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Zgłoś problem z tłumaczeniem
Doomfire warlocks are honestly pretty crap vs spears, they just tank surprisingly well because they get poison+40% physical resist, which adds up to reduce enemy damage by over half in melee. They also do splash which makes them more okish vs squishy infantry. That said, spears should still do fine as should LSG, missiles still rip them a new one, and a mid-tier heavy cav like sivler helms will smash them, especially on normal difficulty. The only big issue is the doombolts but you can just micro to avoid/mitigate those.
One other helpful option to consider is mages. You get access to lore of light and fire, the former of which gives you a net ability to snare annoying cav, and the latter gives you the ability to imbue magic damage into units in an AOE, which helps wipe the floor with warlocks both in melee and from range.
You can also get cheeky and spam ellyrian reaver archers and mounted characters. Definitely not super efficient but can basically run circles around any DE army.
Of course it matters. Even with VH's supply lines, you're still going to be able to field far more archers than LSG. And of course on lower difficulties that number increases further. And it also requires you to grab the militia camp building chain.
It's not like LSG can't perform well. It's just that they're far from optimal at any stage of the campaign.
Only do this if you're pressured to do so, and even then it's not always a good idea. It's generally better to allow your army to replenish, as merging will cost you the experience of the unit, and you'll have to pay the recruitment cost again to replace the lost unit, and often you'll end up paying double because you'll have to use global recruitment. And as for whether one full strength unit is stronger than 2 half strength units, that can depend on the situation in the battle. Having two half strength units allow you to move them separately, while the full strength unit can only be in one place at once.
While Ellyrian Reaver Archers do technically outrange Darkshards and Shades, the difference is so little that in practical terms you won't be able to keep them from being shot at. And missile cavalry loses hard when exchanging missile fire with missile infantry.
nd make sure to toggle them into melee before the enemy gets on top of them. hybrid units stay in ranged mode and deplete faster if you dont.
also for heroes/unit stats
-melee atk is how often you hit
-melee defence is how much you block/avoid damage.
-armor is for reducing ranged damage
-leadership effects how long they stand and fight. a dragon just hovering in the air is doing damage to it thanks to fear. some lords have dragons.
-the atk % is how hard you end up hitting.
-pierced damage fire damage posion damage and magic damage are things. magic
damage penetrates more armor
-sheilded units that are also armored have the highest ranged resistance.
-mages. they are great if you use them right. read read read. idk about vanilla no dlc but beast mages amber spears if you have nothing else is really good for killing lords and heros and monsters. flaming head causes a burn effect that reduces leadership making them more likely to route.
you get leadership and reload speed among other things so keeping units alive is important. 1 unit with no experiance and the same unit with 9 experience the 3 gold bars the 3 gold bars walks over the no exp or 1 bronze bar.
a unit size is a thing. bigger units get hit more and fatiuge faster when mobbed by smaller units.
units have stamina and running out aka very tired makes them weaker you have to stand there if they are very tired for them to get stamina.
leadership is the most important stat after melee defence and melee atk. having ranged calvery and various debuffs for enemy leadership can cause you to walk over the enemy.
between lore of fire mages a dragon and calvary flanking especially if its dragon princes can be close to negetive 20 leadership for the enemy. or more. skavenslave basically instant route unless they have exp which increases their leadership. you take more damage if you route. while the enemy would take none.
ice phionx have an aura that makes enemy melee hit less and allies hit more having 2 dragons and 4 blue pehionx is better then dragon princes or Calvary.
lore of shadow mages are dps mages the pair well with the anti range mage i forget which lore that one is. it was a passive skill.
arrows have travel time too you can waste enemies ammo by having a hero on a hawk or horse run in a figure 8.
ranged units are more accurate the closer they are.
there are alot of mechanics you probably skipped over unintentionally, op.
shadow bolts and artillery in general die to Calvary and flyers. hide them in the woods and run them back after their army splits off.
you need 2 or 3 white lions to kill a single dragon so skip them.
you want archers and seaguard as the other guys said. blue pehionx are your best freind. cant stress that enough.
also mages mages mages. its not as easy with high elves but you can do 300-600 kills with a single mage landing the right spells. no idea which lores you get with nilla.
Absolute not true.
Magic damage is a different type of damage, it doesn't penetrate armor.
Damage works like this:
Damage can be either physical or magical or fire. (Note that fire damage does not count as magical, they are different.)
Physical damage is reduced by ward save and physical resist.
Magical damage is reduced by ward save and magic resist.
Fire damage is reduced by ward save and fire resist.
