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1) How strong are Humans? Can they compete with Necropolis and Stronghold?
2) Which opponents are the best and worst for Humans?
3) Do Humans need logistics? (considering "huge" and "incredible" maps)
4) Describe the tactics against Necropolis. (considering "huge" and "incredible" maps)
5) Describe the tactics against Fortress. (considering "huge" and "incredible" maps)
6) Is it even possible to defeat a Necromancer on an "incredible" map in a 1v1 match?
7) Is it worth investing in Machine Management? (considering "huge" and "incredible" maps)
8) Can you rely on converting Monks into Knights in a game against Necropolis and win? (considering "huge" and "incredible" maps)
Thanks in advance to everyone.
Ment
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1) It depends on the circumstances, but in general, yes, they can. Humans can have a very good start and a strong late game... Perhaps, in a hypothetical situation where "everyone has one castle, and it's the late game," the human will be stronger than the Necromancer, although it's more complicated with the Orc. Thanks to dark magic, the human has at least decent chances, I would say.
3) Yes. Logistics are extremely useful for everyone.
6) If there are no additional human castles, but there are more than one castle (at least more than two) on the map for each player, you shouldn't play against the Necromancer in the late game. Just don't.
7) If it's not Vittorio, who starts with them, it's not worth it. If it's Vittorio, and there's a mentor, it's worth switching to it towards the end.
The questions are not very well-formulated and are too general. Please specify the map, your opponent (Castle and Hero), and their approximate development. I will try to explain it simply: 1. Humans are the most balanced and easiest race to learn. They can compete with any Castle, especially in the late game. The longer the game lasts, the greater the advantage for Humans due to unit retraining. The strength of Humans lies in gold; if there is gold for retraining, Humans are strong; if there is no gold, there is no point in playing as Humans. Orcs weaken in the late game; armies grow, damage increases significantly, and Rage is recovered faster, meaning Orcs have no advantage. 2. There are no best or worst. Different Castles are effective at different stages of the game. For example, Dungeon is very dangerous in a fast-paced game, but it is completely harmless in a long game. However, Academy is almost impossible to defeat in the late game, but it is quite vulnerable in a fast-paced game. 3. It is essential on such maps. "Sharp Mind" in the Logistics branch is a particularly good skill, and Humans do not need education to acquire it. 4. Hive is the most protected Castle against Dark Magic in the game. Two units (Paladin and Inquisitor) can remove control effects, plus a Hero with Light Magic. Therefore, Light Magic is essential to develop! Weekly unit retraining depends on the Hero you choose. If it's Laslo, retrain into Armored Archers; if it's Dugald, retrain into Crossbowmen; if it's Axel, retrain into Knights if possible; all other Heroes should retrain into Monks. The more, the better. 5. Humans are a one-sided race; the tactics against any Castle are almost the same. It only differs depending on the Hero you choose and how the Dwarf has developed. If there is gold, there is an advantage; if there is no gold, Humans have nothing to offer. 6. It is quite possible. Necromancer is not the strongest race in the game, unless the map has many Castles. The Necromancer doesn't care which Castle it is; it turns everything into undead. However, Hive only benefits from its own Castle. 7. It is not worth it. 8. Again, it all comes down to gold. If there are many gold mines on a large map, prepare Knights and Axel. If you feel that you cannot afford to retrain Knights, a budget Laslo with many Armored Archers will be just as effective as Axel with Knights.
The map is unreal, generated.
Many castles.
Lots of gold.
Humans versus a Necromancer.
There is, of course, enough money to convert monks into knights.
And the Necromancer can destroy all his own troops.
So, who will come out stronger?
Added after 4 minutes
Dagonet
Especially good is the "Sharp Mind" skill in the logistics branch, and humans don't need education to get it.
The map is unreal, generated randomly. Many castles. Lots of gold. Humans versus Necromancer. Naturally, there will be enough money to convert from monks to knights. And the Necromancer will burn all his troops into his own. So, who will come out stronger?
Added 4 minutes ago
DagonetEspecially good is the "Sharp Mind" skill in the logistics branch, and humans don't need education to get it.
Why is Sharp Mind so good?
If the castles are of different races, this is bad for Haven. The Necromancer doesn't care what castle, he recruits troops from any castle and turns them into undead. But the Necromancer's attack and defense grow little with level, so his army, although unrealistically large, will not be very strong in terms of damage and defense. It is also difficult for the Necromancer to get logistics, it is easier for Haven, and the further the hero goes and the more artifacts he captures, the greater the chance of victory. Good artifacts are the key to victory for any castle! Since there will be a lot of gold, Axel is the most suitable hero for Haven, especially for a beginner. There are many cities, which means there will be a lot of gold. In one week, convert 6 monks into 6 knights and 14 spearmen into monks, and in the next week, do the same, and you will have 20 monks - convert them all into knights. With "Experienced Commander" and "Skilled Counterattack," 20 knights cost approximately 26,500 gold, without skills, 75,000 gold, you are unlikely to earn that much in a week. So, what else... Light magic is a must, defense is a must, leadership is a must. The other two skill slots are up to you. On huge maps, the advantage lies in the "Logistics" and "Education" skills.
