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#239
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I will immediately disagree or agree on the topic:

Castle
1. Archers – a weak unit. They always die and die at the wrong time. They deal no damage and have a short range.
2. Zealots – they have decent HP... if there are archers, towers will target them first... + you can use a pike formation for 2 turns – they are expendable...

Rampart.
1. No complaints. There is nothing to criticize... truly a good unit. Especially among melee units.

Stronghold.
1. A very good unit for taking down groups. Normal growth rate. Average stats. The same "human" archers are not a problem for them, although for some reason, they cost 4, and these cost 2... - that's not right ))))
2. Cyclops... Oh, if only there were crystal mines... right at the beginning... I disagree with the opinion about their special ability... The damage is huge!... HP is average... but the price... 20 crystals is a lot, but it's worth it... Again, I disagree with the author... It's just that this unit is for a specific strategy... and we can't understand that... I, personally, haven't met anyone who would take Cyclops instead of Bears, but, to be honest, after thinking about it, I tried this tactic... - and I liked it )))... PS... Bears are not bad, of course, but... they have their advantages )))

Fortress.
1. The Marksman is like a castle... I wouldn't advise prioritizing it and getting stuck on it... but, considering the archers of this castle, the assessment is accurate... Very strong attack, a unit that is difficult to defeat... + no one pays attention to it... )))

Dungeon.
1. No, I understand... The author of the article gives solid fours to garbage... and simply destroys good units morally... I will only refer to the fact that, besides the swamp, the person probably hasn't seen anything else... Eyes – pure tanks... this is a unit that doesn't care whether it fights in melee or ranged combat... it is equal to a level 3 infantry unit... and why they made it a ranged unit is a small bonus... 5 points... (except for the cost...)
2. Medusas... Archers that win battles... Archers that are part of the central segment of the army... and they get 2 points?... ))) another 5...

Inferno.
1. Imps!!! Good archers, but Magogs really interfere with your army in battles... (constantly spending the first turn casting anti-fire magic is a pain...) I haven't seen anyone in their right mind who would destroy their own army with their own units... (the dilemma is that skipping turns is not a pleasant thing...) So, it's worth separating Imps and Magogs....

Tower.
1. After these phrases, there is simply nothing to say... Sir, pay attention to their growth rate and answer me: what, besides Goblins, are you going to use to mine resources at the beginning???!!!... this unit is not designed to destroy hordes of devils, as you apparently think...
2. No questions about the mages.... it's true...
3. Titans... yes, there is nothing to say - weak... A unit that doesn't deserve to be called a level 7 unit... A level 7 unit should not be the seventh in terms of strength... The Titan is the weakest unit among the last ones + its cost... 2 points....

Necropolis.
1. Archliches... A cloud that doesn't deal damage to its own units - just great... Damage - excellent... price - excellent... )))

Conflux.
1. The best archers... Storm Elves have huge damage, a huge amount of HP, and a huge defense stat... and this is level 2!!!... 10 points out of 5.... This is the best archer... + amazing growth rate...
2. Ice Elves are a little weaker... But they are also a little tougher... 7 points out of 5...

... Sorry if I offended anyone...

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