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Well then, we won't put it off any longer—shall we continue?
Since there are no objections, let's get started.
I want to note that my observations are quite debatable. Furthermore, I know that I haven't reached a "grandmaster" level in the game. Therefore, my advice is addressed to "novices" and "amateurs," and to a lesser extent to the "veterans."
As a reminder, we are discussing the comparative strength of castles in Heroes of Might and Magic part 2 on maps of various sizes. Moving on to
3) size "L" maps, large.
The main feature of such maps is the increasing role of magic and the construction of higher-level troops. In this case, we are talking about fourth or even fifth-level magic. Examples: mass haste/slow/bless, chain lightning (according to one poll, this spell is recognized as the strongest in the game), town portal, storm of elements, etc.
Knight Castle.
A brisk start, a peak by the end of the fourth week, and then... And then the archers dwindle, then the relatively low health of the units takes its toll, and finally, the lack of magic immunity becomes apparent. This means you must either try to play your main trump cards (the high speed and morale qualities of the troops) or capture another castle and build up there. To implement the first plan, third-level spells like "mass haste" and "anti-magic" are excellent.
Pros:
-) good combat stats for heroes, particularly defense;
-) high speed and morale qualities of the troops;
-) especially powerful play against Necromancer troops;
-) weeks 2-4 of the game are the Knight's peak.
Chances are slightly below average.
Barbarian Castle.
A good start, decent archers, high-health fourth-level troops (60 health!). If a fort on a hill is found—it is one of the strongest castles. After the first month of play, the main drawback begins to show—the lack of a super-unit, as cyclops are not that strong... Third-level spells "mass haste" and "anti-magic," as well as artifacts that prevent blinding and berserk, can be very useful.
Pros:
-) excellent combat characteristics for heroes, particularly highest attack;
-) presence of powerful troops of various types, specifically two archers;
-) weeks 1-5 are the Barbarian's peak.
Chances are normal.
Necromancer Castle.
A difficult start, but starting from the third or fourth week!
Vampire lords, skeletons, bone dragons, and the prospect of learning the "raise dead" spell. If such a spell is obtained—the chance of winning is very high.
Pros:
-) vampire lord abilities;
-) necromancy, more precisely an army that grows with the help of skeletons;
-) potentially—super magic;
-) balanced amount of resources for construction, which allows for building a magic guild.
Chances are high.
Elf Castle.
A good start, then problems with mercury and stone. If there is enough wood and the castle is by the water, everything can turn out quite happily: build a dock and sail. Once a bunch of things have been collected at sea, wood is exchanged for mercury on the external market and problems are solved. If not, it's much harder. The combination of phoenixes + storm of elements is very strong, and if dimensional door (teleport) is added to this—the chances of victory are magnificent. But the probability of this is not so great.
Pros:
-) two fast squads of archers;
-) dwarves with their stats and magic resistance;
-) phoenixes with their speed and immunity to some direct damage spells.
Chances are average, no more; much depends on when the phoenixes were built.
Titan Castle.
A good start. Then a long wait for titans. Leprechaun gardens are needed, and several of them, and they should more often have five gems and less often 500 gold... there are two problems: gems and gold. The thing is, titans are very expensive both to build and to buy (5000 + 2 gems; in one week, there isn't even enough money for two titans).
On the other hand, if titans are built—most troops are wiped out without losses. Practice shows that buying a titan before the fourth week is impossible. More often they enter battle in the second month. I think it's clear to what extent the opponent will have developed by then.
Here I would like to expand the scope of the topic slightly and talk about both the features of this castle and some other aspects.
Giants are usually placed on the third week. For this, you need: 23300 gold + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 gems. If you add a statue to this, it will be an additional 1250 gold and 5 stone. To buy them, you need 2000 gold and one gem.
Let's compare with other castles.
Knight. For paladins you need 10000 + 35 wood + 15 ore + 20 crystal (this is the second week); for crusaders it's an additional 5000 gold + 10 wood + 10 crystals. This is the third week. Meanwhile, to buy them you need 1000 gold and that's all. No extra resources.
Barbarian. For cyclops you need 13800 + 15 wood + 50 ore + 20 crystal (this is the second, maximum third week). To buy them you need 750 gold and one crystal.
Elf. For phoenixes you need 19000 + 15 wood + 45 ore + 20 mercury + 10 gems. This is the second, maximum third week. To buy them you need 1500 gold and one mercury.
Necromancer. For bone dragons you need 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 gems. This is if you don't build vampires. Without vampires, dragons are placed on the second week; with vampires—on the third. Here, however, other problems arise: no one to capture mines, troops are a bit weak. Therefore, usually, one has to wait until the third week for the dragons. To buy them you need 1500 gold and that's all!
Black Dragons. For green dragons you need (to be realistic) 25000 + 40 ore + 30 sulfur + 10 gems plus 15 stone, 5 wood and 3750 for the basement and statue. This is not before the third week. For red ones, an additional 5000 gold, 10 sulfur and 5 stone are needed. Now that's serious. I won't even mention black ones; there you need another 5000, 10 sulfur and 5 stone.
To buy green dragons you need 3000 gold and one sulfur; to buy red dragons—3500 gold and one sulfur.
What do we get as a result:
Green dragons are placed practically in the same week as giants. Well, maybe a week later. Other troops are placed even earlier. And what kind of troops are these giants? 150 health, damage 20-30 (which is not bad), attack 13, defense 10. That is, they are wiped out by one lightning strike with magic power 6. Moreover, their speed is "medium." And serious resources and money are needed for construction. But that's not all! The thing is, in HOMM2 to upgrade troops you have to pay DOUBLE the difference in cost. That is, to upgrade a giant to a titan, you will have to shell out 6000 gold and 2 gems!!!!! Which is more expensive than buying a titan (5000 + 2 gems). Furthermore, I assume it's clear that if you buy giants and build titans, then later there simply won't be enough gems for upgrades...
It turns out that if we stop construction at giants, we get the same troops as everyone else, only in smaller quantities and more expensive L
Now let's look at the parameters of green dragons.
