Posts from "In honor of our fathers" - "One Khan, One Clan" [Campaign 3, Mission 2]
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Actually, Warmongers resemble combat griffons much more. They retaliate. And it's quite difficult to kill enraged, buffed Warmongers at the end of a battle. And there are few really good archers in the game, and they gave Cyclops the ability to throw goblins just for fun.
And they don't throw very effectively. Cyclops in Heroes 4 are a completely devastating unit, with an area-of-effect attack.
And somehow, they don't throw very effectively. Cyclops in Heroes 4 are a completely devastating unit, with an area-of-effect attack.
I played on Recruit difficulty and lost my first two castles as soon as I sailed away on a ship. Oh well, I moved on and sailed towards the green castle. I had enough troops to defeat the main Dark Elf on the shore. I'm now in the only green castle, slowly building up my army. Meanwhile, Blue has completely taken over my former territories, and Purple has sailed in to join him. And then the battle for power began! They took castles from each other, fought, and in the end, Blue won. With the army I had gathered in my last castle, I completed the mission. Of course, I could have acted more cautiously, but the war between Blue and Purple was amusing :D :D :D
Here's another alternative :D:smile54:
Now, a little about which upgrades are best.
1. It's very important to upgrade the Shamans into Daughters of the Sky; this is the first upgrade, not the second. And it's best to try to lose as few of them as possible because, of all the mage creatures, they are the strongest due to their chain lightning and infinite mana thanks to the Goblins!
2. Assassins must be upgraded into Leaders, and they should be placed close to the Centaurs and Cyclops to increase their initiative by 1, while the Daughters of the Sky already have good initiative.
3. Centaurs are better upgraded into Nomads; they have more damage, even if they have one less hit point than the alternative, plus they have maneuvering.
4. Goblins should be upgraded into Trappers; they have more health, and their traps often slow down the enemy.
5. Orcs are better upgraded into Warmongers because their horned brethren are weaker in health and defense, and Warmongers often save important allied stacks with their ability to distract the enemy.
6. Wyverns. Honestly, both upgrades are good, and which one is better to use in castle defense, we'll see below.
7. Cyclops. We definitely take Free Cyclops because Blood Cyclops are much weaker in damage, and even though they have a spell that reduces the creature's luck by 3, in my opinion, they still lose to Free Cyclops.
Now, I'll tell you about my castle defense tactics; many probably already know them, but just in case, it might be useful to someone:
1. Troop placement. I placed the Assassins close to the Centaurs and Cyclops to increase their initiative. I placed the Goblins close between the Cyclops and the Daughters of the Earth, and I placed this group in the lower left corner. The rest - Warmongers and Wyverns - in the upper right corner. Now, about the Wyverns, which ones to upgrade, I looked at the situation. The enemy always had Blood Cyclops in their attack, so I didn't dare to take them out of the castle, and therefore I upgraded them not into Paoka, but into Poison Wyverns. But outside the castle, I took Paoka, and they are good because they can hit several units at once (chain lightning effect), and they can also revive themselves by eating the corpses of killed creatures, just like Vampires. Poison Wyverns only restore 30-50 units per turn. But during sieges, they win due to their poison.
2. In castle defense, the "Terrifying Roar" battle cry, combined with the Trappers' traps, helps a lot. This way, you can hold the Cyclops at the castle walls for a long time. By the way, regarding them, to prevent them from throwing Goblins, I advise you to eliminate them first, and if you can't do it right away, scare them away with the aforementioned roar. This is very relevant because the enemy usually has more than 20 Blood Cyclops.
3. We support the Centaurs and Free Cyclops with Leaders and their ability to influence the speed of creatures on the initiative scale; this ability is stronger the more Leaders you have in the stack. So, at the beginning, we get rid of the enemy archers and mages. We also boost the Daughters of the Earth with Leaders, and they, in turn, perform a series of chain lightning attacks on the enemy, and with each subsequent attack, the chain lightning becomes more powerful in damage. As soon as the castle walls are breached, we slow down the Cyclops with Trappers and the roar. And in this way, we simply destroy the enemy: Centaurs - Cyclops - Assassins - Daughters of the Earth - Trappers. Using this scheme, I withstood sieges in which the enemy had a two or three times larger army. Of course, the AI always retreated
I did pretty much the same thing, except I upgraded Assassins to Executioners. I used them specifically for melee combat; they are very powerful in that role. As for upgrading Shamans, I definitely agree with upgrading to Daughters of Heaven: essentially, the hero gets the Chain Lightning spell for free, and with a free movement point to boot. But I still think Centaurs are best upgraded to their second tier.