Regarding "Sharp Mind." It gives the hero an advantage by allowing him to go first at the beginning of the battle. A hero with an initiative of 10 means that his turn will begin approximately in the middle of the round, but with Sharp Mind, he will go almost at the beginning. And this is a big advantage. For example, the hero goes faster at the beginning, casts a general speed boost or a general devastating strike on the troops, etc., and your troops immediately become significantly stronger. Also, take "Inspiration" and "Empathy" in the leadership branch. With Empathy, the hero will go more often (especially relevant in battles with Necromancers), and "Inspiration" will help speed up the knights' turn. The main thing is to strike from a distance, the further away, the more damage the knights do. If the Necromancer enchants your cavalry, remove the enchantment or, at worst, cast antimagic on them... Oh, it takes a long time to explain everything. Maybe other forum members will explain the battle mechanics better.
Fireball
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The map is unreal, generated randomly. Lots of castles. Lots of gold.
1) How strong are the Humans? Can they compete with Necromancers and Orcs?
If the random distribution of your own and enemy castles is standard, then Necropolis will have 3-4 times more troops just due to castle reinforcements. If the Mentor skill is not banned, the Knight has no chance, even +20 Paladins per week are insignificant. Against the Orc, use Offensive Guard + Darkness + Inspiration to take down Cyclops before any reinforcements arrive. The chances are good.
2) What are the best and worst opponents for Humans?
The best is Tower, universally good for everyone. The worst are more difficult to determine. Necropolis, Magic, Demon (if Imps nullify mana). However, all the others are also not a walk in the park.
3) Do Humans need logistics? (considering "huge" and "incredible" maps)
If the game doesn't have pre-arranged agreements like "we'll meet in a year at a designated location," then logistics are always needed, for everyone. Especially if a Mentor is found on the map.
5) Describe the tactics against Gnomes. (considering "huge" and "incredible" maps)
The Knight has very limited tactical diversity, only variations against Orcs. Quickly eliminate everyone with cavalry and prevent them from casting runes.
6) And is it even possible to defeat a Necromancer on an incredible map 1 on 1?
8) Can you bet on converting Monks into Knights in a game against a Necromancer, and win? (considering "huge" and "incredible" maps)
Without restrictions on the converter and Mentor, the Knight can only win with Sandro's Cloak, two magic skills, and even then it's difficult.
Why is Keen Intellect so good?
We need to analyze specific examples. For example, against Orcs, it greatly increases the chance of reaching Shamans and casting something tricky from Darkness, or using Empathy from Griffins to inspire Paladins and defeat Cyclops.
I would like to additionally object to some other very controversial statements.
Orcs become weaker in the late game, armies grow, damage increases many times, Rage is dispelled faster = Orcs have no advantage.
Damage increases strictly proportionally to HP, therefore Rage is dispelled at the same rate.
Haven is the most protected castle from Darkness magic in the game. As many as two units (Paladin and Inquisitor) can remove control effects + a hero with Light magic.
After Orcs and Demons, it is the least protected. -Control is cast on Paladins, or they need to be left under Anti-Magic, i.e., without buffs. + spend the turn of the strongest stack. -Have you tried removing hero spells with Inquisitors in the late game? And how did it go?
It is quite possible. Necromancers are not the strongest race in the game. Unless there are many castles on the map.
In the late game, as described by the author, without additional restrictions, the Necromancer is perhaps the strongest race in the game.
Damage increases strictly proportionally to HP; therefore, Fury is reduced in the same way.
Please explain the mechanics. For example, I thought that if a Haven unit hits an Orc unit for 1,000 damage, and the Orc unit has 500 Fury points, then 500 Fury points will absorb 500 damage, and only 200 damage will be dealt (60% absorption), resulting in the Orc unit receiving the remaining 500 damage + 200 = 700 damage instead of 1,000 damage and losing all its Fury. Or will the Orc absorb all 1,000 damage and receive only 400 damage, losing all its Fury? Or is there another option?
Fireball
After the Orc and Demon, it is the least protected. -Should Control be cast on Paladins, or should they be left under Antimagic, i.e., without blessings? + This also wastes the turn of the strongest stack. -Have you tried removing hero spells with Incas in the late game? And how did it go?