Damage of any kind (phy/mag/fire) is made up of two categories: normal damage and armor-piercing damage. Armor-piercing (AP) damage is a kind of "pure damage" that does the listed damage without getting reduced by armor. "Normal" damage (which is usually referred to as non-armor-piercing, or non-AP) are reduced by armor. I won't put the damage calculation here because I don't have a lot of time to explain this here... Tons of people know how this works.
The basic idea is: all types of damages first get reduced by resistances (ward save + whatever resist that applies according to the type of damage), then the non-AP damage get reduced by armor while the AP damage retains. Add the remaining sums from both AP and non-AP, and that's total damage dealt.
Of course, the MA (Melee Attack) of the attacker has to be > the MD (Melee Defence) of the defender, for the attack to count as a "hit". Otherwise damage calculation won't even begin, obviously.
Mixed damage types will be a bit more complicated but usually there aren't much to worry about. Physical and magical damages don't get mixed together, it's only either phy+fire or mag+fire. I believe you just add the total sum of resistances for both types and treat it as the same as ward save.
This means if you want to counter Sisters of Avelorn, you don't necessarily need magic resist (their missile attacks are mag+fire), you can just stack fire resist and it should do the trick. I might be wrong on this, but I don't usually care about fire damage personally.
In any case, magic damage does not exactly penetrate armor. It will do the same amount of damage to an enemy as physical damage would, if the enemy has 0% physical resist and 0% magic resist.
But physical resist is more easily available in this game, so the magic damage mod can be useful. (For example, Sisters of Avelorn can absolutely wreck Treemen because Treemen have -25% fire resist, and 20% physical resist which does nothing to reduce SoA missile damage. So, SoA will still do +25% damage to Treemen.)
Without HE DLCs, it is a bit tricky to fight against DE because the roster you have available to you at the moment would be able to counter DE units *if* they also didn't have the DLCs. Sadly, the AI gets access to the DLC units. Doomfire Warlocks and Scourgerunner Chariots are DLC units. But they are certainly not Pay2Win units, they're just a bit tricky to deal with, because HE nowadays quite heavily rely on Sisters of Avelorn to get the job done.
Without SoA (Sisters of Avelorn), you have to rely on basic Archers (ignore the Light Armor variants, they're just for Multiplayer) and Lothern Sea Guards (LSG), preferably those with shields.
Archers used to be more useful than LSG because Archers used to boast more numbers than LSG. But that was changed a few patches ago, Archers and LSG now have the same number of models per unit. They do about the same damage, but Archers have 180 range, LSG have 165. Don't underestimate the 15 range difference, it is a big difference.
LSG are good for protecting your flanks and rear. They are the best counter against cavalry of any kind, especially missile cavs. They outright hard-counter missile cavs because missile cavs often go to your flanks and shoot at you, and there's nothing you can do about them. You either get your backline to shoot at them and in turn unable to shoot at priority targets, or you ignore them and they pincushion your backline from the flanks.
LSG will shoot at missile cavs, but can brace against any cav charge. They even outrange missile cavs. So they are very, very powerful shield walls.
You don't put LSG in the front row because their melee capabilities are only about the same as regular Spearmen, if not they have less MD than cheap and cheerful Spearmen. LSG's role is to shoot and deter enemy cav charge, not to actually poke with their spears. So they are mostly used defensively.
If you want a normal tactic, then you have Spearmen frontline, Archers backline, LSG on the sides and behind the backline to protect the flanks. This is a "box" or "horseshoe" (sometimes called "C") formation. In this formation, if the enemy isn't going to attack from the sides, you can turn the LSG around (from facing the back) and let them pepper at the enemy frontline engaged with your frontline. Archers will trade with enemy backline.
Since you don't have DLCs, you will need to use Ellyrian Reavers if you want to annoy enemy backlines, such as Shades. Ellyrian Reavers are fast (especially the missile cav version), you use them as scouts and will reveal enemy Shades because the AI is dumb, they'll shoot as soon as they are in range. Shades can Stalk, so they can move while hidden, but they don't have Master Ambusher so they will reveal themselves when they shoot. This is your strategy: find those Shades, lure them closer within your Archers' range, and shoot them. Shades have no physical resist, low armor, they'll die first if it's a shootout between Archers and them. Bring your LSG closer to shoot if you need to. Shades are high priority targets that you have to kill asap when you find them, because they have very strong AP missiles and will delete your high priority targets very quickly.
Doomfire Warlocks will be hard-countered by your LSG, no big issue there.
Hydras will be the big problem. Hydras don't have that high armor stat, and is a large target. But it has Regeneration, and you have no fire damage. It's not really a problem if you focus fire with like 10 Archers on a single Hydra. If I spot a Hydra, I always kill it first, before it gets within melee range. It might breathe fire and kill some of my Spearmen but it would die before it gets to do anything else. Fire Breath from a head-on position does fairly little damage than if it was aimed from the flank, which the AI sometimes does but not actively.