The hero has about three times more troops than the veteran on the turquoise side. By week 6, there were about 400 centaurs, and they were the ones holding the entire defense. Shamans are good at spreading speed/slow effects, and goblins are purely for horde rage and mana for the shamans. I didn't take wyverns or cyclops because they are expensive and just stand around doing nothing, and the cart carries them. The opponent doesn't know how to approach with their cyclops and shamans to sacrifice to the goblins, so if you scare the goblins away from these stacks, they won't do any harm. We kill/scare the centaurs immediately, the infantry is not dangerous, and everyone attacks the harpies together. It is also useful to destroy the opponent's catapult. I didn't upgrade the machines because, seeing an army of 60 cyclops and more, they don't do much good.
Well, the AI always has the largest army on Hero difficulty, but after completing the original game on Hero, I decided to play on Veteran because, for some reason, the AI starts to become less effective and acts very passively. I haven't tested this theory in Lords of the Realm, as I don't want to waste time. On Veteran, the AI starts to put pressure on you gradually, especially when it has a 2-3 times larger army. As for the shamans, what prevents you from using Sky Daughters to speed things up? Of course, I couldn't buy all the Cyclops and Wyverns, but I did buy most of the Wyverns. I used them to defend my castle, mainly as a distraction to draw enemy troops away from my Centaurs, Daughters, Assassins, and Cyclops.
Actually, I was just thinking, if the AI used Chain Lightning, it would be much harder to fight against it! But no matter how many times I've played, it always uses Earth Daughters. And as for the catapult, yes, it's true. During a siege, it destroyed my city gates with two hits, using Chain Lightning.
Well, in close combat, if you're not defending a castle, then of course, Executioners are the key) but otherwise, they're useless. And why are you upgrading Centaurs to the second tier?
They're just somehow more appealing:D:D
I didn't notice any particular passivity in this battle. Starting from week 6, armies came regularly, "with no chance" of winning. Cyclops threw goblins if they were standing nearby, but they weren't deliberately positioned to do so if they were scared away. So, a lot of time is spent on speed-ups/slow-downs, because the enemy shamans recast them.
But aren't the shamans faster at casting Earth Daughters? The Earth Daughters also have higher initiative.
[Earth shamans can also debuff wyverns well, and the damage from lightning at the start (when it's most needed) is low.
And regarding the fast lightning, I'll give you a tip on how to use it quickly. Place the leader close to the Earth Daughters, then use them to attack the Earth Daughters so that they go faster, sacrifice a goblin to them, then use the leader to speed up the Earth Daughters again. With this procedure, you can manage to cast Chain Lightning even before the start of the second turn, because the leaders have good initiative and they often go first.
I didn't quite understand about the wyverns, how exactly? Do they have a spell that increases attack?
And regarding the quick lightning, I'll give you a tip on how to use it quickly. Position the leader close to the daughters, then use them to attack the daughters, so they move faster, sacrifice a goblin to them, then use the leader to speed up the daughters again. With this procedure, you can manage to cast chain lightning even before the start of the second turn, because the leaders have good initiative and often go first.
As for the speed of the shamans, if the AI goes first, you can use your shamans to cast speed boosts/slows on those stacks, but if it's the player, they will receive the opposite effect.
The thing is that lightning gets stronger with blood, and it's best up to the second blood upgrade, but even then, it's not very effective. It's better to use speed and slow spells instead, and the leaders should be pushing their units forward, as they provide much more benefit.
As for the speed of the shamans, here's the thing: if the AI goes first, you can use your shamans to cast speed/slow spells on their units. But if a player goes first, they will receive the opposite effect.
By the way, you still haven't answered me about the wyverns. I didn't understand your suggestion that shamans can debuff wyverns effectively.