Health 200 (quite decent), damage 25-50 (excellent!), attack-defense 12, speed, however, is medium. This is the fourth strongest unit in HOMM2, and moreover, it is magically immune.
One can also look at the parameters of a red dragon. Health 250 (very good!), damage 25-50 (excellent!), attack-defense 13, speed fast. This is the second or third strongest unit in HOMM2 (together with titans). And it costs 1500 less, and moreover only one sulfur is needed, while a titan needs two gems! Considering that the income of a Black Dragon castle is 1750 per day, and a Titan castle (and all others) is 1250, we find that in 4 days we can buy two red dragons or just one titan, while the Black Dragon will still have two sulfur left for the next guild level...
Pros:
-) strength of titans;
-) theoretically—the best magic in the game (in practice it usually doesn't come to this on these maps);
-) golems that are powerful for their level;
-) a large number of archers, which allows many battles to be conducted without losses.
Chances are average, no higher; everything depends very heavily on leprechaun gardens.
Black Dragon Castle.
A normal start, then waiting for dragons. The problem of sulfur availability is the only thing that leaves chances for opponents of this castle. If there are dragons, it's not necessary to wait for black ones; red ones are quite enough.
Pros:
-) potentially—the strongest unit in the game;
-) other units are also normal.
Chances are good, everything depends on sulfur.
Now let's try somehow to summarize the results.
On size "L" maps (also known as "L", or large), the "survivability" parameter of the army begins to play an increasingly large role. For example, a hero fights six battles, losing 100 hells in each. If he has paladins or cyclops, then he will lose six of them. If bone dragons—then not one. Thus, the role of army "leaders" increases. Naturally, when fighting against non-flying troops, archers minimize losses, but to compensate for this, the computer prioritizes dealing damage specifically to archers. And archers usually have little health, up to 40. Except for one single unit—the titan! But to compensate for this, the path to obtaining titans is made as difficult as possible.
Now about magic. With blinds, slows, berserk and other joys, you can leave "nothing but same" of an opponent's army. However, there are a number of units with partial or full magic immunity. These are undead troops, giant-titans, phoenixes, dwarves, golems, and green-red-black dragons.
On maps of this size, it also has huge importance who to attack and when. A Knight attacking a Black Dragon castle on the third or fourth week has decent chances to simply win the game. An Elf visiting a Titan on the first day of the fourth week is also no small thing. A Barbarian stopping by to visit a Necromancer on the last day of the second week has a chance to feast in glory.
Let's try, conventionally, very conventionally, to rank the castles in HOMM2 by strength when playing on large maps: necromancers, black dragons, elves and barbarians, titans, knights.
The time has come to try and conclude the very debatable topic of the comparative characterization of HOMM2 castle strengths when playing on maps of various sizes.
Naturally, I am presenting my own, far from indisputable point of view. And once again I want to emphasize that the whole situation can change very sharply both due to specific map conditions and on the same map: in one case a couple of leprechaun gardens will bring 20 gems in two weeks, in another—2000 gold. When playing as titans, this difference is simply global.
So,
4) comparison of HOMM2 castle strengths when playing on the largest maps (XL).
Knight Castle.
Main chances lie in capturing another castle. If that's not possible, and there is no anti-magic or mass haste—everything is very difficult.
Pros:
-) hero parameters;
-) hero leadership, allowing the use of troops from other castles without significant loss in morale;
-) ballistics, allowing a quick breakthrough into castles with strong foot troops while reducing damage to archers.
Chances: below average.
Barbarian Castle.
Same as for knights. Although this time the amount of health for units is slightly higher; direct damage magic, while dangerous, is not fatal. Still, mass haste is extremely relevant, and anti-magic would be very useful...
Pros:
-) good start;
-) hero attack;
-) amount of health for upgraded ogres and generally decent trolls.
Chances: no higher than average.
Elf Castle.
Archers play well in weeks 2-5, then their number begins to decrease. After all, grand elves have only 15 health, great druids—25. On the other hand, speed is high...
Phoenixes are a good argument, given their speed and partial magic resistance. The problem is that there are no units capable of taking down super-units like titans and black dragons...
Pros:
-) good development;
-) high troop speed, particularly archers;
-) sailing (on maps with sea);
-) combination of phoenixes' partial magic immunity, their speed and storm of elements magic (particularly when using the "hit and run" tactical maneuver).
Chances: average.
Necromancer Castle.
Here a lot depends on the number of "potential skeletons." On most huge maps, necromancers get a solid amount of "free" skeletons, around several hundred. Besides this, a balanced amount of resources for construction allows for relatively quick building of the magic guild. And in it are some very interesting spells: "raise dead," "wave of death," not to mention the trivial combat teleport, town portal, dimensional door and chain lightningJ
The weak point is troop speed. Titans, elves and even knights can cause trouble.
Pros:
-) skeletons, more precisely their number;
-) vampire lord abilities;
-) "raise dead" magic;
-) ability to build up magic;
-) high troop survivability;
-) cheapness of bone dragons.
Chances: high; with "raise dead" magic—highest.
Titan Castle.
Here the whole question is when titans will be built and when they enter the game. That is, a question of money and gems. But! If the gem issue is resolved, a colossal trump card of the titanic castle can come into play—the library, which adds one spell to each level of the magic guild. And that is very, very serious. If there's dimensional door, chain lightning and something like that in there—it's victory!
Pros:
-) titans;
-) potentially—the strongest magic;
-) a decent hero focused not only on magic and without "extra" skills.
Chances: high.
Black Dragon Castle.
It is precisely from playing on maps of this size (and at lower difficulty levels) that the myth of the invincibility of the black dragon castle arose. If the sulfur problem is solved within the first three weeks—it looks very much like victory. If, in addition, Armageddon's Blade can be obtained somewhere—that's victory.
Pros:
-) strongest unit in the game;
-) combination of dragons' magic resistance and "Armageddon" magic (storm of elements is worse, but also works).