I don't like playing as Axel, so I have few Paladins, and they mostly serve as support. Therefore, both the hero and the Paladin can remove spells from my strongest stack. And doesn't the chance of removal depend on magic skill? I thought it only depended on the skill in the school of magic and the level difference. Inquisitors have a high skill in removing spells, so the chance of removal is 80% + (6 - 30 (for example, a level 30 hero) * 3 = a total of 8% chance (which is a bit low). And if there are many Monks, is the chance of removal higher? In your opinion, are Dungeon and Sylvans more protected from dark magic? I would rank them as follows: 1st place - Academy, 2nd place - Haven with Paladins and light magic. 3rd place - Sylvans with Unicorns or Dwarves. They can remove negative effects but not control. They rely on Dwarven Luck in the Luck skill tree (not all Dwarves take Luck or Light) + Berserkers and Dragons are protected from control.
Fireball
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Please explain the mechanic. For example, I thought that if a Haven unit attacks an Orc unit and deals 1,000 damage, and the Orc unit has 500 Fury points, then the 500 Fury points will absorb 500 damage, and only 200 damage will be dealt (60% absorption), resulting in the Orc unit receiving the remaining 500 damage + 200 = 700 damage instead of 1,000, and losing all its Fury. Or will the Orc absorb all 1,000 damage and receive only 400 damage, losing all its Fury? Or is there another option?
It's not even close to that. I suggest reading the manual. If your English is good, it's best to read the English version for 3.1. I haven't found a Russian version for 3.1. The minimum of two numbers is absorbed: 60% of the initial damage or (Fury points/1200)*(Orc stack's HP). As a result, many thousands of damage will be absorbed in the late game.
I don't like playing as Axel, so I have few Paladins, and they mostly serve as support. So, both my hero and Paladins can remove spells from my strongest stack.
Axel himself, in my opinion, isn't that great. But converting units into Paladins provides the maximum benefit in terms of strength. If you create Zealots, there's simply no chance against Necropolis, and not even against Orcs either.
Doesn't the chance of removal depend on magic skill? I thought it only depended on the skill in the school of magic (Light) and the level difference. Inquisitors have a high skill in removing spells, so the chance of removal is 80% + the level difference. Using the formula, this would be 80% + (6 - 30 (for example, a level 30 hero) * 3 = a total of 8% chance (which is quite low). In the late game, for evaluation, they usually take levels 33-35, and at that level, it's practically zero.
According to you, are Dungeon and Sylvand more protected from dark magic?
Dungeon, with Light magic, if it manages to cast a spell, is approximately the same, strictly due to Chain Lightning, i.e., a strong stack with immunity. However, I wasn't even thinking about it. Dungeon is very weak in the late game. All its dreams and efforts for a 20-30% chance of victory don't even materialize. Elves are, of course, more protected. They regularly have +45% resistance to all army units from Rogues and Luck. This will be more effective than the ability to remove spells with Paladins. It might be more difficult to remove spells, but who cares about that. Dwarves are also better off than the Castle. Two stacks are immune to mind control, and you can use a rune to remove Subjugation, which is essentially the most dangerous spell because there is no corresponding artifact against it. Again, in my opinion, it's better than running around with a level 6 stack and removing spells instead of attacking
MasteR
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vampirism seems to be the best defense against mind control, if you're not against a necromancer. And light elves (a bit off-topic) don't really need protection from darkness in the late game - they just kill their enemies before their turn.
Added after 3 minutes
Dungeon is very weak in the late game.
Don't underestimate Dungeon either. At least, Dungeon can compete with demons on equal terms, and even have an advantage.
1) How strong are Humans? Can they compete with Necromancers and Orcs?
All races are strong in their own way. They can compete with both Necromancers and Orcs. But you need to assess the chances based on the situation.
san3n
2) What are the best and worst opponents for Humans?
It's hard to say, you need to look at the situation. Let's see who they might have problems with.
Inferno, it can be really difficult against this Castle. Knights have little mana, and if Imps steal it right away, it's very difficult for a Knight to stand against Darkness, and even an army of Demons with reinforcements. It becomes possible to take out the Paladins, and essentially there's no one left to fight Darkness. And removing enchantments from Adepts is not a guaranteed solution and may not help in battle. In RTA, this matchup was considered the most unequal, and Humans are given the biggest bonuses there, including 4 free knowledge points.
Mages, but only in the late game, with strong mini-units. Although it's difficult for almost everyone against such Mages.
Necromancers, but again, it depends on the situation. If there aren't a lot of undead units that can be converted from other Castles, then it's still possible to win, but if the Necromancer has a lot of Castles for this, then it's a problem, it's hard to fight this cheat. In general, this converter should have been limited somehow, as was done with retraining in Humans.
It will probably be easier against the other races, but again, it all depends on many conditions.
