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Posts from Tower tactics.

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19 years ago
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I'm talking about where to get monsters when a squad dies...
Usually, my squad dies when everyone is already developed and battles are underway... and I have a large army (midway through the game or a bit more)...
Usually, by this time, other castles appear... and when you attack neutrals with a large army (full), someone will join, so before the attack, I often give one squad to another of my heroes... if the monsters want to join, there is space... I agree and transfer them to the second hero... this way, you can gather an auxiliary army or a reserve... I don't know how it is for you, but it's not uncommon for me...

I mostly played regular maps.
In reply to Слоныш
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19 years ago
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Slonysh;73175
Yeah,
as practice shows, gremlins are always killed. It's their karma, you have to accept it. :smile51: By the way, mages don't have a penalty for melee combat; if they hit, it's as good as a ranged attack. And djinns in tier 3 don't attract much attention from the AI.
As for liches specifically, faster gargoyles will reach them and pin them down before they even decide who to "pay attention" to...

The AI, as the same practice shows, is more interested in either ranged units or all units that deal small retaliatory damage – a slot with 1 djinn is a good target for an unpunished attack.
I already mentioned gargoyles above – "pinning" several slots is a bit problematic, but if the liches are in 1 slot out of 30-40... the gargoyles will have a bad time....

Added after 27 minutes
To Arandor:
are you playing on random maps without creating additional "friendly" conditions? If so, that's strange – as I said, troops just don't want to join me, they're always happy to run away, but they're not in a hurry to join my banner.
So I have to use diplomacy. The Vision spell gives an expert effect with any magic, which is good for the Tower – a higher chance of getting this spell.
If we return to the tactics of battles for the Tower, I suggest the following:
on week 3, you can easily and without any costs create an army to clear the area – 100-150 master gremlins, 50 gargoyles, and 10 unaligned mages. This is quite possible even at maximum difficulty. Divide the gargoyles into slots (1 in each, all the rest in the last slot). Due to their speed, you don't need to place the gargoyles BEHIND the attacking enemy; the AI is often tempted by easy prey and moves back a few squares to get the stone birds). This gives turns for the mages and gremlins to attack. If there are no long expeditions from the city and the army's speed is not important (and this happens), then there is an excellent option with Solmyr. Why don't we like Chain Lightning? Because it can hit our own units if the enemy has few slots. You can easily do this – put slow golems (1 in each slot) in the far right slots, which will take the remaining damage from the chain lightning. A couple of such lightning bolts, and the enemy will be defeated (if they don't mix with our troops earlier).
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19 years ago
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Joshua - you are certainly right in many ways. But when the enemy has multiple slots or a single one of 30-40 liches, then Tower will clearly have more than just gargoyles in its active roster. I was describing a tactic specifically for the mid-game, when no one has accumulated enough power yet. And 30-40 liches - excuse me, what month is that??? Definitely not the first one (we're not talking about the Cloak of the Undead King case). By that time, we will already have both titans and nagas. The situation is different then!
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19 years ago
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To Ta Kotoraya: Okay, I'll adjust it - a horde of liches and other powerful creatures can appear right away, starting from the first week, guarding an artifact or a dwelling (which is even more relevant). The task of early clearing without losses is a priority, for obvious reasons. Creatures of the lich level can guard a mage tower or a naga dwelling. Wouldn't you want such a challenge on week 3 instead of week 5? I don't think so. I just noticed that some people get scared by strong defenses, when it's possible to solve everything quite easily by using your strengths. But I'm not the one to talk about the Tower... I usually play as elves...
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19 years ago
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In my opinion, the Tower is one of the most challenging Castles to develop. Especially when playing on a small map against an experienced player... (of course, if you don't use the overpowered Solmyr...). I see the main strength of the Tower in the Nagas – they are truly formidable. But building mages, if I remember correctly, requires 5 of each expensive resource!!! I haven't played on a difficulty level lower than 200% for at least 5 years, and if the map isn't rich in resources, it's difficult to progress beyond Golems... Of course, if there are resources, you need to quickly build Nagas, and the outcome of the battle is almost decided. Giants... it only takes 5000 to build them =). That's cool!! but they become Titans quite rarely! It's often not possible to spend 25000 on an upgrade! Considering magic as an advantage... Well, again, only on XL... usually, the Mage Guild for any Castle stops at the 2nd level, or even the 1st... the most useful spells are in them!!! or rather, even in the first level!
In general, I've outlined the disadvantages of the Tower when playing on a small map with limited resources...
The tactic in this case is to upgrade Gremlins as quickly as possible! take them with you and Ghouls (if possible, also upgraded), and use this composition to search for resources. Golems are ideal for defending the Castle! I guarantee that no one will be able to break through them at the beginning of the game!!! As soon as you've gathered resources, build Mages, Djinns, Nagas, Giants... Upgrade everyone except Giants (or maybe Mages), and easily defeat the opponent... usually, by this time, the hero has Earth or Air magic - during the final battle, slow or haste spells can decide a lot, you don't need me to explain that... Well, if you're playing against Elementals, it wouldn't hurt to level up Fire magic for any Castle, including the Tower.
In reply to CrasH
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19 years ago
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CrasH;73886
In my opinion, the Tower is one of the most useless Castles... Especially when playing on a small map against an experienced player... (of course, if you don't use the overpowered Solmyr...) I see the main strength of the Tower in the Nagas – they are truly beasts. But building mages, if I remember correctly, requires 5 of each expensive resource! I haven't played on a difficulty level lower than 200% for at least 5 years, and if the map isn't rich in resources, it's difficult to progress beyond Golems... Of course, if there are resources, you need to quickly build Nagas, and the outcome of the battle is almost decided. Giants... it only takes 5000 to build them =). That's cool!! but they become Titans quite rarely! It's sometimes impossible to spend 25000 on an upgrade! Considering magic as a plus... Well, again, only on XL... usually, the Mage Guild for any Castle stops at the 2nd level, or even the 1st... the most useful spells are in them!!! or rather, even in the first level!
In general, I've outlined the disadvantages of the Tower when playing on a small map with limited resources...
The tactic in this case is to upgrade Gremlins as quickly as possible! take them with you and Ghouls (if possible, also upgraded), and use this composition to search for resources. Golems are ideal for defending the Castle! I guarantee that no one will be able to break through them at the beginning of the game!!! As soon as you've gathered resources, build Mages, Djinns, Nagas, Giants... Upgrade everyone except Giants (or maybe Mages), and easily defeat the opponent... usually by this time, the hero has Earth or Air magic - during the final battle, spells of slowing or haste decide a lot, I don't need to explain that to you... Well, if you're playing against Elementals, it wouldn't hurt to level up Fire magic for any Castle, including the Tower.