Chances: highest.
Now let's try to make some conclusions.
On maps of this size, magic plays a large role. Moreover, we are mainly talking about mass spells. Mass haste, slow, bless, and berserk play a larger role than, for example, lightning. If speaking of direct damage magic, then it's chain lightning, Armageddon, and less frequently storm of elements. And of course travel spells—town portal and dimensional door.
One of the key parameters is army "survivability." This is due to the large number of battles and magical strikes from opponents. As a result, magic resistance, even if partial, is also a serious trump cardUnit buffing magic is a very powerful tool when you have a sufficiently large number of units. The previously mentioned mass blessing, true return (very good for phoenixes), clone, and of course, the necromancer's "raise dead" are excellent arguments in battle. By the way, this brings to mind that every coin has at least two sides—you cannot bless, resurrect, or clone dragons...
I can try to conditionally rank the castles by their chances of winning on very large maps: black dragons, Necromancer, titans, elves, Barbarian, Knight.
And now for some brief conclusions.
In principle, it is possible to win with any race on any map; everything depends on the specific map. A cunningly captured castle with strong troops or magic can key-//change the balance. The availability of resources and game duration, the security of resources and mines, the distance between castles, the time it takes to interact with the opponent, and the presence of seas are all of great importance. Every castle has its own strengths and weaknesses at certain stages and on certain maps. The strategic maneuver "changing the main castle" (sometimes called "castle swapping") levels the playing field for those temporarily lagging behind; suddenly slaughtered skeletons or vampires shot down by magic can nullify the advantages of Necromancers, and the appearance of super-magic for one side also key-//affects the game. Cyclops, wolves, and ogres piling onto a squad of dragons under the leadership of a hero with serious attack can quickly deprive an army of its striking stack, while suddenly reborn phoenixes can annihilate titans. So everyone has a chance; the main thing is to try and determine the game strategy for a specific map and a specific position in one of the best strategic games—Heroes of Might and Magic Part II.
Today we will talk about an extremely important aspect of the game, an aspect that must be taken into account in any game strategy—the "survivability" of troops.
First, let's clarify what is meant by the somewhat strange term "survivability." Troops constantly engage in battles. They take certain damage. Thus, in the case of low troop "survivability," losses occur; in the case of high "survivability," there are no losses or they are small.
Obviously, the highest "survivability" should belong to ranged troops, as they enter direct contact with the opponent the least. This is compensated for by the computer's peculiar approach to conducting battles—almost always, the maximum number of hits fall upon the shooters.
Let's examine the survivability of the troops of each castle.
Knight.
I believe there is no need to mention the survivability of peasants. They are the least "tough" of all units in HOMM2.
Archers/upgraded archers. The survivability of these troops is not high. 10 health is very little. And considering that this is the only ranged unit of this castle, it becomes clear that hits on them lead to a rapid melting of this interesting unit.
Pikemen/upgraded pikemen. Well, for pikemen, with their ridiculous amount of health (15), survivability isn't great. Upgraded pikemen have slightly more health—20, and higher speed (5 vs 4 for pikemen), which combined with decent defense (9) and usually the high defense of a Knight hero gives some hope of survival.
Swordsmen/upgraded swordsmen. Swordsmen have 25 health with average speed. For their level—very poor. Upgraded swordsmen have 30 health, brisk speed (5), and 9 defense. So-so.
Cavalry. 30 health, though the speed is fast (6) and defense is 9. This would be normal for a fourth-level unit. But they only cost 300 gold!
Champions. 40 health, very fast speed (7!), 9 defense, price 375 (!!!). A normal squad in terms of survivability for its level, naturally taking the price factor into account.
Paladins. 50 health, brisk speed (5), 12 defense, price 600. The relatively low price and double strike are pleasing. It would be an excellent 5th-level unit, simply superb, but it doesn't work as a leader. With magic power 6 (a quite achievable figure for a mage hero), lightning will take out 3 paladins at once. I believe the rest needs no comment.
Crusaders. 65 health, fast speed, 12 defense, price 1000. Powerless against direct damage magic; furthermore, berserk works on them.
Overall, it can be said that Knight castle troops are not very suitable for a sufficiently long game due to low "survivability," however individual units (primarily champions) can be a good addition to another army.
Barbarian.
Goblins. 3 health with average speed (4), 1 defense, but price 40. Survivability is small.
Orcs. 10 health with very low speed, 4 defense, price 140. Survivability is low.
Upgraded orcs. 15 health, sluggish speed (3), 4 defense, price 175. Survivability is average, but the damage from these troops is too small and the speed is still a bit low.
Wolves. 20 health and 2 defense. They are only good for attacking, preferably without retaliation. Survivability is low.
Ogres. 40 health, 5 defense, but very low speed (2). Without magic, they are powerless against shooters; because of this, survivability is small.
Ogre Lords. 60 health, though 5 defense and average speed (4). Considering the price (500) and growth amount (6 per week)—the most survivable unit in the castle. The computer loves to blind them.
Trolls/War Trolls. 40 health, 5 defense, speed 4/5. High survivability in the first stage of the game due to a special ability: restoring the last troll's health up to 40 at the end of the round (meaning in a one-on-one fight, a troll can actually defeat ANY unit, at least a bone dragon). However, in subsequent stages of the game, the small amount of health and low defense take a toll. Therefore, survivability is no higher than average.
Cyclops. 80 health, 9 defense, brisk speed (5), cost 750 + 1 crystal. This very crystal is redundant. And the defense is a bit low. A good additional unit, but not too suitable as an army leader for a long game—weak against direct damage magic and also against hits from titans and dragons...
In general, the survivability of Barbarian castle troops is slightly less than desired. However, the presence of Ogre Lords combined with high attack still allows one to hope for something. Various artifacts that prohibit or weaken magic, as well as the "anti-magic" spell, can be of great use.
Elves.
Sprite Fairies. 2 health, 2 defense... A non-retaliating strike is the only consolation. Survivability is very low.
