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Thread: If I don`t post here, this area dies? | This thread is pages long: 1 2 · NEXT» |
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natalka
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Supreme Hero
Bad-mannered
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posted February 18, 2014 01:11 PM |
bonus applied by Elvin on 20 Apr 2014. |
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If I don`t post here, this area dies?
What`s up with everybody. Nobody plays, nobody writes here...
I can keep u updated with my latest game - Magic Dungeon v Magic Sanctuary if you are interested.
We play the same factions again from my previous game where I crashed my SO. This game started very well for both of us - I found +1 map movement boots and my SO has +2 boots for him to take week2 day1. My SO had to waste nearly whole turn - 60% movement points because he had the fullest crypt but nevertheless we finished the week on the same tile - in front of the stables. I had to waste 60% of movement points at day 7 because it`s better to stay at the stables..stupid map
We managed to beat 2 groups of lots Elites next to the castle which normally are beaten week 2 because of lack of mana and they may be strong for some factions anyway. I spent all my last 5-6 shades dividing them in 1s to beat lots Breeders and lots Yuki-Onnas. And those 2 battles can`t be won without regen for Dungeon and I had exactly 50 mana. I went with 0 mana to Arena where I managed to win on the third time - a very close game against a stronghold army. The battle was to the last 15 stalkers thanks to hero attack.
My SO had Breeders also and we could notice the difference in damage potential of Dungeon and Sanctuary. He casted 1 regen and 2 WOR to heal his Kenshis from their shots and wasted 3 single kappas. In the end Kenshis were with 30 hp left so it was close to casting 2 regeneration also. The other battle was against lots sun riders one of them was upgraded. Luckily there was a magic vein on the battle map and my SO invented the trick to leave 2 upg. Sun Riders which attacked endlessly without retal so he could fill up mana. Not something special but worth mentioning for newbies. If there was no magic vein he would have used all the rest of his mana to cast 2 regenerations and 2 WOR to heal everything and he would be left with 0 mana to deal with the arena. Lucky for us not to replay arena 3 times again then !
If you are interested in keeping you updated with this very close game where my SO is so determined to beat me in this at first sight unwinnable matchup just say the word!
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flonembourg
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Known Hero
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posted February 20, 2014 12:41 PM |
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natalka said: What`s up with everybody. Nobody plays, nobody writes here...
Yes, i keep reading posts, but playing it's not possible... H6 is no longer fun to play.
Waiting patiently Age of wonder 3 (March 2014) and Heroes 7 (2015???) the only good TBS (I hope) for me.
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DIEGIS
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Supreme Hero
power of Zamolxis
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posted February 20, 2014 06:45 PM |
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flonembourg said:
natalka said: What`s up with everybody. Nobody plays, nobody writes here...
Yes, i keep reading posts, but playing it's not possible... H6 is no longer fun to play.
Waiting patiently Age of wonder 3 (March 2014) and Heroes 7 (2015???) the only good TBS (I hope) for me.
most players are in H5 lobby room now. H6 is mediocre for multiplayer games! just the truth i refused to accept when released...
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dacian falx behind you
-knowledge itself is power-
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natalka
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Supreme Hero
Bad-mannered
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posted February 25, 2014 09:04 AM |
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I don`t know why I`m writing here .. like a lonely voice in the desert.