uhhh......about it being useless - you probably shouldn't say that-)))
as far as I know, people rarely play on small maps - they prefer L and XL... it's more interesting-))) so small maps can generally be ignored... I hope you agree with me-))))
and you can lose on a small map against an experienced player with ANY Castle-)))))))
Solmyr is definitely not a cheating hero, he's just better than most of the others-))) Chain Lightning is not a cure-all, and sometimes the skills he offers are quite useless for the main hero.
Having Nagas won't decide the outcome of the battle either - the outcome can be decided by their number and correct use.
What does "they rarely become Titans" mean??? - do they upgrade themselves??-)))))) upgrading to Titans is the most effective upgrade in the game!! that's why players often try to do it as early as possible, even before upgrading Mages, Djinns, and Nagas in some cases, if there are enough resources "either-or"...
and why Fire magic against Elementals?? I'm not very good at it...........

Added 2 minutes ago
And also: to Crash:
Unfortunately, truth is rarely born in an argument - more often, a conflict of misconceptions is born, or one misconception is replaced by another-)))))))))
nothing personal - I didn't say that, but a much wiser person did-)))))))))))))))))))))))))))
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19 years ago
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I didn't say that truth is born from argument; it was Socrates... But may I ask who said your phrase? By the way, an entire philosophical system is built on this statement... It's called sophistry... But here we're discussing heroes, not the sayings of ancient thinkers... =) If you want, create a topic about it in the off-topic section, and I'll gladly argue with you there ;)