Dwarves. 20 health, 5 defense. Everything is great, plus chances to reflect enemy magic, but very low speed makes them almost helpless against shooters.
Upgraded dwarves. A hit! 20 health, 6 defense, chances to reflect the enemy army, average speed (4). A very survivable unit!
Elves. 15 health, 3 defense, average speed (4). If they are reached—it will be very bad. Survivability is low.
Grand Elves. A favorite of many, but not a very survivable unit. 15 health, 5 defense. Defenseless against direct damage magic; if enemy troops are allowed close to them—they die very quickly.
Druids/upgraded druids. A murky unit. 25 health, 5/7 defense, brisk (5)/fast (6) speed. Dies quickly from magic.
Unicorns. 40 health, 9 defense, brisk speed (5), and there is a chance to blind the opponent (meaning they won't retaliate—a plus for survivability!). Price 500 (compare with 375 for champions!!!). Survivability is normal.
Phoenix. 100 health, 10 defense, very high speed (7). Most importantly—lightning, ice ray, fireballs, and storm of elements do not work on them. It is precisely because of this that survivability is quite high. Although in close combat, the relatively low amount of health and defense stats unfortunately make this unit quite vulnerable...
Overall, it must be admitted that the troops of this castle possess rather mediocre survivability; when encountering flying or simply fast troops, as well as strong mages, the troops melt... The total number of health for the weekly growth of this castle is the smallest in HOMM2, and that is sad...
Necromancer.
When considering the issue of survivability for Necromancer castle troops, we will not consider the possibility of using "raise dead" magic, returning to it at the end of the review.
First of all, one should note the special ability of Necromancer heroes—namely "necromancy," which allows raising up to 30% of the opponent's killed warriors into one's own army as skeletons in classic HOMM2. Thus, after a battle, a necromancer often ends up with MORE troops than before the battle.
Skeletons. 4 health, 3 defense. Good survivability for their level.
Zombies. Rarely encountered in practical play. 15 health, 2 defense, very slow speed (2). Survivability is not high; rarely does anyone use them after the first or second week.
Mutant Zombies. 20 health, 2 defense, average speed (4). Survivability is average.
Mummies. 25 health, 6 defense, average speed (4). Average.
Royal Mummies. Yes, the little kings were clearly tougher: 30 health, 6 defense, brisk speed (5). Considering the increased probability of casting "curse" on the opponent (mummies also cast it)—survivability is quite normal.
Vampire. Fairly rarely encountered in practical play—vampire lords are just that good. 30 health, 6 defense. The main thing is the non-retaliating strike; thanks to this, survivability is decent.
Vampire Lord. A monster that somehow wandered into the fourth level. 40 health, 6 defense, non-retaliating strike, and most importantly—a special ability allowing the vampire lord to regenerate health by reducing the health of the attacked squad. Survivability is highest, especially for a large squad of vampire lords (20+).
Lich. Health... 25. However, defense is 12. Defenseless against direct damage magic. Meanwhile, it costs 750 gold.
Mighty Lich. 35 health, 13 defense (!!!). But still very expensive: 900! Survivability is average (excellent defense is offset by a small amount of health, plus the melee penalty prevents this defense from being used effectively).
Bone Dragon. A good squad. 150 health, though defense is 9. But cost is 1500 and no resources!!! Survivability is good.
Overall, the survivability of this castle's troops is very high. This is due to the good stats of the three main squads used in battle: vampire lords, bone dragons, and, of course, skeletons, whose losses are compensated by troops raised via necromancy.
Titans.
Halflings. 3 health, 1 defense... If you start hitting them with magic or troops—that's it. Survivability is low.
Pigs. 15 health, 4 defense. Normal survivability.
Iron Golems. 30 health, 10 defense (!!!). However, speed is very low (2). But they have reduced damage from direct magic. Very survivable troops.
Steel Golems. 35 health (!!!), 10 defense, sluggish speed (3), reduced damage from direct magic. Magnificent survivability, especially considering the cost (350). And if you manage to get them for free via a foundry on the map from iron golems—it's a fairy tale—for 300 gold we get super-troops!
Rocs. 40 health, 7 defense. Considering the price (400 gold)—normal survivability, although steel golems are more survivable!
Mages. Some kind of misunderstanding: 30 health and 7 defense at a cost of 600. Survivability is low, though there is no melee penalty.
Archmages. Now these guys are more serious: 35 health, 8 defense, no melee penalty plus the spell-dispelling effect. Survivability is slightly below average.
Giants. Rarely encountered in practical play. But nonetheless 150 health, 10 defense, average speed (alas), and a price of 2000 plus 1 diamond on top of that. The strong point of this unit is damage (20-30). Overall, considering the price, survivability is average, even slightly lower.
Titans. Shooters, and that says it all! Health—300, defense 15. Survivability is very high.
Overall, the survivability of this castle's troops is quite high. And when titans appear in the army, it increases even further. The thing is, the computer constantly hammers the titans while other troops don't die. And titans have 300 health, and enemies often simply don't reach them—they are shot down on the way!
Black Dragons.
Centaurs. The only shooter in the castle; usually plays only at the start of the game. Health 5 (and that's good!), 1 defense. Survivability is normal, but they die quickly.
Gargoyles. Excellent unit!! 15 health, 7 defense (!!!), flies, fast speed (6). A unit that is survivable due to its defense!
Griffin. 25 health, 6 defense, average speed (4), but it flies and retaliates to all strikes (of course, except for strikes from non-retaliating troops: vampires, vamp lords, fairies, and hydras). Average survivability.
Minotaur. 35 health, 8 defense. Average speed (4). Mediocre survivability.
Minotaur King. Now this is a completely different story! 45 health, 8 defense, fast speed (6). Though they cost 500. Survivability is good.
Hydra. 75 health (!!!), 9 defense, unfortunately very slow speed (2), but a non-retaliating mass strike! Survivability is very great!
Green Dragon. Immunity to magic, 200 health, 12 defense. Excellent survivability.