Anyway, our game continued very smoothly for both of us. Sanctuary had no problems prior to level 15 and after that my SO took light elementals, water elementals and meditation and he continued to take down everything without deviating from the CCW circular path. Magic Tears has the greatest creeping potential it is like an exploit - like h5 arcane crystal - and even better. I realized that at our second full map game where he could take guards that were deadly with no army - only elementals and tears spells. The game is very unbalanced in this regard. On the other hand prior to level 15 my Dark Prophet was struggling a bit watching the mana points and again I was down to 30-35 mana when I reached level 15 which is just enough to cast meditation and continue clearing. I had to pull out tricks with manticore`s sting to avoid casualties and lose mana points but nevertheless my SO had luck with "zones" - he had the first 3 easiest zones directly one after another so he could reach level 15 b4 forth zone and from then on it was like a breeze. On the other hand I had barbarian camp in the "third place" on my circle which I can`t kill without lots of mana. Actually I nearly suicided there later because I entered level 15 with 35 mana casted meditation and finished batle with around 30 mana again - it was very tight and precise. Bear in mind that it was week of meditation so without it would be even more challenging for magic heroes before level 15. So to return to my deeds - I had to skip the zone with the barbarian camp(which was third) and reach level 15 somewhere, luckily it was the "forth" zone and then I had to backtrack where my SO just simply followed the circle. All in all I`m 20-22 points behind him. I have P1 advantage but with his spells he will exit through the fast garrison killing 90 Phoenixes wihtout a single loss. I hope I can take some part of centre treasures too ![](images/smilies/smile.gif)
I would like to mention also that he cleared his monolith guard - 52 Pit Lords week2 day5 which is kind of a accomplishment but I told him that we don`t play with magic factions because creeping is a lot easier and with Tears you can imagine. These two games we play magic factions because we haven`t played h6 for months.
Nevertheless it is very fun and moreover I have redesigned the centre zone to include more battles and more artifacts(major). This is because I decreased XP that can be gained via script. Also after the monolith all the guards from then on are mixed and XP further decreased ![](images/smilies/smile.gif)
For example he has a mixed army of Phoenixes and shadow panthers(the toughest one) on the Library and Celestials and Blazing Glories, and Black Dragons and Faceless Puppeteers..etc. They are like 20 Champions and 100 of the Elites. I figured that after beating 50 Champs week2 everything else will be a piece of cake so changing the next guards into mixed ones adds up to the challenge and don`t forget that I changed utopias where 60-70 Dragons can be found so after monolith in ver 1.13 the map is still challenging ! yay!
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Locksley
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Promising
Famous Hero
Wielding a six-string
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posted February 27, 2014 02:51 PM |
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I hear you out there in the desert.
It's interesting to read about how your map should be played when you know it. My trial and error first play through is kind of very different, as reported here.
And I agree it's a different game when playing as magic tears.
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natalka
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Supreme Hero
Bad-mannered
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posted February 28, 2014 07:15 AM |
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Edited by natalka at 08:02, 04 Mar 2014.
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Ok. Next game we will play both Might and will write a report too.
Choose what faction should my SO play. I will be Blood Dungeon with the whirling death specialty.
What happened next... I was 1 turn and 15 points behind. We took treasure island, underground utopias with no problems at all. Then week 3 day 1 my SO broke through 90 Phoenixes without using single kappas. I appeared at centre day 5 because I can break only through the "slow" exit. In the meantime seeing the relics in centre he headed directly to collect libram of last rites(+5 Magic Def) and robe of the prophet(+4 Magic Def) after taking the utopia near the "fast" exit. He found there ring of haste . When I appeared in the centre he headed to the other utopia and I couldn`t get there in time - what was left for me was the centre island in the lake and the champ dwelling. He didn`t want to fight me week 3 and the decision was to leave me with 5 more champs for final battle. My SO accumulated lots of artifacts and money from the centre utopias and his statistics are 16 20 51 52. Wow first time I see double 50s in a hero. On the other hand I am oly 18 12 46 33 and only level 28. Week 4 day 1 I headed towards the arena to level up from its guards but I don`t have money so I will have to run until I can buy army. My money shortage was further increased when I bought ring of haste from artifact merchant..On the other hand my SO bought all army day 1 and is trying to catch me. I can`t camp because next week he will have 5 more champs and more army and that will ruin my destructive even further.
On a side note Natalka is always lucky and I found 80 Shadow Lurkers and 90 Stalkers to join me in the centre. I have emerald yumi bow so they will be a power. My SO will cast Tsunami first turn so they will be out for 2 turns - we will see how it will play out. He bought a hero 25 level week 4 for 30 K gold to get 80 cores diminishing the significance of my joiners ..![](images/smilies/mad.gif)
Final battle is tonight or tomorrow!
