned - please tell me, on average, how long does it take to assemble such an army (maximum difficulty, of course-)))?? a month? or more?... I'm talking specifically about clearing out neutrals, which, in my opinion, must be done before the end of the first month. The purpose of clearing is to gather resources, money, and artifacts in order to upgrade the same mages and genies with titans.
Again, I'll say that the clearing and scouting stage is the most important for determining the party's future policy! The sooner it happens, the better!!!! I doubt anyone will disagree with me.
4. Regarding golems - the Tower is the most ranged-focused city of all!! Why should the golems go anywhere if the enemy will be forced to come to them to block the ranged units!
5. Even if gargoyles reach the liches (although genie upgrades are needed!), the enemy usually has not one unit slot, on average, I notice three slots. In a direct attack, the remaining 2 slots of liches, with about 10-13 creatures each (if there are a lot of them), will damage the gargoyles so much that it will be significant.
My skepticism towards gargoyles is solely due to their small amount of health, which will not be affected by super-defense or increased attack - losses are inevitable!
6. On Expert difficulty for air magic, you can move or teleport very well! Even despite the golems in the army... Moreover, you are planning to move (fly, swim) with gremlins - they are not much faster than golems, as far as I remember, so creating a truly fast army (like Kirr's, for example) will not work in any case!
7. Of course, I don't deny the right to exist for the tactic expressed by Ta Kotoraya... but there are a few assumptions that cannot be ignored
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it often happens that there's a week dedicated to certain creatures that appear on the map... and at least one army will join, and it's not necessarily required to have diplomacy... I, for example, never take it... because it affects the recruitment of creatures for money.
I think leadership is better... (if anything, it also affects friendliness).
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to Joshua: If we're going to delve into this, let's define what tactics we're talking about, as they differ. For example: 1) Tactics for playing for fun against the AI. 2) Tactics for playing for speed against the AI (regular offline tournaments). 3) Tactics for playing against a human opponent, etc.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
In reply to Arandor
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Arandor;73775
often there is a week of some creatures that appear on the map... and at least one army joins, and it's not necessary to have diplomacy... I, for example, never take it... because it affects the recruitment of creatures for money.
I think leadership is better... (if anything, it also affects friendliness)

Not necessarily-)
as far as I know, diplomacy still greatly affects the recruitment of creatures! In a random game, creatures don't want to join me at all without diplomacy, even native ones, even for money-)
But here, the Vision spell is important - it's a very useful thing - it shows everything you need-))
leadership does not affect friendliness!! - this has already been said many times somewhere-))))
leadership is increased by simple artifacts and some structures on the map, and also decreased by other artifacts (far from being relics), so it is not a fact that the leadership skill is necessary for a hero0)))))

Added 1 minute ago
Kyle;73806
to Joshua:
If we're going to delve into this, let's define what tactics we're going to talk about, because they are different, for example:
1) the tactic of playing "for fun" against the AI
2) the tactic of playing "for speed" against the AI (regular offline Tournaments)
3) the tactic of playing against a human
etc.

-))) that's reasonable!
I suggest discussing the tactic against a human, but with several AI players on the map - this is the most common situation for me..
tell me, is playing against a human not "for fun"?-))))))))

well, if you think about it, the developers approached it very harmoniously, not giving the Tower a hero like Alamar or Jeddite, otherwise it would probably have been the strongest city from the beginning-)))

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