Red Dragon. Immunity to magic, 250 health, 13 defense. At a cost of 3500 and 1 sulfur, it is the most economical unit in the game. Considering the same factor, it is super-survivable.
Black Dragon. Immunity to magic, 300 health, 14 defense. In the absence of problems with sulfur and money—the most survivable unit in the game.
Overall, the troops of this castle are very survivable. If you take the first four units, their amount of health is not too great, which allows serious losses to be inflicted via magic. However, the presence of hydras and, most importantly, dragons in the army increases the overall survivability of the troops significantly.
Now let's try to draw some conclusions.
In the absence of resurrection magic in the game, the most survivable castles are black dragons, Necromancer, titans. The least survivable are Knight troops.
However, if "raise dead" and "true return" magic appear, the picture changes.
First, let's honestly admit that the presence of highly effective resurrection magic for a knight or barbarian is less likely. This is due to both the lack of the "wisdom" skill in the starting heroes of these castles and the weak magical stats of these heroes.
Let's try to rank the troops by degree of survivability, taking all factors into account:Necromancer, black dragons, titans, elves, Barbarian, Knight. Let me explain briefly: elves and knights have many strong but low-health units. However, the probability of elves learning magic is noticeably higher than for knights. For titanic troops, Resurrection is extremely effective on archmagi. Unfortunately, casting Resurrection on titans requires very serious magical stats from the hero (because a titan has 300 health), but if such a hero exists, the titanic castle becomes MORE durable than the black dragon castle—after all, you can't resurrect dragons!
Naturally, army durability is only one of the indicators, which moreover gains importance on large and very large maps. There are many other factors that are no less, and often more, important, such as mobility and army power.
Today we will try to figure out such a complex topic as
To capture, as one might guess, troops are needed. To gather resources—heroes.
Thus, a typical start of the game looks like this: during the first or second turn, a second hero is purchased (a third would be even better). Troops are loaded onto one hero, who will conduct battles at this stage. The other heroes scout the area and collect unclaimed resources.
Which starting troops handle this best? In my opinion, these are Barbarian troops (they have shooters and goblins who are quite normal fighters for their level), titans (they have shooters, and pigs are quite fast), black dragons (presence of shooters and sturdy flying troops). The hardest time is had by Necromancer (no shooters or flyers, very low zombie speed), which is compensated to some extent by innate "Haste" magic and the reanimation of some skeletons via necromancy, as well as knights (peasants die very quickly).
On the second week, more serious troops are pushed out and heroes go in search of glory. Elven troops led by grand elves look very interesting here, as do Barbarian (wolves, shooters, goblins + hero attack). Titanic troops with their runes are also strong.
On the third week, besides elves and Barbarian, knights provide serious troops. Probably the strongest troops. Necromancer also begin to awaken.
How many resources on average are collected by the end of the last day of the second week when playing on Impossible level? Naturally, everything depends on the map, but let's try to make a very rough average estimate.
Wood, ore – 30-40.
Mercury, sulfur, crystals – 10-15.
Diamonds – 15 - 20.
Gold – 15 000 – 20 000.
For information: the cost of building last-level dwellings:
-) knights – paladins - 10000 + 35 wood + 15 ore + 20 crystal;
-) Barbarian – cyclops - 13800 + 15 wood + 50 ore + 20 crystal;
-) elves – phoenixes - 19000 + 15 wood + 45 ore + 20 mercury + 10 diamonds;
-) Necromancer – bone dragons - 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 diamonds;
-) titans – giants - 23300 + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 diamonds;
-) black dragons – green dragons - 25000 + 40 ore + 30 sulfur + 10 diamonds.
These figures are given without taking into account the construction of the statue (1250 gold and 5 stones), as well as the cellar in the BD castle (3000 gold, 10 stones and 5 wood).
If these buildings are constructed (which they usually are), and making adjustments for "fast start", we get the following:
-) knights almost certainly reach level 6 on the second week;
-) Barbarian might lack stones, but there is a chance;
-) elves might lack both stones, as well as gold and mercury; chances are below average;
-) Necromancer can only place bone dragons if they don't build vampires;
-) titans will most likely lack both money and diamonds;
-) for dragons, there won't be enough stones, and it will not be easy with money and sulfur.
During the third week:
-) knights are already fighting with full-fledged troops,
-) Necromancer have 18 vampire lords + free skeletons,
-) Barbarian have goblins, orcs, wolves and trolls. The fifth squad depends on the presence of a ford on the hill—either these are same-cost upgraded ogres or cyclops;
-) elves actually have grand elves, remaining fairies, unicorns and either phoenixes or dwarves;
-) dragons wait for actual dragons with gargoyles, griffins and centaurs (there isn't enough money to buy the rest of the army—it is being saved up for last-level buildings);
-) titans play with runes, halflings, pigs and maybe golems. Money is being saved for titans.
Thus, it can be assumed that with classic development (building up and buying the strongest creatures), knights, Barbarian and elves achieve the best development by the end of the third week.
A continuation may follow …
Best regards, Qwerty
Since there are no objections, let's get started.
I want to note that my observations are quite debatable. Furthermore, I know that I haven't reached a "grandmaster" level in the game. Therefore, my advice is addressed to "novices" and "amateurs," and to a lesser extent to the "veterans."
As a reminder, we are discussing the comparative strength of castles in Heroes of Might and Magic part 2 on maps of various sizes. Moving on to
3) size "L" maps, large.
The main feature of such maps is the increasing role of magic and the construction of higher-level troops. In this case, we are talking about fourth or even fifth-level magic. Examples: mass haste/slow/bless, chain lightning (according to one poll, this spell is recognized as the strongest in the game), town portal, storm of elements, etc.
Knight Castle.
A brisk start, a peak by the end of the fourth week, and then... And then the archers dwindle, then the relatively low health of the units takes its toll, and finally, the lack of magic immunity becomes apparent. This means you must either try to play your main trump cards (the high speed and morale qualities of the troops) or capture another castle and build up there. To implement the first plan, third-level spells like "mass haste" and "anti-magic" are excellent.
