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Posts from Necromancer tactics against Conflux.

3.5 (2 ratings)
In reply to Kyle
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19 years ago
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Kyle;87911
I don't understand... how? Shouldn't the vampires kill that stack with the first attack?
The tactic was slightly different. Not to kill them – just to make the vampires almost reach the griffins, forcing the griffins to move towards them... And then the vampires occupy their location. Or something like that... if I understood correctly...
In reply to Geksorin
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19 years ago
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Geksorin;78802
No arguments here, just don't forget that the more skeletons you have, the more skills he gains, and even if you manage to gather 3000 skeletons, his skills will be three times greater.
Well, that's interesting, and here's why

Added 2 minutes ago
Rumpelstilzchen;79397
Conflux is completely unnecessary and too powerful compared to the other Castles! It has no place in Heroes! Down with the Elements!
They're just noobs, the Elements! How is it stronger than Castle and Rampart???? How?

Added 7 minutes ago
Tinya;86498
Yesterday, I started playing with a friend, I chose Necropolis, and he chose Conflux. We played until the 3rd month - I have 3,000 skeletons, but he has 40 Phoenixes. The heroes are approximately equal, are there any chances?
I think you need to slow down the Necropolis and shoot down as many skeletons as possible, and then hit him a couple of times with birds, and that's it!!!:D
In reply to Kyle
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19 years ago
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Kyle;87911
I don't understand... how? Shouldn't the vampires kill this stack with the first attack?
Listen, is it really that hard to add a couple of units in the editor and run this battle that we're talking about? They won't be able to kill them – their goal is to occupy the corner position. The only corner that will become available is the one where the buffed griffons were. The vampires will move second (if they go first, we'll just wait). Then, after the counterattack, we don't attack the griffons that flew in, but instead take their place. That's it.

On the next turn, the already damaged griffons will attack them again, and after that, the second stack will fly in. The rest will just wait... :) In reality, the battle is no more than with two stacks. Either we'll hold out, or we won't... The griffons have a damage range of 3-6, which means a lot depends on chance. It might work, or it might not... They also have high morale... So, you just need to experiment here.

But if the hero isn't leveled up, I don't think there's a chance to get the maximum score under these conditions.
In reply to AmberSoler
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19 years ago
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AmberSoler;87927
Guys, is it really that hard to place a couple of canned creatures in the editor and run this battle that we're talking about...?
Those are the key words... I somehow missed the fact that the battle takes place in a conservatory... :smile43: and I was racking my brains... sorry for the off-topic.
In reply to Qwerty
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19 years ago
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Qwerty;87905
Let me remind you, there was also mention of materials for the amulet. So that in the first round of the battle, griffins attack someone else, and not the vampires.
Massive slowing in the first round allows you to curse the griffins in the second round, which they are quite susceptible to. Adding spells that increase the damage of vampires, as a result of their ability, is quite effective.
Of course, there should be a sufficient number of vampires remaining during the battle, so you can also enhance their defensive properties.
Massive slowing, curse, bloodlust, enhance their defensive properties!!! But where can you get all of this by the second week, dear comrade??? And what should be the power level of the spells.
In reply to Kamikaze
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19 years ago
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Kamikaze;87934
Mass Slow, Curse, Bloodlust – enhance their defensive properties! And what should the spell power stat be?
Mass Slow and Curse can only be learned at the Expert level of the corresponding magic school.
In reply to AmberSoler
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19 years ago
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AmberSoler;87940
Mass Slow and Curse can only be cast by an expert in the corresponding magic.
Well, what if conservatories are built on holy ground?
In reply to Kyle
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19 years ago
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Kyle;87944
Well, what if conservatories are built on holy ground?
I haven't encountered that! :D
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18 years ago
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Be sure to recycle all useless units from other towns using the "skeleton converter." You can assemble a large army.
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18 years ago
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What’s the actual problem with getting Tanta? You still need to clear out the elements quickly, so you can skip waiting for the guild to reach level 3, and the vault will open without any issues when he’s resurrected.
In reply to Alex_R
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18 years ago
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Alex_R;87250
I still don't understand how you plan to defeat two hundred griffons with just 12 vampires.

Usually, by turn 1-2-2, Galtran is already decent. Something like 5-6-3-2. With Expert Armored, he can handle it. The Shield spell is in the spellbook. You need to take 12 vampires and then, with the "Wait" ability, position them in a corner and fly around, attacking full stacks while using incomplete stacks as shields. This way, when the shields fall, the full stacks won't attack the vampires directly but will have already been weakened.
Of course, there's no talk of mass slaughter here. This method has been dubbed "Necro-kiting" in the Heroes community and has been used in random maps for many years. And as for the "cans" (referring to enemy units), there are dozens of them on the Heroes of Might and Magic map.
Using necro-kiting, you can defeat almost any guard force that vampires can drain. I disagree with those who say that Necropolis doesn't have an advantage here (for example, against Orcs, Elves, etc.). Because of the small size of our army, they will be divided into 7 stacks, so the vampires can hold out.

But necro-kiting isn't always necessary. 200+ upgraded skeletons, along with Galtran, can easily defeat a maximum-level "can" on a 1-2-1 map with minimal losses.
In many SOD (Shadow of Death) rulesets, upgrading vampires is prohibited, so skeletons also perform well there.

As for tactics against merging... I seriously doubt that tactics should be tailored to the opponent. The map and your plan are what matter, and the opponent's starting Castle shouldn't drastically change your tactics (the opponent might move, gather a different army, etc.)

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