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For grabbing early neutral settlements, Weakness is perfect. Spearmen and Swordsmen of almost all races are sitting ducks, once Weakness sticks on them, and you can even capture most settlements with a single Magic Spirit.
Weakness is incredibly cheap to cast, and thus can be cast repeatedly even in very early turns.
Talking about a single Magic Spirit, you probably want more than one, if you got no Green books with Sprite. Exploring the area and discovering the easy pickings quickly will speed up your development a lot.
A few turns in, summon a Ghoul, chose lairs with single common fantastic creatures (Hellhound, Bear, Naga, Sprite). Cast Black Sleep on the critter, then your Ghoul can "recruit" it, without even getting hurt.
Once you recruiteded a bunch of them, the upkeep cost will probably become quite high for such an early economy. Make sure you got enough mana in the bank to cast Darkness, to buff them all, then find a large lair or dungeon, that you can barely beat with them.
If you fought well, and still only one of your creatures barely survived, then you picked the right fight. Enjoy the loot and the early fame.
Mana Leak is usually more important in the later game, when you fight Shadow Demons, Giants or stuff like Efreets, Demon Kings, Jinny, etcetera, but early game it can reduce Sprites from 4 shots to 2 shots, which can make all the difference.
Dark Ritual is THE economy spell for Death Magic. Every settlement with even a Parthenon, let alone a Cathedral or an Alchemy Guild will produce more Mana than most Nodes on Arcanus. (OK, how much a node produces also depends on mana setting, ofc.)
If your starting race doesn't have the tech, one of your conquered settlements WILL have it.
From the uncommon selection, especially if you start on Arcanus, Shadow Demons are first choice, once you get them offered. They can shadow shift to Mirra and conquer a neutral settlement there, long before you are powerful enough to bust down a wizard's tower.
Werewolves are also very good. They can't attack flyers, but if you got 4 of them, they can block flyers from reaching your squishies, and they are really good at dealing damage to anything on foot, or anything, that attacks them to get past them.
Like Shadow Demons, they regenerate, and even come back after battle, when they died.
Perfect creatures to stack enchantments on, as they will last you a long time and never need to slow down to heal.
Dark Prayer is the most important uncommon combat spell, as it debuffs resistance.
Talking about resistance, don't accept heroes, who can't cast spells. Look for trinkets, wands and staves, which give minus on spell resistance to equip them with, plus protective stuff.
Late game, don't shy away from cursing your opposition. They don't know where it comes from, so they won't even get angry.
I suspect OP's playing style is biased too much by playing mostly 11(10) book starts and relying on the uncommon or rare as a clutch spell. While the shadow demons strategy is very strong (among the easiest wins imho) winning with other summons particularly at highest level may not be easy for some.
For example he correctly identifies that Life works best with Warlord (obviously) but saying Life warlord slingers are too slow is hilariously wrong.
While slingers are a bit nerfed from classic for reasons I don't want go into, they are a simple win , simpler dare I say than some of the weaker 10/ 11 book + Summon strategy but I think OP's style is so distorted by his summons only style he doesn't know how to do it to maximum effect.
Anyway if you want a fast life strategy, try life+warlord + maybe alchemy and Gnolls. Throw in a book or 2 of nature (for earth lore) or chaos (for flame blade). Go wolf riders move 5 and buff them to max. Heroism, holy Weapon, Armor etc
It's both fast and reliable.
I hardly every play 11 books, and really wish 11 book starts didn't even exist, and same for 10 books that they've added now really. I don't think allowing higher level spells at the beginning makes for good games. But this is for new players, so starting with that higher level spell can be helpful.
In Classic I think 9 books + Conjuration + an Elemental Mastery is by far one of the strongest starts and of course relies heavily on summoning. For Sorcery and Chaos its still probably actually stronger than starting with 10 books even in this game.
But no, I've never liked Halflings. Just not enough mobility. True the mobility is better in this game, but still. I much prefer Barbarians or Nomads (or of course Draconians). Barbarian Cavalry are way, way better than Slingers for rushing.
I will say that my style is biased by rushing in Classic where towers weren't a thing. With towers its a bit more difficult, but still you can take early capitals.
In terms of Barbarians vs Halflings:
Both will let you build key units with a single building upgrade, a Stable for Barbarians or Armory for Halflings.
Cavalry move at a speed of 4, Slingers at 2. With Endurance its 5 vs 3.
In Classic, you could take most capitals early in teh game with as few as 2 buffed Barb Cavalry, while you would have needed at least 4 or 5 Slingers/Shamen. It's also easier to buff 2 or 3 units than 4 or 5, esp if we are talking about Endurance, which is sort of all or nothing.
Now in this version, it may be true that things swing a little in favor of Halflings because when attacking capitals simply having more units is better to spread the impact of the towers. But still I think you can go with as little as 3 Barbarian Cavalry for early attacks. One tactic is to throw in some Magic Spirits, so you attack with 3 Cavalry and 3 or 4 Magic Spirits, which will spread out the damage from the tower. Hopefully the tower will hit the Magic spirits a few times. Of course you pre-position the Magic Spirits since they will slow the stack down. Often you can have them waiting nearby in the water.