Pros:
-) good combat stats for heroes, particularly defense;
-) high speed and morale qualities of the troops;
-) especially powerful play against Necromancer troops;
-) weeks 2-4 of the game are the Knight's peak.
Chances are slightly below average.
Barbarian Castle.
A good start, decent archers, high-health fourth-level troops (60 health!). If a fort on a hill is found—it is one of the strongest castles. After the first month of play, the main drawback begins to show—the lack of a super-unit, as cyclops are not that strong... Third-level spells "mass haste" and "anti-magic," as well as artifacts that prevent blinding and berserk, can be very useful.
Pros:
-) excellent combat characteristics for heroes, particularly highest attack;
-) presence of powerful troops of various types, specifically two archers;
-) weeks 1-5 are the Barbarian's peak.
Chances are normal.
Necromancer Castle.
A difficult start, but starting from the third or fourth week!
Vampire lords, skeletons, bone dragons, and the prospect of learning the "raise dead" spell. If such a spell is obtained—the chance of winning is very high.
Pros:
-) vampire lord abilities;
-) necromancy, more precisely an army that grows with the help of skeletons;
-) potentially—super magic;
-) balanced amount of resources for construction, which allows for building a magic guild.
Chances are high.
Elf Castle.
A good start, then problems with mercury and stone. If there is enough wood and the castle is by the water, everything can turn out quite happily: build a dock and sail. Once a bunch of things have been collected at sea, wood is exchanged for mercury on the external market and problems are solved. If not, it's much harder. The combination of phoenixes + storm of elements is very strong, and if dimensional door (teleport) is added to this—the chances of victory are magnificent. But the probability of this is not so great.
Pros:
-) two fast squads of archers;
-) dwarves with their stats and magic resistance;
-) phoenixes with their speed and immunity to some direct damage spells.
Chances are average, no more; much depends on when the phoenixes were built.
Titan Castle.
A good start. Then a long wait for titans. Leprechaun gardens are needed, and several of them, and they should more often have five gems and less often 500 gold... there are two problems: gems and gold. The thing is, titans are very expensive both to build and to buy (5000 + 2 gems; in one week, there isn't even enough money for two titans).
On the other hand, if titans are built—most troops are wiped out without losses. Practice shows that buying a titan before the fourth week is impossible. More often they enter battle in the second month. I think it's clear to what extent the opponent will have developed by then.
Here I would like to expand the scope of the topic slightly and talk about both the features of this castle and some other aspects.
Giants are usually placed on the third week. For this, you need: 23300 gold + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 gems. If you add a statue to this, it will be an additional 1250 gold and 5 stone. To buy them, you need 2000 gold and one gem.
Let's compare with other castles.
Knight. For paladins you need 10000 + 35 wood + 15 ore + 20 crystal (this is the second week); for crusaders it's an additional 5000 gold + 10 wood + 10 crystals. This is the third week. Meanwhile, to buy them you need 1000 gold and that's all. No extra resources.
Barbarian. For cyclops you need 13800 + 15 wood + 50 ore + 20 crystal (this is the second, maximum third week). To buy them you need 750 gold and one crystal.
Elf. For phoenixes you need 19000 + 15 wood + 45 ore + 20 mercury + 10 gems. This is the second, maximum third week. To buy them you need 1500 gold and one mercury.
Necromancer. For bone dragons you need 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 gems. This is if you don't build vampires. Without vampires, dragons are placed on the second week; with vampires—on the third. Here, however, other problems arise: no one to capture mines, troops are a bit weak. Therefore, usually, one has to wait until the third week for the dragons. To buy them you need 1500 gold and that's all!
Black Dragons. For green dragons you need (to be realistic) 25000 + 40 ore + 30 sulfur + 10 gems plus 15 stone, 5 wood and 3750 for the basement and statue. This is not before the third week. For red ones, an additional 5000 gold, 10 sulfur and 5 stone are needed. Now that's serious. I won't even mention black ones; there you need another 5000, 10 sulfur and 5 stone.
To buy green dragons you need 3000 gold and one sulfur; to buy red dragons—3500 gold and one sulfur.
What do we get as a result:
Green dragons are placed practically in the same week as giants. Well, maybe a week later. Other troops are placed even earlier. And what kind of troops are these giants? 150 health, damage 20-30 (which is not bad), attack 13, defense 10. That is, they are wiped out by one lightning strike with magic power 6. Moreover, their speed is "medium." And serious resources and money are needed for construction. But that's not all! The thing is, in HOMM2 to upgrade troops you have to pay DOUBLE the difference in cost. That is, to upgrade a giant to a titan, you will have to shell out 6000 gold and 2 gems!!!!! Which is more expensive than buying a titan (5000 + 2 gems). Furthermore, I assume it's clear that if you buy giants and build titans, then later there simply won't be enough gems for upgrades...
It turns out that if we stop construction at giants, we get the same troops as everyone else, only in smaller quantities and more expensive L
Now let's look at the parameters of green dragons.
Health 200 (quite decent), damage 25-50 (excellent!), attack-defense 12, speed, however, is medium. This is the fourth strongest unit in HOMM2, and moreover, it is magically immune.
One can also look at the parameters of a red dragon. Health 250 (very good!), damage 25-50 (excellent!), attack-defense 13, speed fast. This is the second or third strongest unit in HOMM2 (together with titans). And it costs 1500 less, and moreover only one sulfur is needed, while a titan needs two gems! Considering that the income of a Black Dragon castle is 1750 per day, and a Titan castle (and all others) is 1250, we find that in 4 days we can buy two red dragons or just one titan, while the Black Dragon will still have two sulfur left for the next guild level...
Pros:
-) strength of titans;
-) theoretically—the best magic in the game (in practice it usually doesn't come to this on these maps);
-) golems that are powerful for their level;
-) a large number of archers, which allows many battles to be conducted without losses.
Chances are average, no higher; everything depends very heavily on leprechaun gardens.
Black Dragon Castle.
