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The most difficult alternative

#144
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My priorities are as follows:
Life:
Pikeman (yes, the Ballista is a ranged unit, but if the enemy gets close, it will have to attack in melee, which diminishes its effectiveness. The Pikeman, on the other hand, attacks from a distance without retaliation and can even counterattack on the first hit).
Crusader (in melee combat, it is strong against vampires and carries the battle. Monks with the Amulet of Death seem to be lacking something – they can't even withstand vampires and poisonous creatures, let alone other races).
Angels (even a champion can't withstand 4 Angels against 2. After all, Life magic is defensive and healing, so ranged units are not necessary).
Death:
Ghost (only the Ghost; Cerberuses are not effective, they only last for one attack. Ghosts fly further and inflict aging, so I don't really choose between them).
Vampire or Poisonous Creature (this is where the main problem arises – both are good in their own way, especially considering that even after building creatures, there will still be Vampires from Necromancy, so I choose the creatures).
Bone Dragons or Devils (it's usually difficult to decide. The main factors are the surrounding monsters and whether the players have the Death faction. If there is a Death player and mostly undead monsters around, then Devils, because fear doesn't work on undead. Dragons also require the Snake Strike spell in the city and the Nature magic skill for the hero, or First Strike and the Chaos magic skill for the hero).
Might:
Here, the choice is not made separately for each level, but as a general choice for all levels:
Harpy + Ogres + Brutes and Nomad + Cyclops + Roc (one combo is for defense, the other is for attack).
Separately, you can only choose a level 3 or 4 unit (both the Nomad and the Harpy would fit into any of these options; I'll probably choose the first one I see if I'm not building an attack-defense combo).
The Cyclops is clearly better than the Ogre.
The Brute is superior to the Roc (despite the latter's higher growth rate).
Order:
Golems (mages are very weak and only useful in the early stages of the game. Later, the more Golems there are, the more useful they become).
Djinn (I don't choose between them; Naiads don't really show themselves; they are taken down from a distance, and when they get within attack range, they are already gone. Djinns are versatile; they can attack with magic and defend the army with illusions or the Song of Peace).
Titans (my choice is Titans, ranged units + the Amulet of Chaos (unlike the Amulet of Death of the monks, this one is 4 times more useful against Champions, which cannot be affected by magic. Titans rule; mechanical Golems are only good against creatures with First Strike, but where are they? At level 2? As if Djinns and Titans couldn't kill them?).
My favorite faction is Chaos:
First, a combo against undead opponents and a Death player: Minotaurs + Ifrits + Hydras; a combo for a hero with the Fire Mastery skill and Armageddon: Minotaurs (they can block the breath attack of their own Champions) + Ifrits + Champions.
Now, separately:
Minotaurs (yes, the Medusa's Gaze is a powerful ability that kills any hero without Magic Resistance, but it was nerfed in Equilibrum and doesn't work on undead. Minotaurs are more reliable, although both have a random chance of the ability activating. P.S. If there were Beholders in the city instead of Medusas, they would have surpassed Minotaurs in priority, because they always debuff, even if it's a random effect).
Ifrits (I'm not arguing that Nightmares are durable and cast Terror, but, damn it, once per battle? You're kidding! For a level 3 creature, it's not quite right. In many ways, the number of Terror uses is what gives Ifrits the edge).
Hydras (yes, Champions are powerful, but they also have their drawbacks – they have a growth rate of 1 per week, while Hydras have 2 (no, don't say it's insignificant, it's substantial), and immunity to magic also has a downside: you can't cast buffs on them, and you can't create illusions – all of this outweighs the Hydras' slowness, which is eliminated by Haste, Cat's Speed, and Vampire Touch).
In general, that's my opinion.

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