But, with 3 Cavalry you only have 3 units to put Endurance on. So you have a 3 unit stack moving at a speed of 5.
The other problem with Slingers is that they can get shut down with Guardian Wind and/or Warp Wood. Now again, maybe right now the AI in this game isn't good enough for that, but in Classic 1.5 getting shut down by those spells was pretty common when attacking a wizard.
For me personally, I just really value mobility a lot, which is why I also really liked Nomads and Draconians (and Sorcery). So plodding around with 1 movement Slinger stacks was never for me. It wouldn't be that uncommon to get Shuri early on and be able to have Barb Cavalry stacks with Endurance moving at 6 across the map. And yeah, Life + Nature for the Water Walking and Earth Lore is also good, esp with giant Strength on Barbarians. Or Nomads with Horsebowmen and Rangers moving at 6.
And with Slingers, you pretty much need a full stack of them, so getting Endurance on all of them is a bit much, whereas with Barb Cavalry and Horsebowmen/Rangers/Heroes you can get by with just 3 or 4 units.
Obviously Slingers are powerful, they just move too slowly for me and they can be negated by a few easy low level spells.
And as moves go, with windwalking you have 6 superarmys with 11 moves! Because of bug or if its supposed to be like that you can even use just one set of moveitems.
Try this start:
Warlord
Famous
Nodemaster
2 Life+healing
2 Sorcery+confusion
1 Chaos
1 Nature
Keep atleast 500 gold all times for herooffers, atleast 1500 gold for items. All the spells you will get from lairs rather than research. And this way you will get maximumamount of unitspells that will ensure your heroes soon are unbeatable.
All the "classical" Wizards only have a single starting perk, and either one or two colors.
Starting with an uncommon or even rare spell isn't so much of a boon. You still need to build up the mana sources and casting skill to make somewhat regular use of them.
Sticking to that "minimum starting perks, and no full rainbow" scheme certainly allows a higher variation of gameplay, than just optimizing the start conditions, with just a token selection of the best utility spells from all the colors.
You can have a Magic Spirit on turn 2 and as soon as you find your first neutral town you can conquer it with just the Magic Spirit with either Sorcery or Chaos 95% of the time. You can take single or even double unit low level encounters with just the Magic Spirit, or even harder if you use 10 books and Phantom Beast.
Nothing is faster than that. Even if you use Famous, you have to get the money to buy the hero and you need to cast Heroism, at a bare minimum, and even then most single ungeared heroes can't immediately take much, even with heroism, unless its like the Draconian.
With Chaos you can have a full stack of Hell Hounds, which can easily take many nodes and pretty much any neutral town and even capitals, within 15 turns. No hero strategy gives a faster start than that.
There is nothing wrong with those other strategies, the point of this though is to keep it simple for new players and make it easy to quickly start being active on the map and taking resources. There just is no faster way to do that than by summoning.
Single or double unit lairs? Send in a Ghoul and cast Black Sleep. You not only get the lair loot, but also the former guardian as undead minion.
That full stack of hellhounds by turn 15 indeed works with Chaos Mastery, but you need 160 starting gold to transform to mana, easy economy and plentyful magic settings.
Yes.
It's pretty big actually. I recently played Nature 10 books starting with Basilisk. With this setup the Basilisk only costs 179 to cast and you start with 20 casting skill. So I had a Basilisk on about turn 12. I quickly took 4 nodes and 3 towns, got my second Basilisk, defeated a wizard, got some Uncommon and Rare spells from encounters, all before turn 40.
Coming out with next level fantastic units early in the game is way OP, and honestly I wish the game didn't have that feature as it makes things extremely unbalanced and can make the game not fun when multiple enemy AIs start with 11 books and have Rare summons while you are sitting there with Swordsmen. Too many times I've been defeated by Freya in Classic Impossible because she came in with a stack of Gorgons on like turn 20, lol.
But, for beginners I think its a useful way to learn to play. The biggest problem beginners have is sitting around too long in the beginning just building their capital and not doing anything on the map, so this is a way to be able to quickly field a capable army.
Using a rainbow of books can get you a lot of spells to work with, but it doesn't do much to really jump-start you in the early game, and I think for beginners jump-starting the early game is what's most important.
With this setup, using High Elves you have the follow starts with Chaos and Sorcery:
12 Mana per turn on turn 1
20 Casting skill
Hell Hounds cost 22
Chimera cost 192
Fire Elementals cost 11
So once you get your casting skill to 22 you can cast 2 Fire Elementals in combat and you can summon Hell Hounds immediately. Even with 2 Magic Spirits in play you'll get 10 mana per turns once you put it all to mana, though it can be worth it to pump skill to get to 22 first.
So however you do it, by turn 15 or so you can have a substantial army, whether Chimera or Hell Hounds and you'll have Fire Elementals to boot. And with nothing more than Magic Spirits you can take towns essentially immediately. So you can have Magic Spirits finding towns to take, while your Hell Hounds/Chimera take nodes and encounters. And if you find a wizard you can take out a wizard with stack of Hell Hounds, even with towers in play.
