1. There's nothing that can quickly kill black demons against the same Necromancers or Gnomes. They won't have enough time to drain all their mana. It's clear that only old units are effective against the League. They have ways to respond quickly.
4. Not better. Subordination is more useful for leveling up. Subordinated units don't attack our troops and absorb retaliatory attacks until they are summoned from the gates.
5. There won't be many horses throughout the battle. Moreover, the aura also spoils the plans of opponents with Retribution or Empathy.
7. By the time the main stack dies, the summoning takes effect, new lords open the gates, and they move... The battle will already be over.
4. When there are many groups of archers, Demonesses can immediately eliminate everyone, but you can't rely on just one subordination without losses. If there is only one or two stacks, that's a different story.
5. But while there are many, they can inflict decent damage with their aura, but Nightmares are also useful and sometimes more applicable; there's no arguing about that.
7. Demons and dogs are often quickly destroyed, and it's not necessary to open the gates with summoned units; it depends on the situation, although, with the quick opening of the gates, they move soon after opening. As for the new ones, the minus in speed and initiative is not very good, and if you also spend turns on teleportation, they won't even have time to fight properly. If they hadn't reduced them in this regard, it would have been better.
1. Assassins spread poison across all stacks (melee units can't do that) and deal a lot of damage due to the poison. Hunters are only for tricksters or Necromancers in the final stage.
4. If the target has 40 defense, and the Lizards have 20 attack. Then the Lizards will deal approximately three times more damage with a charge. It's a small thing. Where is the 25% damage bonus from running next to them?
4. This applies to well-protected targets, and it's not always possible to gain momentum, although you're right, perhaps the old ones are more effective. However, what I like about the new ones is that they can simply run past and damage units without engaging in direct combat with any of them.
1. It works almost always against the abilities and spells of other creatures (vampire blindness, seduction of succubus, etc.).
2. If the battle will be quick, it's easier to destroy almost 3 stacks with one attack than to wait for 16 defense to take effect. In long battles against other combat units, the new ones are better due to their defense.
3. If the target has 40 defense, even with a direct shot, the damage of the new bows is higher.
7. But the Necromancers love plague.
2. There are situations where they are useful, but the damage taken from them is still greater, but these are minor details.
3. This applies only to large opponents, but the old ones are better at destroying crowds of small units. But if there are no archers, I take the new ones.
7. Does plague deal earth magic damage? I've never even thought about what it deals with.
1. If the opponent is a combat unit and attacks, then Trappers will still be much better.
2. If the opponent is expected to use Berserk or Subordination, then Red Centaurs are better. They will only hit with their hoof at half their strength and run away from a double attack.
3. In the attacking version, only Orcish Warriors, and taking Warmongers against the League or Academy is nonsense. Warmongers are good for tormenting some Gnomes.
4. Earth elementals deal more damage and have many good and different debuffs on attack. And lightning is not very effective for air units.
5. If you have a lot of attack and a good hero, you can deal damage with Executioners, but otherwise, leaders are more reliable.
6. A very weak unit. Ducks are only justified for breaking through defenses due to regeneration. Upgrading and buying them for the final stage is only necessary if there is absolutely nowhere to spend gold.
7. And Bloodseekers can also run to the front line with tactics and aura on the first turn.
2. If there is somewhere to run. I find Nomads more interesting, but often extra defense and the ability to attack in melee are much better.
3. Warmongers in a normal quantity survive for a long time; sometimes I only win battles thanks to them, including in campaigns. And protecting their own units has helped more than once.
4. I use Daughters of the Sky only in battles in the castle. In the same campaign, they helped break catapults and destroy archers when the enemy's army was much larger. Otherwise, I take Daughters of the Earth.
5. Even a plus to initiative helps.
6. Sometimes they are good for clearing out neutrals without losses, thanks to regeneration. They are not weak; they just deprived them of their fury, and that's a serious drawback.
7. All the better, and in any case, I take them; I don't want to destroy my own units.