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Posts from Tactics for Rampart.

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In reply to Arandor
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Arandor;73026
Pegasi are good for attacking archers or, if the archer has outleveled them, at least they can distract...
Also, pegasi increase the cost of the enemy's spell.
Arandor;73026

I think heroes like Enova and others who bring in 350 gold are useless...
Very useful heroes for the beginning, especially on the maximum difficulty.
Arandor;73026

of skills: wisdom, logistics, pathfinding, catapults (to destroy walls) (mandatory), leadership, attack luck, defense, resistance (desirable)
Catapults? A useless skill, better to invest in some magic or intellect.
In reply to Ataman
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Ataman;73028
Pegasus also increases the cost of the enemy's spell.

Very useful heroes for the beginning, especially on the maximum difficulty.

Catapults? A useless skill, it's better to invest in some magic or intelligence.

1. Hmm... I didn't know that.
2. On maximum difficulty, they might be okay, but only as supporting heroes, not as the main ones.
3. When you attack a castle where the number of monsters is greater than yours, and you have few flying units, it can be quite effective...

I accidentally wrote catapult in the mandatory skills, it belongs to the desirable ones...
In reply to Livuel
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I agree with Ataman - the catapult for Rampart is a bit of a questionable skill-)))) that's my IMHO-)
no one forgot about Roland - but I simply don't play as him on principle, just like any heroes with starting Diplomacy.... that's cheating, so I don't consider them-)!
now if Diplomacy appears during the game, then yes - a honestly earned bonus-)))
the Archery skill - yes, I agree, taking it solely for the sake of elves isn't always rational... but the trouble is that my main heroes have it initially - Ivor and Kyrr-))... there's no way around it - so that's why I praise it!!)))))
and the Diplomacy skill often appears for rangers - maybe recruit some snipers or cyclops instead of the centaur population thinned out over time-)))
In reply to Livuel
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catapult is good for all, but it works best for those with weak magic.
In reply to Arandor
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Still, it’s better to have good magic, and if the castle has problems with that, you can take a decent one, like a Tower. And ballistics might not be needed at all, for example, if you find an enemy outside the castle, or, as I like to do, find a castle without its main army and take it over.
In reply to Livuel
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there are different situations... there are missions where there are troops stationed in cities... and it just depends on luck, there might be an army in the city...

or, for example, if two people are playing and one attacks the other (with a large number of troops), then the other tries to stay in the castle...
In reply to Livuel
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This is actually an interesting question – is it better to focus on destroying the walls to pass through on foot over the corpses, or to destroy the creatures behind the walls (with ranged attacks and magic, luring the besieged enemy out)?
By the way, based on my (somewhat limited) experience, I can advise you to never forget to fill ALL the skill slots for your hero until you have built 5 levels of the Mage Guild and explored all the available territory.
Usually, I think something like this: at each level of magic, there are key spells for me that determine my further development and tactics:
1st level - Slow, Haste (if available - requires corresponding magic)
2nd level - Clairvoyance (Clairvoyance is indispensable for diplomacy)
3rd level - Earthquake (if available + earth magic - a ballista is not needed)
4th level - there are many spells here - Prayer, Clone, Portal, Berserk, Armageddon (if available - you need to level up the Resistance skill)
5th level - Dimension Door, Fly, Explosion (if available - air or earth magic is REQUIRED)
Of course, I'm exaggerating a lot; you can't write everything in a forum post - it's better to discuss these things over a beer (sorry for the off-topic)
In reply to Livuel
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1. The enemy doesn't always emerge from behind the walls. 2. There isn't always an earthquake spell available.
In reply to Joshua
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Joshua;73084
This is actually an interesting question – what's better: focus on destroying the walls to walk through on the corpses, or destroy the creatures behind the walls (with ranged units and magic, luring the besieged enemy out of the walls)?
It depends on your army. If you have many ranged units, stay put and shoot; if you have many melee units, go straight through.
Joshua;73084

By the way, based on my (somewhat limited) experience, I can advise you: never forget to fill ALL the skill slots for your hero until you've built 5 levels of the Mage Guild and explored all the available territory.
Usually, I think something like this: at each level of magic, there are key spells for me that determine my further development and tactics:
1st level - Slow, Haste (if available - you need the corresponding magic)
2nd level - Clairvoyance (Clairvoyance is indispensable for diplomacy)
3rd level - Earthquake (if available + earth magic - you don't need a ballista)
4th level - there are many spells here - Prayer, Clone, Portal, Berserk, Armageddon (if available - you need to level up the Resistance skill)
5th level - Dimension Door, Fly, Explosion (if available - air or earth magic is REQUIRED)
Of course, I'm exaggerating a lot; I can't write everything in this thread - it's better to discuss these things over a beer (sorry for the off-topic).
But what if I see a Dimension Door on the fifth level, but air magic isn't offered? And what if I see Explosion and level up earth magic, and then find a Dimension Door in a Pandora's Box?
I prefer to always learn air and earth magic. And if there aren't any powerful spells, there's almost always Haste and Slow
In reply to Livuel
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In general, the most effective school of magic is probably water magic. You don't really need to besiege a computer-controlled opponent in their castle (or if you do, it's still easy because the computer sends its units out of the castle walls). I understood what ballistics means while playing the 4th scenario of the campaign for the Swamp faction in Armageddon's Blade. Earthquake as a spell is useless. It's rarely used, and there are more versatile spells. With equal armies and heroes, the defender in the castle naturally has an advantage. However, you can take advantage of the fact that the enemy is waiting in the castle and level up your hero to gain complete superiority over the enemy. In my opinion, Towers are very bad for besieging castles...
In reply to Livuel
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1. How did you manage to complete the second turn of the campaign? 2. The ENEMY won't come out if you have few archers or none at all (this can happen). 3. The Tower is perfect for a siege – it has many archers, and the enemy will come out from behind the walls and attack them.
In reply to Arandor
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Arandor;73295

1. How did you complete the second round of the campaign?


Is this where you had to collect all the dwellings of creatures?
Arandor;73295

2. The enemy doesn't come out if you have few archers or none at all (this happens sometimes).


No archers - there are Flying units.
Arandor;73295

3. The tower is good for sieges - many archers, the enemy comes out from behind the walls and attacks them.

The computer opponent always comes
In reply to Kimmanuel Oblodra
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Kimmanuel Oblodra;73309

The computer opponent always leaves the castle during any siege.:smile01:
I don't remember the computer player ever staying inside the castle either.
In reply to Livuel
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I think we've drifted a bit from the topic-)))
sieging cities as Rampart is no easy task. Archers on the towers start shelling specifically with elves, which deals considerable damage. However, earth and water magic appear equally often for Rampart, so either teleport or earthquake can drop and be learned with roughly equal probability-)) it's better to teleport dendroids; winged support with pegasi and dragons (if you have gold ones, it's better not to poke in with greens - they might get maimed).... I prefer earthquake - then both dwarves, dendroids, and unicorns can push through quickly enough with the tactics skill. By the way, the tactics skill is important for placing centaurs closer to the walls - in practice, the AI (more accurately, the shooters on the city towers) sometimes shifts fire from elves to other weak units that are closer. Centaurs are quite suitable for this role-))))
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yes, you need more crystal than ore for the Rampart... if you want to defend yourself properly. Well, there's more ore, but crystals are more expensive and rarer, right?

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