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Posts from What are the most dangerous unit combinations in Dungeon?

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19 years ago
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Personally, I believe that only a couple of combinations are the most effective: 1) Furies + Assassins are effective with Heroes specializing in them and (other races) in speed and attack. This combination is very useful when fighting Rakshasa (especially Rajas), because if they do anything, the assassins' poison deals significant damage, and the furies are faster than them (the Rakshasa) and attack them without retaliation... Sometimes, players and AI use the ability after which the Raja starts to "act faster"... Previously, this only caused me to feel stunned and "slowed down"... :) Now, this "strong" side of the Rakshasa is used as their main weakness - the more often it moves, the more often spells like "Plague," the same poison of the assassins, and the like, take effect... so applying "Plague" and "Poison" to them would be very reasonable... another "weakness" of the Rakshasa (all of them) is their notorious large size ("large creature")... I think everyone remembers Hydras here... the most "brutal" tactic when playing with this combination against "fast" and "large" enemy forces: We buy a tent and try to upgrade it as an ability. On the battlefield, we place the assassins and furies as close as possible to the hero and the tent (preferably). Then, we try (this is much easier with "Tactics") to use the Hydras to "protect" the assassins and partially the furies from Rakshasa and similar creatures... a "square" against the Rakshasa is ready... this can also be implemented in other ways; the main thing in this tactic is not to let the enemy's strike units get close to the assassins and to constantly "bomb" the Rakshasa with ranged attacks, as soon as the poison's effect ends... When fighting Necromancers (if they are the main enemy), it makes sense not to upgrade the scouts... ; 2) The combination of furies + minotaurs (a crowd, preferably upgraded) is already a tactic for a more prolonged game... Here, the main thing is for the assassins (if there are any) to attack everyone "in turn," and then concentrate fire on the enemy's mages or archers. The furies should make "raids," the Hydras (if there are any, again) should protect the archers, and the minotaurs should protect the furies from "admirers" of their figure... Here, the main goal for the furies and assassins is to eliminate the archers, and for the minotaurs to hold back as many enemies as possible with their actions... In this tactic, you either need to teleport (immediately) the Hydras to the enemy's archers or skip a turn (Wait) with the riders (if there are any, but their presence is desirable) and attack with momentum at the units held back by the minotaurs or simply those that have moved closer... At this stage, the number of minotaurs and the hero's defense/knowledge level play a very important role... The point of not attacking with the riders immediately, but at the "held back" troops, is that when the minotaurs attack, the riders (their lizards :D) "bite" the target of the attack... Further actions depend on the circumstances... :smile14: ; 3) Chaos Dragons (as tanks) + Hydras (tank #2) are most effective when it is possible to teleport the Hydras "to visit" the enemy's archers...

P.S.: There might be a continuation...
P.P.S.: Please post your war (game) tactics here... :D
P.P.P.S.: I will add more tactics later...

Added 1 minute ago
Maybe I'll make a poll later "which tactic is better" (by authors)... :)
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19 years ago
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In what situations? Why? In combination with which heroes? Against whom should it be used? Where is the justification? For now, there are only a couple of meaningless phrases here.
If the author does not correct their first post by replacing it with an expanded discussion that answers the question in the topic title, then the topic will be deleted. Examples must be from gameplay against another player; killing AI on easy difficulty is not welcome here.

P.S.
P.S.: Please also share tactics for conducting war (the game) here...
Then what is the purpose of this topic Guide to playing as the League of Shadows?
It's not worth creating duplicates and topics whose titles have meaning, but the content of the topic itself is lacking.
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19 years ago
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In my opinion, upgraded lizard riders are the "best addition to any dish," meaning any melee-attack unit. They bite, those little devils!:cool:
It's just that it's not always possible to position them so advantageously. They're so agile, they always go first – and then run away from the main group...:o
In reply to Alan
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19 years ago
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Alan;95302
In what situations? Why? In combination with which heroes? Against whom should they be used? Where is the justification? For now, there are just a couple of meaningless phrases here.
If the author doesn't correct their first post by replacing it with an expanded discussion that answers the question in the topic title, then the topic will be deleted. Examples must be from gameplay against another player; killing AI on easy difficulty is not welcome here.