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Locksley
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Promising
Famous Hero
Wielding a six-string
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posted March 04, 2014 10:41 AM |
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Edited by Locksley at 10:44, 04 Mar 2014.
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It's a difficult choice and I don't want to make the wrong choice for your SO.
So I can only say which faction I'd like to play as next time, which is Haven as Tears Might (or maybe as Magic Blood but my current Sanctuary game is also Magic Blood).
The faction that I actually want to play as is Dungeon Magic Tears, but you've already chosen Dungeon so perhaps that's not ok to say?
I'm looking forward to your final battle, looks like it's gonna be epic!
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natalka
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Supreme Hero
Bad-mannered
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posted March 04, 2014 11:05 AM |
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Edited by natalka at 07:59, 11 Mar 2014.
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Tide Master v Dark Prophet
I emerged victorious again, hehe His Tsunami was no match for my mass purity from a scroll so second turn I could shoot with 232 Chakram Dancers and 150 Shadow Watchers coupled by Emerald Yumi Bow. They did the most dmg out of all units on the battlefield. I protected them from all sides and he couldn`t break nor cast elementals next to them. And I fired up his ass with the hero rest of the time - it didn`t do a whole lot because of the Magic Defense but my army did its job well.
Will post replay tonight if I have time. Next game he will be Inferno Tears. It is the only faction he was (twice) victorious. It is a creeping nightmare but for week 2 he developed a strategy - Breeder Mothers + Seal of Power. He could level it up day 1 or 2 if he finds shooters( Leaves 1 stack of 1 shooter on the battlefield and casts Tear spells every turn. It is like 70 turns battle but inferno has problems anyway). And Mothers are there because it is like extra reinforcements - 5-6 Mothers combined with Reinforecements II is enough not to use any mana for regeneration.
Ok. Day 3 he suicided even though he started with 40 mana perk found 30 mana skill in witch hut and week when regeneration is 19 mana. He threw the keyboard and said that he won`t take inferno ever again and it can`t be balanced. It is impossible to play it on my map
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Locksley
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Promising
Famous Hero
Wielding a six-string
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posted March 11, 2014 01:18 PM |
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Congratulations!
I remember from the duel tournaments that Magic Blood usually wins over Magic Tears, with a few counters against control spells and some destructive magic. The Tears hero must hurry up to get the upper hand before meditation + chainlightning defeats its key units, while the blood hero just dispels petrification from its key units.
That inferno strategy... it's clever! But I wouldn't do like that, being level 3 with 1000 reputation, isn't that a bit too far outside the box? But I can definately see Inferno's problems with this map.
I started a new game as Dungeon Might and I aim for Blood reputation. First week I took wood, ore and crystal mines with a combined army from three heroes and my town. Invisible Shades and Reinforcements and, when necessary, Life Drain on a big stack of Chakram Dancers just rocks.
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natalka
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Supreme Hero
Bad-mannered
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posted March 13, 2014 07:04 AM |
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Edited by natalka at 09:24, 13 Mar 2014.
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His plan was good with getting 50 Magic Defense and planning to kill me with army but in the end I killed him with my army of shooters.
This inferno strategy is to level up 1000 life reputation on level 10-12. Then you have one free regeneration per battle - it is a lot. But inferno can`t reach week 2 anyway ![](images/smilies/biggrin.gif)
Here is a record from day 1 with Necro Might so you get an idea what we do day 1 (it is divided in 4 parts).
part1
part2
part3
part4
part4 is very cool when I manage to bring back that 1 ghost
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Locksley
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Promising
Famous Hero
Wielding a six-string
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posted March 14, 2014 08:37 AM |
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Great! I'll try his inferno strategy and watch the details in the videos on Monday. Today and in the weekend I don't even have time to do the things I should do.
