![]() If I had a Tireless item, maybe I could keep up the pace. If I did not have him, I think progress would be a bit slower as I would have to rely on traditional armies a little more. Heck, it was my reliance on him that made me learn that he actually uses my mana reserves and not his own, so I had to build Shrines to keep my mana upkeep well. Now, I will admit that the Orc Sorcerer did most of the heavy lifting due to Chain Lightning, and later on using Chaos Rift and Thunderstorm. = Fury of the Ancients was won at Turn 32, with Sundren leading one army and the Druid/Sorcerer duo "leading" the other. (Seeing early Succubi was scary, although I have a feeling they were pre-placed instead of produced.) Wild Magic was won at Turn 59, although that was more due to getting Summon Bone Dragon early as loot on top of the early aggression. = The supposed "dread sapphire archipelago" mission I annihilated the main opposition early, meaning I had time to casually explore the rest of the map for loot. = For the Goblin Theocrat mission, I rushed mid and managed to hold before eventually pushing forward. I did take the first two levels slow and sought to complete the map, but as I progressed I became more and more aggressive. (This reminded me of the classic Master of Magic hero rush strats.) Sundren was practically invincible and had a gryphon mount, the Arch Druid Draconian became my "Regen Tank" with his default flying mount, while the Orc Sorcerer put on some flying sandals and called down the thunder. I mainly ask this as I breezed through the Elven Court campaign (pure Elf side) with the classic Hero rush. However, what other differences are there? ![]() I do know that on Hard Mode, Heroes do not have Resurgence, making them a bit more difficult to use effectively. ![]() I was wondering what are the major differences with the various campaign difficulties.
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