You're wrong that people rarely play on small maps! Out of 10 games, 9 of mine are on Medium maps... and I mostly play online, except for tournaments =) To say that small maps can be ignored is, in my opinion, a crime! Most fixed dueling maps are small!!!
As you may have noticed, I was describing tactics specifically for a small map) Proper use of Nags is, of course, implied. If you don't know how to play, nothing will help you, that's obvious. Titans don't upgrade themselves, and if on a small map, where the number of resources is limited (and again, I repeat that I was describing tactics specifically for such a map), upgrading Titans will definitely make you lose! Spending 25,000 on an upgrade??? I'll buy so many troops with that money that a couple of Titans will be useless. On a large map, this is, of course, one of the most useful upgrades, but we're not talking about them)
And when I said "experienced player," I meant that they're playing against someone who isn't a novice either =)
The Tower is a strong Castle, but not on small maps!
Solmyr! On a small map, there's no escaping him!!!!!!!!!!! He's an overpowered hero on them!!! He has only a 10% chance of gaining defense and attack skills and as much as 40% for knowledge and magic power for each level reached up to level 10! On a small map, such a powerful chain lightning spell is just the thing! Yes, on a huge map, with huge armies, it won't give THAT much of an advantage, I agree... But dueling games usually end quickly, and often you have to play without the last tier at all, let alone upgrade to the 7th tier )))
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19 years ago
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I don't remember exactly myself-)) Stanislaw Lem, I think....-)
I get enough flooding at work..--)) sophistry is a pseudo-science - that's what our fathers and grandfathers said - the general secretaries of the Party!! ...that's probably enough)
Of course, M-s need to be considered, but you said "especially on small maps" - this implies that on small maps the Tower is very weak, and on large ones it's just a bit weak-)))
so excuse me, I wasn't talking about small maps, but in general-)))) after all, the topic is called "tactics for playing as the Tower"
on small ones - yes - giants don't always have time to be built, and they are significantly weaker than titans, and 25 000 is a lot - who's arguing?
and the very direction of the forum is describing all the possibilities of creatures and Heroes, and this only unfolds on large maps...... well, that's just a personal observation - I'm not insisting-)
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19 years ago
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And our general secretaries also called genetics a pseudoscience ))) And why should we believe that????????

The idea was that on large maps all castles are approximately the same—thank God, you can't really fault the balance in own three )) On large maps, the tactic for all castles is the same: build everything and upgrade everything, and then act according to circumstances.. But on small maps, that's exactly where a more thoughtful tactic is needed! ! ! And the focus of the forum is "Heroes of Might and Magic", not a description of creature capabilities! You can simply read about them in the heroes' reference guide, and the forum wouldn't be necessary for that )))

Added after 15 minutes
And by the way, I corrected myself almost immediately... Instead of "one of the most useless towns," it almost immediately became "one of the most difficult towns to develop".... And I corrected this 10 minutes before your post appeared =) You can check ))))
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19 years ago
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yeah...-))
There's an opinion that the field of genetics, as it exists today, isn't particularly promising, because all calculations are performed by computers, and they operate on mathematical (human!) logic. A sea urchin shares 30% of its genes with humans – but that doesn't mean it's one-third human-))))
Enough off-topic chatter – although it's certainly interesting-))
When playing as Tower, there's one small, but sometimes critical, advantage – the watchtower (especially when playing on a random map) – the ability to quickly reveal the entire area adjacent to the city allows you to determine the direction of movement for capturing resources and gold... this isn't always necessary, but sometimes it more than pays for itself (if there's wood and money to build it)).
19 years ago
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Well, if you're playing against Elementals, it wouldn't hurt to level up Fire magic for any Castle, including the Tower.
And what do you need Fire magic for, especially for the Tower?
As far as I know, people rarely play on small maps – they prefer L and XL... it's more interesting. So, small maps can generally be ignored... I hope you agree with me.
A player's skill level can be determined precisely on small maps. On large maps, if you make a slight mistake in development, it won't be as significant in the end. But on a small map, where each player has only one or two Castles, it's very important to develop correctly. Also, every unit is important because, in a relatively even game, it can become decisive. Therefore, clearing the territory should be done with minimal or no losses.
I can argue about Astral. In my opinion, hypnosis is the most useless thing! It never works...
Astral is a very good hero, and not just because of the hypnosis specialty. He almost always gets good skills.
In reply to Quaker
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19 years ago
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The heroes at the Tower are a bit weak... and the snow is very unpredictable... sometimes there's a lot and it's rich, and sometimes it's "nothing at all." That's why I prefer to make a strong hero (a secondary one), for example, Orrin, Kir, or Mulich....
The Tower, like the Barbarians in the fourth game, is far from a weak castle; it just requires a subtle strategy....:smile51:
19 years ago
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This is where I prefer to make a powerful hero (on the left), for example, Orrin, Kir, or Mulich...
Lately, I've been removing all logistics and diplomacy specialists from the map, and Mulich in particular. I consider them overpowered. People often complain about Solmyr, but in my opinion, he's not an overpowered hero. The fact that he starts with Chain Lightning, so what? He has enough mana for one cast at the beginning. And running to a mana well after every battle is not efficient. Mulich should be removed first.
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19 years ago
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I personally prefer to play as Niloth.
In reply to lopetos
19 years ago
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From the start, IMO, it’s better to take Aine because of the gold (if you’re aiming for 200%), and you can always find a good hero in the tavern.

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