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#167
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MasteR
Well, if you just deploy all your troops to fight against archers, everyone will suffer losses.
But if you don't deploy them, who will fight?
MasteR
Regarding the Tower faction:
Furies can easily handle large numbers of slow infantry from the very beginning of the game without any losses. Stalkers can already fight archers with hero support from the start. If there are many enemies and few stalkers, you can create several small squads from the latter and use them to retaliate against enemies or disrupt their attacks.
Fighting slow infantry isn't difficult for many, and it won't cause demons much trouble either; summoned creatures can take the brunt of the attack.
Only a dragon can reach single archers from the Tower faction on the first try, if it doesn't have any additional speed. So, no matter what, they will also suffer losses.
MasteR
With the Elves, you don't even need to worry and can afford to trade away a dozen fairies/fighters. Once archers appear, everything will become easier.
It will become easier with everything later, but losses are quite acceptable at the beginning. No one can win flawlessly.
MasteR
With the Orcs, Rage minimizes losses.
Yes, it's generally good to start with the Orcs, although centaurs often suffer.
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#168
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But if you don't deploy them, who will fight?
The hero himself, of course. Three turns will be enough for him to eliminate most of the archers, and the Griffins will finish off the rest. However, players have long understood that Griffins are incredibly overpowered, and almost all games are played on the "Tactical Engine" (TE) mode, where their invisibility has been removed. In that mode, demons with high attack power are indeed among the best.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
In reply to Граф Орлов
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#169
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Alexeagle
The hero himself, of course. Three turns will be enough for him to eliminate most of the archers, and the hounds will finish off the rest. However, players have long understood that hounds are incredibly overpowered, and almost all games are played on the TE (Tactical Edition) mode, where their invisibility has been removed. There, demons with high attack power are indeed among the best.
But at the beginning, the hero might not have enough mana for several units.
As for the hounds, they aren't that overpowered. Although, of course, a strong hero can attack an enemy with a larger army using only hounds, and while they are in stealth, bombard them with spells. However, there is a way to eliminate them. For example, remember where they disappeared and place a crystal of secrecy there, or approach them with another unit.
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#171
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the main thing is to know how to play them correctly... and to use their advantages wisely... covering their weaknesses as much as possible...
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*a Rusher build is ideal for Inferno... because almost the entire army will move across the entire map... and be able to enter the battle on the first turn...
*Portals are an integral part of Inferno's tactics
*sometimes it is worth adapting to the opponent... knowing his weaknesses and advantages...
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#172
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As for demons in Heroes 5, I definitely wouldn't call them weak. The key is proper building and upgrading, as well as knowing the right tactics. If you do everything correctly, you can easily defeat even Haven with demons.
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



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