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natalka
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Supreme Hero
Bad-mannered
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posted March 14, 2014 01:13 PM |
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Please don`t try Inferno - it is so hard it is not fun at all. We started again with him Stronghold. He took both gold mines and crystal mine day 3 with the help of dreamwalkers from town. He barely had enough wood, crystals and gold to do it. But splitting those dreamwalkers in 2 stacks and then slowing enemies is quite good. Furies + pressed attack kill them but every time you have to place a smart trap also because one stack that can kill at least 1-2 of your core reaches you anyway - e.g. you don`t have such power if not lucky/morale.
build order:
day 1 harpy nest
day 2 upg. harpy nest
day 3 dream lodge
I redesigned the map after the monolith guarded by 50 Champions.
Instead of small island there is one big island about 80% of the island where the two castles are. There are 2 utopias, 2 relics, 2 war academy, 2 school of magic, 2 treasure piles(4 treasure chests), 2 reward of choice* and one level up location, one arena, one library, one evil eye, one artifact merchant and one Tier 3 dwell. On this island you can also find the exit to the smaller centre zone.
*reward of choice - you can choose between 3 rewards either:
major artifact
100 core/20 elites random joiners
3 treasure chest and 50 mana potion
Everything on this island is guarded by a random mixed army consisting of 20 Champs and 100 Elites. While it will be very easy for magic heroes, but what can we do about meditation , it will be very interesting to keep mana spending to minimum for might heroes. Because you have 17 guards there, 2 utopias and then centre zone and everything must be done in the same week. That`s why I put those mana potions - if you can`t keep your mana high than don`t take major artifacts and attribute modifiers ( Also you can choose not to take attribute point from war academy/school of magic and you will receive 50 mana again)
I decided to increase creature population for final battle. That`s why Tier 3 dwelling can be taken week2. Moreover there is another core dwelling and elite dwelling for week2. There are situated on 2 small islands that can be reached through portals that are in the inner circle of the big one that week 2 action takes place.
Week 4 army resembles the army of Elvin`s arena. (Before it was week 5 army). Magic heroes can still push for final battle week 3 and their magic is still quite good. They must be very fast though because now there is a little more to collect but centre zone is shorter. We should play a magic hero vs might I guess it will be fun to rush with a magic hero and try to force early final battle while the might hero takes his guards slowly sparing mana.
Now there are 2 centre zones and in each there is one utopia, 2 relics, one arena, one library, 1 war academy, 1 school of magic.
In the slightly larger one you can find 1 more artifact merchant, war academy and school of magic. I think if someone leads even 5 days he can`t take both centre zones.
So ver 1.13 has quite a lot of changes - witch huts, more challenging utopias, more challenging week3, 2 centre zones with more guards, more troops, statistics and artifacts for final battle, more enemies to fight because I lowered XP and last but not least week 3 area redesign - I ditched the undeground utopias zone and put everything in the picturesque jungle again- after all it is called jungle fever.
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JollyJoker
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Honorable
Undefeatable Hero
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posted March 14, 2014 01:23 PM |
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Ok, you got me interested with your "INferno is too difficult". ![](images/smilies/smile.gif)
Tell me where I can download the map, and which position and settings I shouldn't bother to try with Inferno, please.
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natalka
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Supreme Hero
Bad-mannered
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posted March 14, 2014 02:32 PM |
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Edited by natalka at 14:40, 14 Mar 2014.
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Go for it. It is on maps4heroes. Game difficulty normal. Hero leveling normal. No enlightment. You can buy max 1 native hero and 1 non-native hero per week with troops. The rest will be without troops.
You can play inferno but can you take second castle day 5-6 and clear absolutely everything in the starting island week 1.
Then week 2 I wish you take everything in the circle.
aaah I forgot. Don`t take crap skills just to creep. Message me about your skills and I will tell you if it is allowed.
The version on the site is easier if you want I will send you the latest one! If you want to prove a point better message me for the map.
Don`t be so sure you can do it. Zamolxis who is a TOH veteran told me it is very hard with might and initially started playing with magic.
And you must play with inferno might. Sarah the angel hero is also banned - she has lots of mana.
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JollyJoker
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Honorable
Undefeatable Hero
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posted March 14, 2014 03:15 PM |
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Well, then I'm not interested because playing a map means finding the best road to win it, not following a specific road and see whether it's possible or not: that sounds too much like I was executing YOUR play.