Against Elven Archers, it's good that Humans aren't particularly afraid of ranged attacks. There are armored units, and mass evasion can be countered.
They also fight well against Dark Elves, especially in the late game.
Against Orcs, there's Darkness in the home Castle, so it's also good.
It's roughly an even match against Dwarves.
In general, you can lose or win against any race, if you want to.
san3n
3) Do Humans need logistics? (considering "Huge" and "Enormous" maps)
Of course, it's needed for fast development. Unless you're playing a treaty game and not attacking each other until a certain time, then you can do without it. If there are many AI opponents, then logistics is also desirable, as you will often have to run after them.
san3n
4) Describe the tactics against Necromancers. (considering "Huge" and "Enormous" maps)
If the Necromancer has many Castles, then I don't even know how to fight them. Then it's better to eliminate them as soon as possible. Maybe Darkness with Sandro's Cloak will still work. Otherwise, it's desirable to have Light with Storm Wind - it will immediately reduce the Necromancer's 3 flying units, and also combat skills, more resistance and leadership with artifacts for morale, because if the Necromancer has a Creature Ability, then morale will be low.
san3n
5) Describe the tactics against Dwarves. (considering "Huge" and "Enormous" maps)
Train more Paladins, although you can also use Isabel's Knights, they might perform better. However, on such maps, you can expect a non-native school from the opponent, including Darkness from the Dwarf. And the development for Humans is almost always standard. In Light, you can take fire protection as a last resort.
san3n
6) Is it really possible to defeat a Necromancer on an "Enormous" map 1 on 1?
As I said, if the Necromancer has many Castles, it's too difficult, it's best to eliminate him as soon as possible, otherwise it will be extremely difficult to do. Unless you develop Darkness and look for Sandro's Cloak.
san3n
7) Is it worth developing Machine Management? (considering "Huge" and "Enormous" maps)
In the late game, they are of little use. And I rarely take them for Knights anyway, the damage of a Knight's Ballista is not very high, only for Vittorio, of course, I develop it, but otherwise it's better to take other skills. Although if there's a mentor, you can take it at the beginning to make the start easier, and then reset it.
san3n
8) Is it possible to rely on converting Monks into Knights, in a game against a Necromancer, and win? (considering "Huge" and "Enormous" maps)
You need to train additional Knights in most cases anyway, and I already wrote about the chances.
MasteR
Don't underestimate Dungeon either. At least with Demons, Dungeon can compete on equal terms, and even have an advantage.
He said that as if Demons are weak in the late game. And I doubt they are the easiest opponents for the league.
However, you can also fight in the league in the late game if you get about 200% additional elemental damage, then Chaos and units will deal noticeable damage to opposite elements.
Utiferus
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1. Does Haven always win? 2. In what situations is the "Unstoppable Force" special ability useful? 3. Which upgrade is better: crossbowmen or archers? 4. Can rebellious troops be retrained in version 3.1? These are all the questions.
Ment
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1. Hypothetically, anyone can defeat anyone... In terms of comparative strength, Haven is definitely among the strongest factions, but it probably falls behind Necropolis and possibly Stronghold.
2. I don't know of any such cases.
3. Definitely Archers.
4. I didn't understand the question.
1. Does Haven defeat everyone? 2. In what cases is the "Unrelenting Force" special ability needed? 3. Which upgrade is better: crossbowmen or archers? 4. Can rebellious troops be retrained in version 3.1? Those are all the questions.
1) Everyone defeats everyone; it depends on your skill; 2) In no cases (unless you enhance it with some mods); 3) In the original game, archers are better, of course (unless you use some balance mods); 4) Of course. And in 3.0 as well.
1. Does Haven win against everyone? 2. In what cases is the "Unstoppable Force" special ability needed? 3. Which upgrade is better: crossbowmen or archers? 4. Can rebellious troops be retrained in version 3.1? Those are all the questions.
1. No, even with a lot of trained paladins, many can compete with him. 2. If you're playing against melee units through a thick stack, but I still wouldn't recommend leveling it up. 3. Archers are more common, but there's also a tactic with crossbowmen, for example, using teleport. 4. There's no difference, because human troops are always retrained into non-upgraded units, and it doesn't matter whether you're retraining an upgraded unit or not. And there, upgraded units can be retrained into any troops if there's a corresponding building.
Aironside
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I apologize for the silly question! I just started playing. For some reason, retraining doesn't work for my heroes (or maybe I'm just doing something wrong). I have the skill that allows it, but the retraining window doesn't appear. How is that possible? For example, I have Eliza in the castle, she's a fully trained trainer, and I've built training halls. When I hover over the units, it says she can't train them. Could you please explain to me, step by step, what I need to do? Thank you!