You can also use heroes on mounts instead of Ellyrian Reavers, and a Noble on a horse is usually what I do instead of Reavers. But, if I have Ellyrian Reavers Archers as my starting unit, I try to keep them alive for as long as possible until I have my Noble on a horse or better. (I have DLCs so I'm usually not so restricted in unit choice.)
Last thing is, try to recruit the lord that reduces upkeep for Archers, LSG, SoA so on. Recruit her asap, as even though you may not have SoA, but LSG are quite pricey for what they bring to the table. I usually don't use LSG unless they are in the army of that lord - and she can even shoot arrows as well. That army can be made up of nothing but LSG and Archers, and last all the way into the late-game. The strategy is really simple: rain arrows everywhere. When 10 Archers can kill a Hydra, 10 Archers and 6 LSG can absolutely kill the Hydra before it even gets in range for a fire breath. (Usually, my last 4 units would be the lord, a Mage, a Noble and a Bolt Thrower, the BT is just to pull enemies closer as this army is usually best when fought defensively. Note that all my LSG are the shielded variant.)
You absolutely don't need T4-T5 units to fight DE T3-T4 units. HE easily hard-counters DE by default. But DE specializes in swarm tactics i.e. they will bring more than 1 army to fight against you. And the AI even more so. When the enemy starts bringing more than 1 army, you need more than 1 as well.
Usually people will suggest you bring like 4 armies all with Archers, and use checker box formation (think checker box, as in the board game, and lay out all your units like in checker, in a row of X's). That absolutely will work. But if you don't want to cheese and want some flavour (because Normal/Normal allows you that freedom for diversity), feel free to bring flavour armies, and the lord you've recruited will provide you that flavour.
The lord I recommended is an absolute must in most cases, but if you are only able to procure a powerful melee lord, then feel free to attach a Life Mage into your army and use her to heal your melee lord. Put your lord on a dragon mount when you can. As for your army, bring some Spearmen as the frontline, Archers for the backline, 2 LSG for left/right protection, and a Frost Phoenix and a Dragon or something. You can't really go wrong as long as you stick to the Spear/Archer/LSG formula for the most part. If you got Alistair, replace the LSG and some Archers with White Lions of Chrace, and use them as bruisers (units that wade into the frontline once both sides clash, and beat down enemy frontline). Later in the game, replace the Spearmen with Phoenix Guards, and they can absolutely hold the frontline because Phoenix Guards have Charge Defence vs. All, meaning even melee units charging into them will not get their charge bonus.
Try not to hire the lord that gives upkeep reduction for dragons. They might sound powerful but dragons are missile magnets, and there is one gameplay mechanic that a lot of dragon lovers don't usually realize which is the stun mechanic. Every attack, whether missile or whatever has a chance to cause the defender to reel back when the attack lands. Flying targets get "stunned" more often, and dragons flying toward a target get stunned quite a lot. This is why dragons kinda suck, whereas Phoenixes are better - Phoenixes, due to their size and animation, have smaller hitboxes, so missiles can't hit Phoenixes nearly as well as they can hit dragons. Phoenixes can also get stunned though, so beware.
You only hire the lord that buffs dragons and Dragon Princes when you have enough economy to float such a costly army around, so... just avoid these lords and go for the ones that buff your lower tier units. HE are a shooty faction, even including Caledor (Imrik). So without DLCs, your best units are arguably in T3, the LSG with shields.
High elves have "Martial Prowess" when above 50% health, which gives them a SIGNIFICANT boost in survival and offense.
The benefit of having two 50% health units (or even less) is you can use one as a lure, the other to shoot. It's micro-intensive, but good players will choose to micro than merge if the former leads to a more efficient late-game.
For example, I only merge units if I don't mind losing a cheap no-chevron unit or something, or something I can recruit without needing to pay too much. Sometimes I even recruit over my limit (negative income), fight the battle and merge after to bring my income back to positive. I usually do this with Vampire Counts - recruit a ♥♥♥♥ load of Zombies, send them all in waves to needlessly die, so that I can get 9k deaths in that battle and guarantee a battle site marker. And I merge the survivors because they're no-chevron fodder.
As for why I'd go through all that... A few patches ago, it was for some odd reason very difficult to make battle site markers. Devs did say they made the battle site markers less likely to pop up, but I couldn't even get one to appear after having 5k deaths in a battle. It was BS... So I came up with the Zombie sacrificing idea.
Ignored by OP, this is a bait thread, he doesn't want advice, he wants to piss and moan about dlc.