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Why not? Don't forget about necromancy.
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With Vampirism and a Bone Dragon, the Order won't hold out for long)))) And we'll also cast Plague on you – and you won't win – your undead mental tricks won't work)))
Why? Don't forget about Necromancy.
And with Vampirism and a couple of Chaos magic spells, Blessing will be left in the corner))))
With Vampires and Bone Dragons, Haven won't last long! And we'll cast a plague on you – you won't win, your undead mental tricks won't work!
They treat them like family:D There's this "sticky" potion that weakens a dragon's wings, and then... unfortunately. And the illusions of dragons... it's hard to get rid of them:D
You need to level up Necromancy. I'm saying it again: on small maps, people will be more interested in the quality of the magic itself, rather than Necromancy:)
Charms won't go far:)
With vampirism and a couple of Chaos magic spells, the blessing will remain in the corner.
With vampirism and a bone dragon, Order won't resist for long. And we'll cast plague on you - and you won't win - your undead mental abilities don't work on us.
YES. I can also add something to Life. And you try to win with just one pure Death. Don't overestimate dragons. They may have protection against arrows, but not 100%. And vampires won't have much to feed on. Especially if there's a golem and a mechanical dragon.
The archers still need to reach the battlefield. Gnomes are an option, but they're not that effective... Haven might teleport them... Or a general slowdown.
Actually, I would play like this: one hero slows down the enemy (I have two Warlocks) and the other casts something like Precision; Djinns – quick elimination of the enemy hero; then both my heroes teleport enemy dragons and vampires, and generally everyone who stands too close, to the other end of the battlefield... Ghost, name at least something that will help you (no need for fantasies like "I'll kill everyone before they cast spells" or "a hero can easily defeat Djinns," etc.). Also, keep in mind that "Death rules" is not a valid argument :) I understand, it's a low blow, but without offense – it's your main argument in this dispute... If you don't believe me, carefully review your posts in this thread.
Actually, I would play like this: one hero slows down the enemy (I have two Warlocks), and the other focuses on something like accuracy; Djinns are for quickly eliminating the enemy hero; then, both my heroes teleport enemy dragons and vampires, and generally anyone standing too close, to the other end of the battlefield... Ghost, name at least one thing that will help you (no need for fantasies like "I'll kill everyone before they cast spells" or "a hero can easily defeat Djinns," etc.). Also, keep in mind that "Necropolis is the best" is not a valid argument. I understand, it's a low blow, but without offense – it's your main argument in this debate... If you don't believe me, carefully review your posts in this thread.
I haven't played in a while, so I don't remember all the spells, but how long can you teleport us back and forth? And it only takes one hit for the Vampire and Dragon under the spell to recover their losses – how feasible is that?)))
Yeah, right!!!! And what about the fact that they'll be getting beaten up – does that not count? There's enough mana, don't worry:) By the way, the Ice Bolt spell and the Magic Fist ability don't protect against arrows for Djinns and Mages, and Vampires don't have any protection at all.
Although, Death is very effective against Life, I won't argue. To defeat Death, Life needs to sacrifice normal development – that is, build Crusaders instead of Monks; and it's also preferable to make the hero a Paladin, although that class is quite weak.