P.S.
Then why is this topic needed Guide to playing as the League of Shadows??
It's not worth creating duplicates and topics whose titles make sense, but the content of the topic itself does NOT.
I answer: for beauty.... :D :D :smile04:
P.S.: if against the campaign, then either Warrior (for relaxation and to remember how to play), or "Hero" (much more often - 95%). Understand?
:smile25:

Added after 1 minute
Slonysh;95303
In my opinion, upgraded lizard riders are the "best addition to any dish," meaning they enhance melee-attack units. They bite! :cool:
The only problem is that you don't always manage to position them so well. They are so agile; they always go first – and run away from the main group...:o
I agree, especially with Furies and Minotaurs... And don't let them off their leashes – and they won't run away.... :smile52: ;)
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18 years ago
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Excellent combination – Furies plus Riders – charge with the Riders to hit someone, and then attack the same unit with the Furies (the Lizard will add a bite). In this combination, the hero Sorgall will be good, as he will increase the defense and attack of the Riders (they are fragile and won't last long). Another good combination is Erin and Shadow Lords (Witch Coven ability), but I've noticed that the witches respond much more often to Lightning or Chain Lightning, and it doesn't work very well with a simple attack or other spell.
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18 years ago
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Sorgall doesn't add attack and defense to riders; it only increases the damage from the bite. Erin's ability doesn't affect regular attacks; it only affects spells, and the chance of it triggering should be the same for all spells.
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18 years ago
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For me, the strongest combination is Minotaur + rider.
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18 years ago
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Fury + Riders is a classic. You can also add Stalkers, as they deal damage without retaliation after becoming invisible. Minotaurs + Rider deal high damage, but we might lose the Minotaurs... I have a question now: if a Hydra attacks two units adjacent to a Yashar, does it bite both?
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18 years ago
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Vayshan;147903
Sorgall doesn't add attack and defense to riders; it only increases the damage from the bite. Erin's ability doesn't affect regular attacks; it only affects spells, and the chance of it triggering should be the same for all spells.

I apologize for the outdated information. In 3.0, Sorgall indeed significantly increases the damage from the bite, making the combination even more dangerous. However, they still react more to lightning (maybe the elements are the same?).
18 years ago
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In theory, this combination is quite good. However, in practice, it's not that easy to implement. Minotaurs are quite slow, while lizards are the opposite – one of the fastest units in the Dungeon faction, and they don't always fight well side by side. In prolonged battles, they are more likely to encounter each other, but here, chaos is more likely to play a role, and if the combination does affect the course of the battle, it's not significantly, in my opinion.
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18 years ago
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Bite is a very useful ability in battles against neutral creatures. But in the final stages of the game, you shouldn't rely on it too much.
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18 years ago
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_Prizrak_;148224
Sorgal is, in my opinion, the most useless hero in Dungeon... Eryuna is cool!

But I think we're not discussing heroes here... but unit combinations. And I don't remember Eryuna. There's Erin - a beautiful name...

2 Kennu

The lizards attack everyone bitten by the hydra, and moreover, I became interested, and if agile riders attack in a run someone next to whom the lizard is, will there be a bite? The answer is yes.
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18 years ago
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Hydras with teleportation, dragons on the front lines, and furies running back and forth, while the hero Sinithar attacks with magic, and that's it.
In reply to LֆK(шут)
18 years ago
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LֆK(jester);148815
Hydras with teleport, dragons on the front lines, and harpies running back and forth, while the hero Sinithar casts spells and that's it.
No, I understand that they might all be connected in some fantastic way, perhaps they even communicate with each other on a subconscious level, I don't deny that, but here we are describing combinations directly in battle. How to get additional benefits in battle by correctly using (for example) 2 units and the possible mutual influence they have on each other. The combination of a lizardman and minotaurs is the most obvious example. The combination of archangels and paladins is also one of the first that comes to mind, although it doesn't apply to Dungeon. And what you listed is not a combination, but just a normal way of fighting. And a warlock with teleport is an exceptional case. Although, in principle, there is some meaning to it. A lightning-fast attack. But IMHO, it's not for warlocks; they're better off dragging things out and casting more spells.
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18 years ago
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I mean that Hydras are usually good in the Abyss, and a Heavy Warrior with biting lizards is also a decent combination.

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