Kent with reinforcements is legit; I think everyone does it that way.
Dungeon, my favorite castle—I checked out all the upgrades yesterday. The funniest thing is that everyone is upset about the lack of shooters. It's just ridiculous. The only Dungeon shooters are the ladies. Assassins don't shoot at all; they only poison. Their ranged damage is so low that... sometimes I even sent them into melee myself. But during sieges, for example, or in a big battle, they are certainly good... because they'll poison everyone. It's bad that there aren't many of them, which means less poison damage.
1) That's why I use the new ones. Invisibility is just an overpowered thing; it allows you to break through shooters/mages/various ubers absolutely without losses. With magic, naturally. 5 assassins broke through 23 Nightmares. 20 assassins broke through 15 Dragons. That says something, doesn't it? You just stand in invisibility and cast spells. If facing shooters, you move closer at the same time so that you can strike at the decisive moment. Finally, Dungeon has attained a higher degree of elegance.
2) I take the old furies (they aren't even that old, heh;)), because high initiative decides everything. Honestly, I think the devs simply lacked the imagination to come up with something equivalent to "no retaliation" with return. So they came up with some nonsense: immunity to curse. Wow... dreamed of this my whole life... and their slightly boosted stats also play no role, because furies already tear everyone apart thanks to speed, initiative, and no retaliation. And they don't take any hits back. There are your shooters, by the way—very decent :)
3) Generally speaking, I almost never build Minos. There aren't enough resources as it is, plus you need a forge, and who even builds that? Sometimes if I have plenty of money, I might build some and then throw them into a pit to increase their own growth :) but because they are slow, I don't use them. But if I have to choose, I'll pick the new ones. They don't do anything for me anyway; they just stand there and wait since they move rarely—so let them at least spread a useful aura over the troops.
4) Now this is truly a difficult choice. Both are wonderful. Sometimes I really miss the charge, but you can lower armor with the lady's beam too... I make different ones depending on my mood.
5) Hydras! One of my favorite units, and why does nobody appreciate them? Haste, or even better—Surprise Attack—and they are just killing machines. I go with the old ones because although the new ones are cool and evoke memories of others, they are actually nonsense. It says blood does a quarter of the damage. I still haven't figured out: a quarter of the hydra's damage or a quarter of the damage dealt to it? If the former, there should be many hydras for the acid to do anything, but where have you seen many hydras? They aren't cheap and their growth isn't hellish. If the latter—it means they must take a lot of damage, which implies the death of hydras and heavy losses among them. That's not legit. For me, hydras were always a symbol of reliability, strength, tanking.
6) For me, the choice is obvious—the former. Because the new ones are no different except for the lack of shooting, but they have invisibility... sending matrons into melee is too expensive a pleasure, even if they hit pretty well with their little whips (;))
7) I can't say anything definite yet. Stats dropped only slightly, and ability damage is 1.5 times higher and without retaliation. But there's no magic immunity... idk.
Necropolis:
1) New ones, of course, because until you have at least five hundred skeletons, the archers are just pathetic and represent absolutely nothing. And with the new ones, it's simply easy to break through shooters.
2) Again, I can't say anything, because by the start of the second week, zombies are already sent to the scrap heap -.-
3) Also a doubtful upgrade. An old, rarely used ability was replaced by a new one, slightly more frequently used but much less useful. If ghosts actually reach mages, that's cool, because they revive immediately. But if you steal 3 arrows from a bow master, he won't care; something will still be left. It's better to attack them and block their shooting at the same time. And if the enemy has a wagon, there's absolutely no point in the new ability.
4) This is all quite banal: if you have few vampires—the old ones are more durable (of course due to no retaliation); if you have over a hundred—the new ones, as they deal more damage and blind often with Soldier's Luck.
5) Here it's the opposite: if there are few liches—new ones; if many—old ones. It's very simple—when there are few of them, they deal little damage, and the cloud is just trash, plus at that moment the hero has little knowledge (i.e., mana), so you often can't raise your own. But the liches' resurrection is strong and helps a lot. Later on, the damage becomes better, the hero will have plenty of mana, and the cloud will deal solid damage. Then go with the old ones.
6) I think I said this somewhere already, but there's almost no difference; both the old and new abilities are useless. So I often take the new one purely for the look. The scream deals ridiculous child-level damage anyway.
7) Idk, both are good.
I wrote about Necropolis somewhere, but now I've written it more extensively)
Since I have nothing to do right now, I'll write a monstrous post about the others that I'm not too lazy to list)
Heaven:
1) Whatever, I don't upgrade them, but if I had to choose, the old ones. Stun decides more often than a CHANCE for a second attack.
2) New ones definitely. I think there are no other options here.
3) New ones, because double attack makes them some kind of damage dealers rather than just stupid cans with a same-damn amount of armor.
4) Depending on the mood, as both are good. But preference probably still goes to the former.
5) Neither adept nor inc impress me, but inc, due to more buffs.
6) New ones, because everyone has a charge, and "laying on of hands" (what an awesome name for healing) is nonsense.
7) Again, depending on the mood.
Sylvan:
1) Honestly, I don't care, but probably new ones, as the swarm dealt little, and here there's at least something new :)
2) New ones, because they die like flies, and defense somehow saves them.
3) New ones, already said why.
4) Old ones, because lightning decides. Increasing power by 10 is certainly tempting, but it won't change the weather. I tested it.
5) Don't care, again depending on mood.
6) The new ability is good, but there's no entanglement when you use it; oh well, still them) the old ones got boring.
7) New ones, they're cool :) and earth protection doesn't make much of a difference.
Inferno:
1) Depending on pits. If pits are casters, I take new ones; if I make warrior-pits, then old ones.
2) New demons are cool. Jump is a cheat :)
3) New dogs, as stats are almost the same, but the fire... by the way, does anyone know if hellfire works on the second attack cell?
4) Idk. New ones are good when you need to disable a top shooter, and while chain shot is cool, it weakens with each new victim... but idk.
5) New ones are cool, but I make old ones more often; they're prettier)
6) Mostly casters, although I perfectly understand that they aren't that great. The new ones aren't such slow-pokes, and there's real benefit from them opening a portal instead of casting Fire Ball...
7) New ones, because teleport is cool :), and to revive pits you need corpses, and losing troops is not my method.
Not much I can say about the others. Except for Temple:
1) Shamans, if playing against Academy or Warlock or Necro -.- although honestly—magic corruption is nonsense. The benefit is very small.
2) More often combat ones; they look cooler :) although demonic ones have more damage.
3) As it happens. If there's Soldier's Luck and many troops, then demonic. If not or few—then swordsmen.
4) Well, I already talked about them...
5) More often executioners, as the double strike and their damage combined work wonders.
6) Depends on the time, but more often brown ones, because I really love Dark Messiah ;)
7) Cyclopes are my favorite unit now ;) great animation and great abilities :) club-cyclopes are just killing machines; appreciated them in a duel when the mage and spearman stood aside under the protection of dwarf faties, and I hit everyone at once and almost sun-annihilated all of them)
I appreciated the red ones when the enemy started constantly missing their hits, which allowed me to win and preserve my already battered army -.-
Whew, I'm exhausted from writing this. Most likely this post will be left in vain, but oh well, I had to write it ^^