A normal start, then waiting for dragons. The problem of sulfur availability is the only thing that leaves chances for opponents of this castle. If there are dragons, it's not necessary to wait for black ones; red ones are quite enough.
Pros:
-) potentially—the strongest unit in the game;
-) other units are also normal.
Chances are good, everything depends on sulfur.
Now let's try somehow to summarize the results.
On size "L" maps (also known as "L", or large), the "survivability" parameter of the army begins to play an increasingly large role. For example, a hero fights six battles, losing 100 hells in each. If he has paladins or cyclops, then he will lose six of them. If bone dragons—then not one. Thus, the role of army "leaders" increases. Naturally, when fighting against non-flying troops, archers minimize losses, but to compensate for this, the computer prioritizes dealing damage specifically to archers. And archers usually have little health, up to 40. Except for one single unit—the titan! But to compensate for this, the path to obtaining titans is made as difficult as possible.
Now about magic. With blinds, slows, berserk and other joys, you can leave "nothing but same" of an opponent's army. However, there are a number of units with partial or full magic immunity. These are undead troops, giant-titans, phoenixes, dwarves, golems, and green-red-black dragons.
On maps of this size, it also has huge importance who to attack and when. A Knight attacking a Black Dragon castle on the third or fourth week has decent chances to simply win the game. An Elf visiting a Titan on the first day of the fourth week is also no small thing. A Barbarian stopping by to visit a Necromancer on the last day of the second week has a chance to feast in glory.
Let's try, conventionally, very conventionally, to rank the castles in HOMM2 by strength when playing on large maps: necromancers, black dragons, elves and barbarians, titans, knights.
The time has come to try and conclude the very debatable topic of the comparative characterization of HOMM2 castle strengths when playing on maps of various sizes.
Naturally, I am presenting my own, far from indisputable point of view. And once again I want to emphasize that the whole situation can change very sharply both due to specific map conditions and on the same map: in one case a couple of leprechaun gardens will bring 20 gems in two weeks, in another—2000 gold. When playing as titans, this difference is simply global.
So,
4) comparison of HOMM2 castle strengths when playing on the largest maps (XL).
Knight Castle.
Main chances lie in capturing another castle. If that's not possible, and there is no anti-magic or mass haste—everything is very difficult.
Pros:
-) hero parameters;
-) hero leadership, allowing the use of troops from other castles without significant loss in morale;
-) ballistics, allowing a quick breakthrough into castles with strong foot troops while reducing damage to archers.
Chances: below average.
Barbarian Castle.
Same as for knights. Although this time the amount of health for units is slightly higher; direct damage magic, while dangerous, is not fatal. Still, mass haste is extremely relevant, and anti-magic would be very useful...
Pros:
-) good start;
-) hero attack;
-) amount of health for upgraded ogres and generally decent trolls.
Chances: no higher than average.
Elf Castle.
Archers play well in weeks 2-5, then their number begins to decrease. After all, grand elves have only 15 health, great druids—25. On the other hand, speed is high...
Phoenixes are a good argument, given their speed and partial magic resistance. The problem is that there are no units capable of taking down super-units like titans and black dragons...
Pros:
-) good development;
-) high troop speed, particularly archers;
-) sailing (on maps with sea);
-) combination of phoenixes' partial magic immunity, their speed and storm of elements magic (particularly when using the "hit and run" tactical maneuver).
Chances: average.
Necromancer Castle.
Here a lot depends on the number of "potential skeletons." On most huge maps, necromancers get a solid amount of "free" skeletons, around several hundred. Besides this, a balanced amount of resources for construction allows for relatively quick building of the magic guild. And in it are some very interesting spells: "raise dead," "wave of death," not to mention the trivial combat teleport, town portal, dimensional door and chain lightningJ
The weak point is troop speed. Titans, elves and even knights can cause trouble.
Pros:
-) skeletons, more precisely their number;
-) vampire lord abilities;
-) "raise dead" magic;
-) ability to build up magic;
-) high troop survivability;
-) cheapness of bone dragons.
Chances: high; with "raise dead" magic—highest.
Titan Castle.
Here the whole question is when titans will be built and when they enter the game. That is, a question of money and gems. But! If the gem issue is resolved, a colossal trump card of the titanic castle can come into play—the library, which adds one spell to each level of the magic guild. And that is very, very serious. If there's dimensional door, chain lightning and something like that in there—it's victory!
Pros:
-) titans;
-) potentially—the strongest magic;
-) a decent hero focused not only on magic and without "extra" skills.
Chances: high.
Black Dragon Castle.
It is precisely from playing on maps of this size (and at lower difficulty levels) that the myth of the invincibility of the black dragon castle arose. If the sulfur problem is solved within the first three weeks—it looks very much like victory. If, in addition, Armageddon's Blade can be obtained somewhere—that's victory.
Pros:
-) strongest unit in the game;
-) combination of dragons' magic resistance and "Armageddon" magic (storm of elements is worse, but also works).
Chances: highest.
Now let's try to make some conclusions.
On maps of this size, magic plays a large role. Moreover, we are mainly talking about mass spells. Mass haste, slow, bless, and berserk play a larger role than, for example, lightning. If speaking of direct damage magic, then it's chain lightning, Armageddon, and less frequently storm of elements. And of course travel spells—town portal and dimensional door.
One of the key parameters is army "survivability." This is due to the large number of battles and magical strikes from opponents. As a result, magic resistance, even if partial, is also a serious trump cardUnit buffing magic is a very powerful tool when you have a sufficiently large number of units. The previously mentioned mass blessing, true return (very good for phoenixes), clone, and of course, the necromancer's "raise dead" are excellent arguments in battle. By the way, this brings to mind that every coin has at least two sides—you cannot bless, resurrect, or clone dragons...
I can try to conditionally rank the castles by their chances of winning on very large maps: black dragons, Necromancer, titans, elves, Barbarian, Knight.
And now for some brief conclusions.