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natalka
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Supreme Hero
Bad-mannered
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posted March 14, 2014 07:36 PM |
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What is that you don't like about my "rules"?
This is a TOH map - staying in castle doing nothing is not funny. I will knock at your door before you finish your part of the map.
When every faction can do this for week 1&2 I don't see a problem for you to do it.
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JollyJoker
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Honorable
Undefeatable Hero
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posted March 14, 2014 08:08 PM |
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Sounds too much of a puzzle for me, where I have to do something in a certain order, piocking certain skills and so on - that's no fun. I like to make my own decisions, and if they are wrong I lose.
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natalka
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Supreme Hero
Bad-mannered
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posted March 15, 2014 10:57 AM |
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Edited by natalka at 09:34, 17 Mar 2014.
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This is not offline map where you can reload 100 times and the goal is just to reach to the end. This is a multiplayer map and ofc you should avoid crap skills. You can pick some but not much.
Now when you gave up it shows that your words didn't have leverage.
Warmonger(+40 mana) v Shadow Slayer(no friendly fire from chakrams)
We both took both gold mines and crystal mine day 3. I already mentioned that my SO had to build Dreamwalkers day 3 in order to manage that. Otherwise he can take elite dwell first and then mines which leads to 10-13 pts lagging Nobody had problems with crypts - I even took a minimum populated crypt with a secondary hero in order to level her up to level 4 and get Architect I - (+1 to all creatures!) and I managed to get my other secondary hero to level up Architect I also thru fighting and not getting XP from a chest. I finished week 1 with 6K gold and my SO with 10K. Good for him because he needs to buy a lot of army day 1 week 2 in order to creep effectively. Dungeon has good dmg and can creep with less army Stronghold buildings require lots of wood and unfortunately he had to buy 7 wood in order to build everything so he built 2 marketplaces to get better rates. We both took second castles day 5 at level 7-8 after taking crypts near castle.
My build order was I think the perfect for the map:
day 1 stalker dwell
day 2 upg. to chakram dancer dwell
day 3 shadow lurker dwell
day 4 town hall
day 5 manticore dwell - chain manticores to main in order to fight castle 2
castle2 - town hall(max money)
day 6 minotaurs
castle2- stalker dwell
day 7 - faceless dwell
castle2 - manticore dwell
So I have all creatures and duplicating manticores, stalkers and assasins(pre-built in second castle)
My SO due to lack of resources had to use this build(quite good when you don`t have resources and you lose only 1 creature dwell)
day 1 harpy nest
day 2 upg. harpy nest
day 3 dreamwalkers dwell
day 4 town hall
day 5 jaguar warriors dwell(chain to main hero)
castle2- marketplace(2 marketplaces much better than 1!)
day 6 marketplace(max money)
castle2 - harpy nest
day 7 - centaur dwell
castle2 - mauler dwell
So he had all creatures duplicating harpies and goblins(pre-built). It was interesting how skipping to build maulers in main castle proved very useful when instead of town hall he built marketplace and thus he can`t build elites there but built 2 cores instead ![](images/smilies/wink.gif)
At day 6 we took second wood&ore mines and this is when we leveled up our secondary heroes from stacks at the windmills. My SO has only one hero with Architect I though.
Day 7 my SO had 87 mana and had lots lacerators at the resources and lots of mermaids at the arena/block to the starting castle. He made the clever decision to attack the mermaids first and had to cast 2 regenerations(only 3 goblins loss) leaving him with 37 mana and decided not to risk the lacerators. He couldn`t even take the arena . Anyway he finished week 1 at the tile next to arena and the lacerators which is good for stronghold because I remember the last when I played this faction I didn`t fight either of those 2 guards because of 0 mana.
With his turn finished our session also ended. I have lots of scorpicores and lots of sun riders which are big creatures and very easy to take with splitting in 1s and having so high dmg dealing shooters. So maybe I will finish at the stables.
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Locksley
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Promising
Famous Hero
Wielding a six-string
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posted March 17, 2014 01:16 PM |
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Dear diary!
