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Posts from Necropolis versus Orcs. Auto-translated

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In reply to Azmadon
#16
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Ismail
Hehe... Orcs have higher initiative...
That means there will be more Subordinates and Berserkers.
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#17
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In a prolonged game, Necropolis struggles, but you can try to use Darkness to your advantage.
In reply to Magistar
#18
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Magistar
In a prolonged game, Necropolis loses, but you can try using Darkness.
That's the problem – there's nothing to counter Darkness with as an Orc. The Silence spell is weak.
#20
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That's possible. However, after the "Frighten" spell, the debuff remains, meaning the stack still doesn't counterattack, and the "Frighten" spell itself reduces 90 rage. Undead units with Battle Blessing deal significant damage to Orcs without rage, and you might also run out of mana for constant "Frighten" spells.
In reply to Vadimh
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#21
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Vadimh
That's possible. However, after the "Frighten" spell, the debuff remains, meaning the stack still doesn't counterattack, and the "Frighten" spell itself reduces 90 rage. Undead with Battle Blessing deals significant damage to Orcs without rage, and you might also run out of mana for constant "Frighten" spells.
It's interesting to play with both sides and compare them.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
In reply to Vadimh
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#23
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Vadimh
That's the problem – there's nothing to counter the Darkness spell with Orcs. The Silence spell is too weak.
With Goblins, of which there will be thousands, the chance of dispelling the spell will be high. On a large map, there's a good chance of finding the Gnomish Shield against Berserk, as well as the Gnomish Helmet against Blind, although it can be removed by Chieftains or the War Cry skill. As for controlling units, a well-timed Darkness spell, even on a Cyclops, will provide protection. There's also the option of feigning control of the controlled unit and preventing it from attacking its own. As a last resort, take a couple of talents or artifacts for resistance. If you consider everything, it's a decent counter to Darkness. But the Necropolis army falls apart against an Orcish army under a good Blood Wrath.
However, if the battle is in the early stages and the Necromancer has Darkness, then it's already bad.
In reply to Magistar
#24
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Magistar
With thousands of Goblins, the chance of disrupting a spell will be high. On a large map, there's a good chance of finding a Dwarf Shield against a Berserker, as well as a Dwarf Helmet against Blind, although it can be removed by Warlords or the Warlord's Word ability. As for mind control, a well-placed Darkness spell can protect even a Cyclops. There's also an option to feign a controlled unit and prevent it from attacking its own side. As a last resort, take a couple of talents or artifacts for resistance. If you consider everything, it's a decent counter to Darkness. However, an undead army falls apart against an Orc army under a good Blood Fury.
If the battle is in the early stages and the undead have Darkness, then it's a grim situation.
Only use Fear to disrupt your own Rage while the undead is mind controlling. Vampires and zombies remove 90 Rage with their abilities on attack, and Orcs without Rage take a lot of damage from the undead with Battle Standard and Claw (which has a higher chance than the shields and helmet against Darkness). Warlords need to be divided into several stacks; otherwise, they won't be saved from Blind. As for resistance, there's a staff for that. Goblins in large numbers can cause a lot of trouble, but again, you need a really large number of them. They can be mind-controlled by a hero, and usually, a hero without Outcast goes before the Goblins, but there's a lot of randomness here.
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#25
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Vadimh
The only way to waste Rage is by using it on yourself while the Necromancer is subduing your units. Vampires and zombies remove 90 Rage with their abilities upon attack, while Orcs, without Rage, get heavily damaged by the Necromancer's spells and Claw attack (which has a higher chance than the Shield and Hat of Darkness). You need to split the leaders into several stacks; otherwise, they won't survive the Blind spell. As for resistance, there's a staff for that. Goblins, in large numbers, can cause significant trouble, but again, you need a really large number of them. They can be subdued by the hero, but usually, the hero without Out of Turn moves before the goblins, although there's a lot of randomness involved.
I once fought a Necromancer on a large map, and the goblins didn't allow him to subdue anyone even once. Only the enhanced Banshee Scream with the Horror Scream ability could do that. To make them move earlier, I used their leaders. There was enough Rage, considering the Pure Rage skill; I quickly reached the third level, along with the Amulet of Mastery. Cyclops were simply tearing them apart; they were almost invulnerable, considering that 80% of the damage was absorbed by Rage with maximum skill. He couldn't subdue them, and he couldn't cast Berserk because of the Dwarven Shield. I don't remember if I had the Dwarven Helmet against Blindness or the Hat of Morale and Luck. In the end, there was nothing left to control them with; Darkness isn't a panacea, even though it's dangerous.
In reply to Magistar
#26
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Magistar
I once fought a Necromancer on a large map, and the Goblins never allowed the hero to recruit anyone. Only the Banshee's Wail, enhanced with the Howl of Terror, could do that. To make them move earlier, I used their leaders to push them forward. With Fury, considering the Pure Fury skill, they gained level 3 almost immediately, especially with the Amulet of Mastery. Cyclops were simply tearing through the enemy, they were barely damaged, considering that 80% of the damage was absorbed by Fury with a maximum skill level. He couldn't recruit them, he couldn't cast Berserk because of the Dwarves' shield; I don't remember if I had the Dwarven Helmet against blindness or a hat for morale and luck. In the end, there was nothing to control them with, which leaves what? Darkness isn't a panacea, even if it's dangerous.
Why doesn't the Necromancer use Creature Ability (CA) against the Orc? Just to see the morale cry in response and realize that a bunch of levels were wasted? With a sharp mind (and the Log on a large map is decisive), the hero almost always moves before the leaders. Summoning is weak in the late game. Education, Log, Darkness attack and defense are needed in the late game. The Orcish CA is strong, yes, but for it, you have to give up the speed aura, retribution, and take 6 skills in useless machines. Subordination under Offensive Guard, Stone Skin, Acceleration, transferring subordination/giving mass debuffs. Necromancers with Claw and Blood Beast hit hard, plus Zombies and Vampires, plus Zombie and Vampire attacks of 90 Fury, which are reduced by the ability, so 80% absorption will quickly disappear. Perhaps that Necromancer didn't level up his attack.
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#27
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I once fought a Necromancer on a large map, and the Goblins never let the hero recruit anyone. Only Banshee Cry, enhanced with Howl of Terror, could do that. And to make them move earlier, I used their leaders to push them forward.
With this kind of gameplay, the Necromancer should always take Offensive Guard. (The only exception might be if a Deidra gets lucky with a cloak and staff from the Necromancer set; then, they could go for Spell Power.) Control should be cast before the Goblins' turn, targeting the Goblins themselves or a stack that can immediately deal significant damage to them, such as Executioners. In the late game, neutralizing the Shamans is a top priority because nothing except Necromantic Aura can save the Cyclops from Darkness. And if the Shamans are out of the game, you can even just cast Vampirism, and their Morale will drop very quickly.
With Pure Rage taken into account, there was enough Morale; they practically reached level 3 right away, considering the Amulet of Mastery. The Cyclops were simply tearing through everything; they were barely being damaged, considering that 80% of the damage was absorbed by Rage with maximum skill.
Maybe you should start playing on version 3.1? They fixed a lot of balance issues there, including Morale. With the amulet, it will be 65%, and Morale will also decrease a little faster.
In the end, there's nothing left to control them with, so what else can you do?
Even without Darkness, the Necromancer has Vampire Curse – the best creature ability for control – it works on retaliation and has the highest chance of success among similar abilities. And yes, taking Readiness is almost mandatory against the Orc.

