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Hello everyone.
The topic of castle strength is interesting, and you can have endless debates about it, citing different versions of the game, maps, and playstyles.
I mainly play Heroes on custom maps and in hotseat mode. If we talk about balance and the overall system, I honestly prefer Warlords and Dungeon Siege.
I think the Elementals added in Conquest of Armageddon are unrealistically overpowered.
I most often play hotseat on Free-for-All (other names: Everyone for themselves, everyone fights everyone). I think this map is the most balanced and interesting.
In fact, my gaming experience, as well as the experience of my friends, allows me to create the following top list (this is my personal perception - based on the economic aspects and stats of units, as well as the potential of heroes):
1. Castle
2. Dungeon
3. Barbarian
4. Tower
5. Inferno
6. Necromancer
7. Rampart
8. Stronghold
Now, in more detail:
Why Castle: because it has 2 very strong ranged units, and even the crossbowmen who attack twice are worth something. Strong champions and crusaders. If you cast Prayer, they can reach almost anywhere in one turn. Again, angels and archangels provide the possibility of a one-turn move. Archangels + resurrection allow you to take castles with almost no losses.
Dungeon: I generally consider it the most underhanded castle; I don't like playing as them because I think they are unreasonably overpowered. Of the weaknesses, I can only recall troglodytes. In fact, there are 3 ranged units - yes, yes, harpies, although they are weak, they don't counterattack, have decent speed, etc. Ranged units don't have a melee penalty, and medusas can also turn enemies to stone.
A flying unit of level 6-7 with very positive bonuses.
The portal allows you to significantly increase the growth of some units, and the mana vortex charges the hero, also compensating for the lack of knowledge.
Well, Barbarians are obvious, no comments. Of the weaknesses, I will note only the guild of mages and cyclops, which, as was correctly noted, are rarely used.
A lot has already been said about Tower, and it's all true. Indeed, titans are a failure, and although gremlins shoot, they are very weak. A couple of castle captures, and nothing remains of them.
Inferno is good for rushing:)) - a pun - but in principle, the units of levels 4-5 are quite weak; you have to wait a long time and tediously for devils, and I would say that magogs are a real headache.
Necromancers - well, of their strong units, I can only note black knights and vampires - everything else is just meat and a misunderstanding. Storming a castle leads to huge, almost unrecoverable losses of skeletons; it is not always possible to take advantage of the advantage of liches. Of the useful spells, only raise dead. And it's funny when you cast Prayer on them :) they should disintegrate.
The topic of castle strength is interesting, and you can have endless debates about it, citing different versions of the game, maps, and playstyles.
I mainly play Heroes on custom maps and in hotseat mode. If we talk about balance and the overall system, I honestly prefer Warlords and Dungeon Siege.
I think the Elementals added in Conquest of Armageddon are unrealistically overpowered.
I most often play hotseat on Free-for-All (other names: Everyone for themselves, everyone fights everyone). I think this map is the most balanced and interesting.
In fact, my gaming experience, as well as the experience of my friends, allows me to create the following top list (this is my personal perception - based on the economic aspects and stats of units, as well as the potential of heroes):
1. Castle
2. Dungeon
3. Barbarian
4. Tower
5. Inferno
6. Necromancer
7. Rampart
8. Stronghold
Now, in more detail:
Why Castle: because it has 2 very strong ranged units, and even the crossbowmen who attack twice are worth something. Strong champions and crusaders. If you cast Prayer, they can reach almost anywhere in one turn. Again, angels and archangels provide the possibility of a one-turn move. Archangels + resurrection allow you to take castles with almost no losses.
Dungeon: I generally consider it the most underhanded castle; I don't like playing as them because I think they are unreasonably overpowered. Of the weaknesses, I can only recall troglodytes. In fact, there are 3 ranged units - yes, yes, harpies, although they are weak, they don't counterattack, have decent speed, etc. Ranged units don't have a melee penalty, and medusas can also turn enemies to stone.
A flying unit of level 6-7 with very positive bonuses.
The portal allows you to significantly increase the growth of some units, and the mana vortex charges the hero, also compensating for the lack of knowledge.
Well, Barbarians are obvious, no comments. Of the weaknesses, I will note only the guild of mages and cyclops, which, as was correctly noted, are rarely used.
A lot has already been said about Tower, and it's all true. Indeed, titans are a failure, and although gremlins shoot, they are very weak. A couple of castle captures, and nothing remains of them.
Inferno is good for rushing:)) - a pun - but in principle, the units of levels 4-5 are quite weak; you have to wait a long time and tediously for devils, and I would say that magogs are a real headache.
Necromancers - well, of their strong units, I can only note black knights and vampires - everything else is just meat and a misunderstanding. Storming a castle leads to huge, almost unrecoverable losses of skeletons; it is not always possible to take advantage of the advantage of liches. Of the useful spells, only raise dead. And it's funny when you cast Prayer on them :) they should disintegrate.