Posts from Nature Structures
Which units do you recruit when playing as Nature?
Thus, this is the best strategy against neutral shooters, who win only in this way — by shelling everyone and everything. First, a Dragon takes out two at once with a fireball or an even more powerful lightning bolt, then an elemental uses an ice arrow, and then the elves finish off the rest since they have the first shot. Griffins are good in close combat — they practically fly straight to the enemy's location, their damage is sufficient, and they can also be used to protect the archers from melee fighters — in this case, unlimited retaliation proves its worth.
For Nature, I choose Elves, Griffins, and Wizards – after all, archers are very useful in the early stages, and Wizards, with their Lightning or Fireball, are much better than archers because they attack without being targeted – the advantages of magic become apparent. In addition, I buy Water Elementals from the portal – Quicksand or Ice Bolt – powerful magic.
Thus, the best strategy against neutral archers, who only win by shooting at everyone, is as follows: First, the Dragon attacks two at a time with Fireball or a much stronger Lightning spell, then the Elemental attacks with Ice Bolt, and then the Elves finish off the remaining ones, as they have the First Strike ability. Griffins are good in melee combat – they actually reach the enemy's location immediately, their damage is quite high, and they can also be used to protect the archers from melee fighters – in this case, the unlimited counterattack works well.
1) You slightly underestimate the neutral archers.
2) Usually, these neutrals consist of infantry and archers.
3) By the time you have enough Wizards, Elves, and Griffins (and you need to build them), there will be many neutrals, and they will overwhelm you with numbers. 1 Wizard deals 65 damage with Lightning and 37 damage in an area.
Good plan, but there are a few points to consider:
1) You slightly underestimate the neutral archers.
2) Usually, these neutrals consist of infantry and archers.
3) By the time you have enough Water Elementals, Elves, and Griffins (which need to be built), there will be many neutrals, and they will overwhelm you with numbers. 1 Water Elemental deals 65 damage with lightning and 37 damage in an area.
As for the infantry, most of them won't reach the front lines in 1 turn; I will have time to push them back. Meanwhile, the hero will use the quicksand. And from the 2nd turn, the elves will deal with melee fighters, and we will send a Fairy, as it has no retaliation. In the worst case, we'll use Wolves and Griffins.
I've been playing for about six months, but it seems to me that your tactics are designed exclusively for the "Comp" opponent and with a very low difficulty level. As I see it, the Human opponent (PCh) won't just sit and wait for you to approach with Water Elementals and start attacking.
In your army, the movement speed on the map is very "cruising," and development will be very slow. Even neutral creatures grow quickly, not to mention the PCh.
The deadliest weapon with your tactics is GRIFFINS if you strike first (send them into the thick of the battle, and they will hold their own).
But at a high difficulty level, you will only manage to build them.
Alex Ghost
I've been playing for about six months, but it seems to me that your tactics are designed exclusively for the "Computer" opponent and a very low difficulty level. As I see it, the "Player vs. Player (PvP)" opponent won't just sit and wait for you to approach with Water Elementals and start attacking.
Your army's movement speed on the map is very slow, and development will be very slow, and even neutral creatures grow quickly, not to mention the PvP opponent.
The deadliest weapon in your tactics is GRIFFONS if you strike with them first (send them into the thick of the battle, and they will hold their own).
But at a high difficulty level, you will only be able to build them.
And we grow at the same rate as the PvP opponent - as much as the gold allows. The speed is indeed slow on the map, but that's why I use flying units - by the way, griffons and fairies can reach the opposite ranks of the enemy in one turn.
Why only griffons? I described the summoning possibilities - Water Elementals are a formidable force, and I will be able to save up for the portal
We're also growing at the same rate as the Castle faction – as much as our gold allows))) The speed is indeed slow on the map, but that's why I use flying units – griffins and fairies can reach the opposite rows of the enemy in one turn.
I don't think it's worth relying heavily on fairies as a powerful force against the Castle faction (I know their value lies in their range and ability to stop near
I'm talking about how the further you progress on the map, the more you can accomplish in one turn (please don't criticize me with the saying "slow and steady wins the race").
I don't think it's worth relying too heavily on Faeries as a powerful force against the Necropolis faction (I know their value lies in their flying range and stopping near archers).
What about the tactics for the Water faction?
Have you often seen the Necropolis faction planning to kill you with a simple ground assault?
P.S. I sincerely respect your choice, and I like it; it's just that my choice is slightly different and always varies.
I specifically use Faeries and Wolves as living shields in front of the hero. But once the main threat, like the hero and archers, is eliminated, they can be used effectively.
The Water faction's tactic is to shoot with Ice Bolt))) and use Quicksand, and they are even more valuable than archers. Sometimes, if offensive spells are blocked against the desired target, Fatigue or Weakness can help, at least providing some effect, as there's usually enough mana left for the rest of the battle.
I haven't seen the Necropolis faction relying solely on ground units. But that's why I use Water Elementals – if there are many of them, they are perfect against a hero and a couple of other units, or you can use Forgetfulness to make them skip a turn.
Well, in the fourth game, yes – the movement range is too small – sometimes a hero overtakes another hero even without an army.
I specifically use Faeries and Wolves as living shields in front of the hero. But once the main threat, like a hero and archers, is eliminated, they can be used more effectively.
The Water Elemental tactic is to shoot with Ice Bolt))) and also use Quicksand, but they are even more valuable than archers. Sometimes, if offensive spells are blocked against the desired target, Fatigue or Weakness can help – at least some effect will be applied, as there is usually enough mana left for the rest of the battle.
I've never seen anyone rely solely on Footmen for Water Elementals))) But that's why I use Water Elementals – if there are many of them, they are perfect against a hero and a couple of other units, or you can use Forgetfulness to make the enemy skip a turn.
But since I usually choose different combinations, I can't say that you are completely right. (Don't beat me up, I'm not saying I'm ALWAYS right) :smile03: :smile03: :smile03
P.S. My deepest thanks for the lessons in the game, OptiMAL