With this rating, as well as by my own principle, I assigned points in accordance with the parameter that is most important to me in the game - balance. That is, the correspondence of level, characteristics, skills, and a "worthy!" cost.
1. Archery are wafer units. They always die, and they die where they aren't supposed to. No damage at all. Short range for a straight arrow.
2. Zealots - their HP is decent... if there are archers, the towers will target them first... + you can make 2 steps with pikes - they aren't a loss...
Towers, by the way, shoot at whoever. That's the most annoying part. A couple of times at archers, then at shooters. On the next turn, vice versa.
To make a couple of steps with halberdiers, you always have to think about whether this will cause completely unnecessary aggression from the defending opponent toward you. You could lose your halberdiers in no time, and such losses are completely unacceptable against the computer.
Rampart.
1. No complaints. Nothing to pick on... truly a good unit. Especially among dervishes.
Stronghold.
1. A very good warrior for wiping out stacks. Normal growth. Average characteristics. The same "human" archers aren't a hindrance to them, although for some reason they get a 4 and these get a 2........ - not right ))))
2. Cyclopes... OH, if only there were.... crystal mines )))).... right at the beginning... I disagree with the opinion about their special ability... Damage is wild!... HP is average... but the price... 20 crystals is a lot, but it's worth it.... Again... I disagree with the author... Simply this unit is for GO... and we can't understand that... I personally haven't met people who took cyclopes instead of bears, but, to be honest, after thinking about it, I tried this tactic.... - liked it ))).... P.S. Bears aren't garbage, of course, but.... they have their own pluses )))
There's absolutely no point in going to break walls; I don't go for them. My unloved orcs and cyclopes attack from a distance, storm birds with haste fly over the walls - they attack enemy shooters, then, on the next turn, return to their place. If you know heroes well, you understand how all this happens. Then I just wait until the melee units lazily come out of the castle (and holes in the enemy walls, by the way, will be completely misplaced here, as they will give them more exits from the "castle trap"). No matter how you look at it, a castle is a cage from which it's very difficult to regroup your troops for close combat if the kingdom's shooters are lost.
Dungeon.
1. No, well I understand everything... The comrade who wrote the article gives solid fours to crap..., and simply destroys good units morally... Beholders are pure tanks... this is a unit that doesn't care whether it fights in close or own-range combat... it's equal to 3rd level melee units... and why they made it a shooter - small bonus... 5 points... (except for the cost...)
Exactly except for the cost: a "tank" for such a price with damage of 4 points? I'm ready to give 3 points and agree that they are better than orcs.:D
2. Medusas... Shooters who win battles... Shooters who are part of the central segment of the army... and they get 2 points?... ))) another 5...
Inferno.
1. Goggs!!! Good shooters, but Magoggs really interfere in your army's battles... (constantly spending the first turn casting anti-fire is brutal...) I haven't seen a single person in their right mind who would be willing to destroy their own army with their own units... (the dilemma is that skipping turns is not pleasant...) So it's worth separating Goggs and Magoggs....
As you said, "constantly spending the first turn casting anti-fire is brutal"(c), a serious player wouldn't even think of that. To really hit someone in your own army, you need many magoggs, and therefore the army must be substantial. And losing a couple of devils out of 25 doesn't scare me for the cause. But, naturally, you are right - this skill would act on infernal legions like cloud of death acts on undead.:)
Tower.
1. After these phrases, there's simply nothing to say... Sir, please look at their growth and answer my question: what else, besides gremlins, do you intend to use to gather resources at the beginning???!!!... this unit is not intended for destroying crowds of devils, as you apparently decided...
3. Titans... yes, nothing to say - wafers... A unit not worthy of being called 7th... A seventh unit should not be seventh by principle... Titan is the weakest unit among the last + its cost... 2 points....
Conflux.
1. Best shooters... Storm Elementals have huge damage, huge amount of HP and a huge defense parameter... and this is 2nd level!!!... 10 points out of 5.... This is the best shooter... + wild growth...
2. Slightly weaker than Ice Elementals... But they are also slightly heavier... 7 points out of 5...
... Sorry if I offended...
I will only refer to the fact that besides swamp, apparently, the person has seen nothing...