For Sorcery:
12 Mana per turn on turn 1
20 Casting skill
Nagas cost 55
Phantom Warriors cost 6
Phantom Beasts cost 19
So again, you can cast Phantom Beasts on turn 1. Nagas easily dominate towns all on their own with just a single unit. Don't need to make any stacks, just send out 3 or 4 single Nagas all over the map. You can conquer towns and then make a Spearman and then move on. You can easily defend any town with a Phantom Beast. You'll have 5+ towns by turn 20. You can take pretty much every neutral town on Arcanus.
To boot, most Sorcery nodes are trivial to take. You can take them with just a Magic Spirit, or if harder a Naga or maybe even 2 Nagas. If you can't take it in a single go, just keep hitting it with Magic Spirits and Phantom Warriors until you finally do.
And spells you find from the very beginning will be Uncommon at least. So not only do you start with an Uncommon unit that you can field almost immediately, as well as super cheap combat summons, but you will immediately start finding Uncommon level spells as well because you already know all the Common ones, except one.
When you start with a rainbow you will first find a bunch of Common spells. Yes, in the long run this can pay off and be powerful when you have amassed a bunch of spells from all realms, that's true. But its not a "fast start". The point of this is to help new players have faster starts that can get them to a more powerful point much earlier in the game that doesn't require them to have to build units or wait to hire and develop heroes before they can do anything.
In my current game Im not using my normal strategy cause Im going for 5 wizard achievement. And as Kali I choosed Bshan starthero. I had banished 2 wizards before turn 100 and predict to have won game before turn 150.
So it might not be the best strategy for beginners but as it stands NO other combo beats Herostrategy....
Its turn 29. I have 5 cities. One of them was High Elf with 4 Halberdiers, 2 Swordmen, and 1 Cavalry. It's population 10, my capital is pop 7. Just found my first Sorcery node, there are 4 other Nature nodes, but I'll take the Sorcery node next turn. I've got 160 gold, 109 mana, 14 gpt and 17 mpt with 2 Spirits and 1 Naga, 4 turns left on budling the Sawmill in the capital.
Nothing else can really get that fast of a start. What makes Sorcery so easy is you don't have to maintain the higher mpt since you can rely on combat summons instead. Chaos is also good, but to maintain the units getting nodes is more critical.
And of course Death is also good, but I think is more challenging and takes more experience to get started. You have to know what creates are good to attack with Ghouls, which ones to keep around, which ones to let go, when to use Weakeness vs Black Sleep, how to take nodes, which is not necessarily easy. Yes, its all good and can be very effective, it just requires more experience than starting with Sorcery or Chaos IMO.
But do you deny no matter what combo you play you tend to play summon heavy? It's also why you seem to not realize the power of life as it is not known for summons. Yet life is generally recognized as the most powerful or 2nd most powerful after Sorcery.
Honestly Summons are considered a bit underpowered in classic MoM except for certain exceptions (combat summons are decent also) and only if you can cheat them out early. There's a reason Servavy over at COM buffed them so much over normal units.
Your advice gives the impression all the summons are good, which is extremely misleading to newbies. If this was CoM this heavy focus on Summon would be correct. In Classic or New MoM, it's a bit misleading.
Disagree. That's a strong start but hardly the strongest. Most good 11 book strategies are better.
There are different degrees of rush. There's rush where you scout like crazy and ignore almost anything but going for the enemy capital/cities and AIM TO WIN WITH THE FIRST FEW STACKS YOU CREATE (I call this ultra rush) and there's rush where you mostly all out attack but you do take time to clear nodes, and there's in my view a more sensible rush where you just aim to take an early lead by taking over 2-3 enemy AI wizard terrority and develop normally once you have a huge lead,
In my view, unless you are doing an ultra-rush type strategy endurance Slingers are more than adequate. Yes, I have run into games where my 3rd or last Wizard starts putting guardan wind. My slingers can still cut through with sufficient buffs but it starts getting difficult but by then, I have such lead it doesn't matter.
You fail to realize yes Barbarian Calvary are faster but they are only 4 figures so life buffs are weaker on them than Slingers. This is a huge gap in power that allows the Halfling player to win many victories the Barbarians fail to. Your style favours Summons, thats why you don't know how to play Life even the rush type strategies.
Honestly, Halfling Slingers is such a recognized well honored strategy because Haflings are strong both militarily and economic, if you have problems winning with that particularly now with the enhanced mobility, you can't be a very good player, no offense,
You think or you know? BTW i was a early beta tester focusing on life magic strategics. I can tell you, Life+warlord+Slinger definitely wins. Once you add lion heart they are ridiculous.
or this sounds like pure theorizing.
Even in classic it would be 2 due to endurance. 3 in New MoM. Feels like you don't know how to play MoM life Slingers. I
With Earth lore, you know where to go, any differences in mobility is more or less moot really. You going to win whether is movement 3 or 5.
Don't get me wrong I like a lot of what you say, but your view of the relative power of Summons and your underestimation of the power of life + slingers is disturbing