• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
How.. big is that map? That looks like what would be a small province on 'large', and even smaller on extra large. It just occurred to me that the shown map is the ENTIRE game!

Bigger maps allow for some pros and cons with the dremer. It gives you more room to grow (more of an issue on Continents) but also allows them to really badly infest certain parts of it. You can come accross gigantic continents full of dremer towers, captured cities, etc. I wonder how many anchor points a smaller map even has. At the second highest size with max portals (4?) I consistently have 8 anchors to destroy.
 
To deal with early Dremer portals (or sometimes also later ones), I usually cast a lesser weakness spell on the unit to help, and take care to try not have the tower finish off any of my units. I most often start with lesser weakness anyways, and it's very useful for when you start close to ogre lair and such too.
 
This nifty link is a game I just finished. Turn 142 Victory vs Dremer. Large map, Continents, 4 Other Portals, 3 AI (One less than default).

Played with Archmage + Fervus to start, humans. Had to get 8 Anchor points destroyed, which was of course the big hold up to victory, when I found the Demogorgon boss I could have solo'd him with the Skeleton King Lord in 4 or 5 turns, but had a full 4 strong lords and 2 fully beefed up Adepts of Lunord that beat him down.

Early game was Halberds + Mages. Later came beastmasters, royal guards, magisters, and a few more assassins. Beastmasters did the majority of the cleaning, and I had many throughout the game. Their big advantage is in dealing with the Dremer sorcerers, which cannot really one-hit the beastmasters even with no promotions.

Here is my nifty Skeleton King.

I have, of course, researched every non-divine spell in the game. If unity was enabled, I would have finished casting it much earlier than this.

I don't get why the Demogorgon dude at the end is so much weaker than most avatars. He only deals to damage types, and even if Spirit is one of them, the raw values aren't high enough to kill many strong units. A naked archer of helia in a forest would survive even his big AoE! Just in general, the Sorcerers are the only really dangerous unit out there. The fliers and Giants are pretty 'blah'. I guess the brutes can be bad, but levitation is an easy out against them. But honeslty... 2 move Giants that deal the same damage as the basic warrior? Almost never a factor in any fight they are in.
 
That was a small map, great land. The typical settings for a 1v1 in MP.
I've won on a large map with dremers before too, using the same strategy (iril bowmasters, tons of hunters, which become rangers, and then archers of helia).

That said, with dremers, it seems to always take 140-160 turns to win, regardless of map size, because of the anchors as you stated.

For small maps, there are 6 anchors, rather than 8.
Oddly, the anchors can appear in alternate worlds, so finding them can be quite annoying.
 
That was a small map, great land. The typical settings for a 1v1 in MP.
I've won on a large map with dremers before too, using the same strategy (iril bowmasters, tons of hunters, which become rangers, and then archers of helia).

That said, with dremers, it seems to always take 140-160 turns to win, regardless of map size, because of the anchors as you stated.

For small maps, there are 6 anchors, rather than 8.
Oddly, the anchors can appear in alternate worlds, so finding them can be quite annoying.

It should take substantially less time on smaller maps since they have so many less anchors, I'd think. I may try a 'quick' small map and see how long it takes me.

Also you say 'typical settings for 1v1 MP'. Is there a community for that... or is that just how your friend group rolls?
 
It should take substantially less time on smaller maps since they have so many less anchors, I'd think. I may try a 'quick' small map and see how long it takes me.

Also you say 'typical settings for 1v1 MP'. Is there a community for that... or is that just how your friend group rolls?

There is a community for it.
Or at least, I've played around 8-10 other players this way: TheVaultDweller, Modjo, Gaz, fcm to name a few off the top of my head.

These games tend to end around 30-80 turns, and since its 1v1, the waiting time between turns is not insanely long (with 4p, it can be like 30-45minute wait times between turns. 3p seems to be the max, as wait time would be 10-30minutes).

It was also the format of the 'Unoffical Ardanian cup', and I'm hoping that a 2nd one will be hosted around x-mas :)
 
Finished a game on a small map last night, game time was pretty short, still took 115 turns to get victory condition.

Small maps have some annoying quirks, like not always having all the resources. No source of Nevril for example, made things a bit dicey.

Interestingly, got to the Dremer homeworld and they only had warriors, archers, and sorcerers. No brutes or Giants.