In general, as has been written many times over the years, the most important condition in the late game is the number of neutral castles on the map. In game N, with N increases, the Necromancer loses to everyone, and the Barbarian is one of the strongest. But with an abundance of neutral castles, thanks to the Undead Converter, the Necromancer will consistently have 3-4 times more creatures, and that's a completely different story.
In reply to Vadimh
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#28
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Vadimh
Why wouldn't a Necromancer use Creature Ability (CA) against an Orc? Just to see the opponent whine about morale and realize that a bunch of levels were wasted? With a sharp mind (and Logistics on a large map being decisive), the hero almost always moves before the leaders. Summoning is weak in the late game. Education, Logistics, Darkness attack and defense are needed in the late game. Orc CA is strong, yes, but for it, you have to give up speed aura, retribution, and take 6 skills in useless machines. Subordination under Offensive Unit (OU), Stone Skin, acceleration, transferring subordination/giving mass debuffs. Necromancers with Claw and Blood Beast hit hard, plus zombies and vampires, plus zombie and vampire attacks of 90 rage each, which are reduced by the ability, so 80% absorption will quickly disappear. Probably that Necromancer didn't level up attack.
Well, we played to test the CA of both factions. Considering the CA, he had Education, Darkness, and Summoning. It seems there was Wizardry, I don't remember about the fifth skill, either Logistics or Defense.
I agree about the Orcs, that it's a stupid path to CA, I didn't level it up at all. I just took it for duels to check its effectiveness.
In any case, goblins create a lot of problems, with such numbers, the chance to dispel spells is like 85%, I think that's the maximum.