Day 1: Mighty Malik starts in the northern position. He takes the path of blood, since I thought that would be more challenging during creeping. Lohrish is recruited. Opens chests for money and experience.
Day 2: Sylsai, another delver of the royal purse, is recruited. Malik reaches level 4 from some chests and the learning stone. His skills are reinforcements, life drain, magic affinity (+30 mana) & heroism.
Day 3: Malik fights sentinels and orc warriors, only a few of Sylsai's elves are lost. Cerberi are upgraded after that; unlimited retaliation, life drain and heroism work well together!
Day 4: Defeats 78 wolves guarding central crystal mine. Lost 1 demented, 2 cerberi, have 4 stalkers left. Malik reaches level 5 and learns pressed attack.
Day 5: Takes ore and wood mines beyond portal:
Defeats 25 Lilims: lucky PA, then lilim lucky shot(loses three demented) gating + reinforcement on gated guy + PA. 2 stalkers left now.
Defeats ~30 demented: Power drain makes cerberi dmg too low for life drain, loses 2 cerberi in an unecessary way.
Day 6: Recruits 7 succubuses. Visits mana dwell.
Defeats 44 coral pristesses by the water wheel, loses 2 cerberi, 5 demented… not good.
Defeats 50 maniac (no power drain) by the mill , 1 demented & 1 cerberus lost.
Malik reaches level 6, gets regeneration, attacks 95 sentinels by the eastern crystal mine, loses 4 demented and 2 succubuses, and the last stalker.
Day 7: Malik rides to a nearby dragon vein.
Week 2: Visits the vein/well. Builds some elite dwellings and takes the second town with massive losses.
Conclusions
I think my game was good during the first week, I had a few losses here and there but could continue my creeping and building program. With slightly better planning I couldv'e been a day faster.
With two delvers of the royal purse lack of money wasn't a problem and I could climb in levels fast with three early chests. I didn't miss tactics at all until I sieged the other town.
I think I could've taken the second town much easier with a magic hero with focus on lilims instead of playing as a might hero using cerberi.
The lack of healing creatures, the lilim's lack of initiative and gating's lack of creeping value are Inferno's biggest problems. It's possible to creep with cerberi instead of lilims, but the cerberi have problems when facing elites instead of cores. Inferno must change its focus in the second week, somehow.
P.S. In the fourth video it was very cool how Natalka changed the enemy skeleton's target from skeletons to goblins and ghosts to get enough necromancy points.![](images/icons/icon14.gif)
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natalka
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Supreme Hero
Bad-mannered
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posted March 17, 2014 02:04 PM |
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Edited by natalka at 20:13, 17 Mar 2014.
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If you build elite creatures in main castle week 1 and take second castle day 5-6 you won`t have so much gold. Imo it is always better to take gold from chests. Try to replicate what I did in that record of day 1 - taking wood&ore with main and secondary hero and also taking 2 more guards. But take a hero with goblins - either Harald or Tazar. Don`t take an economics hero but a hero that will ease your creeping maximum.
With tactics you can creep much better against shooters! I can see how u didn't need it when u don't have shooters of your own. But u can use tactics not to include creatures that are on the hero and spare their lives.
Maybe it is worth to try creeping first week with cerberi and for second week you don`t creep with cores anyway. I build Breeder Mothers week 2 day 1 but problem is I will have to upg. Lilims also so inferno will lag 2 buildings behind but what can be done ![](images/smilies/frown.gif)
Creeping with cerberi costs you one building. Starting with hero either male or female with max cerberi and buying a secondary like Lorhish is a must also.
Gating has creeping value against shooters or against slow walkers ONLY IF you gate first round. Then you can make them return instead of move forward. But tactics gathered here to split lilims in stacks to get luck are awful leading in no luck and losing those split lilims.
I discussed it with my SO because only he has the nerves to play inferno and possible build order could be like this
day 1 hell hounds
day 2 upg. cerberi
day 3 town hall
day 4 succubus
day 5 juggernaut
town hall
day 6 upg.lilims
succubus
day 7 breeders
tormentors
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