Added 2 minutes ago
Fireball
With this playstyle, the Necromancer should always take OU. (The exception is only if the Deidra got lucky with a cloak and staff from the Necromancer set, then you can go for CA.) Subordination is cast before the goblins' turn on the goblins themselves or on a stack that can immediately seriously damage them, for example, Executioners. In the late game, neutralizing shamans is a top priority, because nothing but Darkness will save the Necromancer from Cyclops. And if the shamans are out of the game, you can even just cast Vampirism, and the rage will go away very quickly.
He had a set for the Necromancer. Goblins moved before the hero due to the leaders.
Darkness didn't save him from the Cyclops. Skilled Anti-Darkness prevented him from casting Subordination on them, and the Dwarves' Shield protected him from Berserk. And also the goblins.

Added 1 minute ago
Fireball
Maybe you should start playing on 3.1? They fixed a lot of balance issues there, including rage. With the amulet, it will be 65%, and rage is reduced a little faster.
I was playing on 3.1, but I didn't see anything about reducing it to 65%.

Added 2 minutes ago
Fireball
In general, as has been written many times over many years, the most important condition in the late game is how many neutral castles there are on the map. In game N, with N growth, the Necromancer loses to everyone, and the Barbarian is one of the strongest. But with an abundance of neutral castles, due to the Undead Converter, there will be a stable 3-4 times more, and that's a completely different story.
That's true, but it requires a lot of money.
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#29
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He had a set for the Necromancer. Goblins would attack before the hero, thanks to the Goblin Leaders.
When playing Single-player, I always take the mass spell of Light from either Attack or Defense, more often from Attack, as it combines with Readiness. After casting Slow on the enemy mages, the Necromancer casts Mass Haste, and Slow is dispelled. Then, before the next round, Subdue is cast on the goblins, and even earlier on the Goblin Leaders, if they can attack the goblins. Coordinating the attacks of the hero and the Goblin Leaders, while constantly dispelling the Subdue effect with Mass Haste, is very difficult.
Skilled Anti-Magic prevented him from casting Subdue on them, and the Dwarven Shield protected against Berserk.
Blindness and Sleep. Even in battle, the chance for the Princes to put the enemy to sleep is 60-70%. No one ever hopes to Subdue Cyclops.
I was playing version 3.1, but I didn't see any reductions to 65%.
You must have been inattentive. Load up a duel, arm yourself with a calculator, and check.
That's true, but it requires a lot of money.
The Magistrate in each city pays for itself, almost as much as buying items from levels 1-5. And the Necromancer has nowhere else to spend the money.
In reply to Fireball
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#30
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Fireball
When playing Single Adventure, I always take a mass spell of Light from Attack or Defense, more often from Attack, because it combines with readiness. After the curse on the Sorceress, the Necromancer casts mass haste, and the curse disappears. And calmly, BEFORE the next round, Subjugate is cast on the Goblins, and even more so on the leaders, if they can attack the Goblins. It is very difficult to coordinate the attacks of the hero and the leaders with the constant resetting of the mark with mass haste.
And don't mass spells get dispelled by the curse?

Added after 50 seconds
Fireball
Blindness and Sleep. Even in battle, the Princes have a 60-70% chance to put the enemy to sleep. No one ever hopes to Subjugate Cyclops.
Blinding is dispelled by the leaders or by the Leader's Word, and you can also find a Dwarven Helmet.

Added after 1 minute
Fireball
So, you were not attentive. Load the duel, arm yourself with a calculator, and check.
I didn't calculate with a calculator, but I don't remember such changes in the description for patch 3.1, and even when hovering, it says 80%, although they like to give out incorrect data, like with the warehouse of the Orcs.

Added after 43 seconds
Fireball
The Magistrate in every city pays for itself, almost like buying levels 1-5. And the Necromancer has nowhere else to spend the money.
On that map where we played, there were a lot of forts, and almost all the money was spent on them.
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#31
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But aren't mass spells dispelled by Decay?
They are. But the hero only spends 0.5 initiative on them.
Blindness is dispelled by Warlords or the Warlord's Word, and you can also find the Dwarven Helmet.
You still have to find the Helmet and give up +2 Morale and +2 Luck. This is very unpleasant against Creatures of Armageddon. Especially in 3.1, where dragons deal -4 Morale/Luck damage.
Warlords under control cut down Goblins.
All that remains is the hero's attack against Blindness and Sleep (1 against 2), or the hero's attack against Sleep and negative Morale. And the hero will have more initiative than the Vampires. The situation is clearly not ideal. If the Warlords are under control and the Shamans are defeated, control over the Necropolis is guaranteed, no matter what.
I didn't calculate it with a calculator, but I don't remember such changes in the description for patch 3.1, and when you hover over it, it says 80%, although they like to give incorrect data, like with the warehouse for Orcs.
There were almost no important changes in the patch description. But everything was in the English manual for 3.1.
On that map where we were playing, there were a lot of forts, and almost all the money went to them.
Neither 5k nor 50k is a problem in the late game. However, everything really comes down to the ability to seize neutral castles. Most often, this is possible in the late game. Was it not possible in that particular game? Tough luck, donkey, i.e., not a problem :-)
In reply to Fireball
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#32
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Fireball
You still need to find a helmet and sacrifice +2 Morale and +2 Luck. This is very unpleasant against Creatures of Armageddon. Especially in 3.1, where dragons inflict -4 Morale/Luck.
Leaders under control are killing goblins.
All that remains is for the hero to attack against Blindness and Sleep (1 vs. 2), or for the hero to attack against Sleep and negative Morale. And the hero will have more initiative than the vampires. The situation is clearly not ideal. If the leaders are under control and the shamans are defeated, control over the Necropolis is guaranteed, no matter what.
It's not scary for the Orcs; they have a cloak for Morale, plus Leadership, plus War Cry.
And again, this is if the hero moves before the leaders and goblins. You also need to consider who has more artifacts for initiative.

Added 2 minutes ago
Fireball
The patch description contained almost nothing of the important changes. But everything was in the English manual for 3.1.
I tried to enter a duel for Haghesh, gave the cyclops Rage, and tried to damage them with Vittorio's troops. 70% was absorbed; Haghesh has Skilled Blood Rage, and nothing changed.

Added 3 minutes ago
Fireball
Neither 5k nor 50k in the late game seem to be a problem. However, everything really comes down to the ability to seize neutral castles. Most often, this is possible in the late game. Was it not possible in a particular game? Too bad for the donkey, i.e., not a problem :-)
It was possible, although there were problems. It was necessary to transport them by sea; all the castles were on different islands, and even in the Dungeon, and money was not exactly plentiful. However, I'm not very aware of how much he managed to do in this way, but there were 350 or slightly more dragons, and I had just over 200 cyclops.