In principle, it is possible to win with any race on any map; everything depends on the specific map. A cunningly captured castle with strong troops or magic can key-//change the balance. The availability of resources and game duration, the security of resources and mines, the distance between castles, the time it takes to interact with the opponent, and the presence of seas are all of great importance. Every castle has its own strengths and weaknesses at certain stages and on certain maps. The strategic maneuver "changing the main castle" (sometimes called "castle swapping") levels the playing field for those temporarily lagging behind; suddenly slaughtered skeletons or vampires shot down by magic can nullify the advantages of Necromancers, and the appearance of super-magic for one side also key-//affects the game. Cyclops, wolves, and ogres piling onto a squad of dragons under the leadership of a hero with serious attack can quickly deprive an army of its striking stack, while suddenly reborn phoenixes can annihilate titans. So everyone has a chance; the main thing is to try and determine the game strategy for a specific map and a specific position in one of the best strategic games—Heroes of Might and Magic Part II.
Today we will talk about an extremely important aspect of the game, an aspect that must be taken into account in any game strategy—the "survivability" of troops.
First, let's clarify what is meant by the somewhat strange term "survivability." Troops constantly engage in battles. They take certain damage. Thus, in the case of low troop "survivability," losses occur; in the case of high "survivability," there are no losses or they are small.
Obviously, the highest "survivability" should belong to ranged troops, as they enter direct contact with the opponent the least. This is compensated for by the computer's peculiar approach to conducting battles—almost always, the maximum number of hits fall upon the shooters.
Let's examine the survivability of the troops of each castle.
Knight.
I believe there is no need to mention the survivability of peasants. They are the least "tough" of all units in HOMM2.
Archers/upgraded archers. The survivability of these troops is not high. 10 health is very little. And considering that this is the only ranged unit of this castle, it becomes clear that hits on them lead to a rapid melting of this interesting unit.
Pikemen/upgraded pikemen. Well, for pikemen, with their ridiculous amount of health (15), survivability isn't great. Upgraded pikemen have slightly more health—20, and higher speed (5 vs 4 for pikemen), which combined with decent defense (9) and usually the high defense of a Knight hero gives some hope of survival.
Swordsmen/upgraded swordsmen. Swordsmen have 25 health with average speed. For their level—very poor. Upgraded swordsmen have 30 health, brisk speed (5), and 9 defense. So-so.
Cavalry. 30 health, though the speed is fast (6) and defense is 9. This would be normal for a fourth-level unit. But they only cost 300 gold!
Champions. 40 health, very fast speed (7!), 9 defense, price 375 (!!!). A normal squad in terms of survivability for its level, naturally taking the price factor into account.
Paladins. 50 health, brisk speed (5), 12 defense, price 600. The relatively low price and double strike are pleasing. It would be an excellent 5th-level unit, simply superb, but it doesn't work as a leader. With magic power 6 (a quite achievable figure for a mage hero), lightning will take out 3 paladins at once. I believe the rest needs no comment.
Crusaders. 65 health, fast speed, 12 defense, price 1000. Powerless against direct damage magic; furthermore, berserk works on them.
Overall, it can be said that Knight castle troops are not very suitable for a sufficiently long game due to low "survivability," however individual units (primarily champions) can be a good addition to another army.
Barbarian.
Goblins. 3 health with average speed (4), 1 defense, but price 40. Survivability is small.
Orcs. 10 health with very low speed, 4 defense, price 140. Survivability is low.
Upgraded orcs. 15 health, sluggish speed (3), 4 defense, price 175. Survivability is average, but the damage from these troops is too small and the speed is still a bit low.
Wolves. 20 health and 2 defense. They are only good for attacking, preferably without retaliation. Survivability is low.
Ogres. 40 health, 5 defense, but very low speed (2). Without magic, they are powerless against shooters; because of this, survivability is small.
Ogre Lords. 60 health, though 5 defense and average speed (4). Considering the price (500) and growth amount (6 per week)—the most survivable unit in the castle. The computer loves to blind them.
Trolls/War Trolls. 40 health, 5 defense, speed 4/5. High survivability in the first stage of the game due to a special ability: restoring the last troll's health up to 40 at the end of the round (meaning in a one-on-one fight, a troll can actually defeat ANY unit, at least a bone dragon). However, in subsequent stages of the game, the small amount of health and low defense take a toll. Therefore, survivability is no higher than average.
Cyclops. 80 health, 9 defense, brisk speed (5), cost 750 + 1 crystal. This very crystal is redundant. And the defense is a bit low. A good additional unit, but not too suitable as an army leader for a long game—weak against direct damage magic and also against hits from titans and dragons...
In general, the survivability of Barbarian castle troops is slightly less than desired. However, the presence of Ogre Lords combined with high attack still allows one to hope for something. Various artifacts that prohibit or weaken magic, as well as the "anti-magic" spell, can be of great use.
Elves.
Sprite Fairies. 2 health, 2 defense... A non-retaliating strike is the only consolation. Survivability is very low.
Dwarves. 20 health, 5 defense. Everything is great, plus chances to reflect enemy magic, but very low speed makes them almost helpless against shooters.
Upgraded dwarves. A hit! 20 health, 6 defense, chances to reflect the enemy army, average speed (4). A very survivable unit!
Elves. 15 health, 3 defense, average speed (4). If they are reached—it will be very bad. Survivability is low.
Grand Elves. A favorite of many, but not a very survivable unit. 15 health, 5 defense. Defenseless against direct damage magic; if enemy troops are allowed close to them—they die very quickly.
Druids/upgraded druids. A murky unit. 25 health, 5/7 defense, brisk (5)/fast (6) speed. Dies quickly from magic.
Unicorns. 40 health, 9 defense, brisk speed (5), and there is a chance to blind the opponent (meaning they won't retaliate—a plus for survivability!). Price 500 (compare with 375 for champions!!!). Survivability is normal.
Phoenix. 100 health, 10 defense, very high speed (7). Most importantly—lightning, ice ray, fireballs, and storm of elements do not work on them. It is precisely because of this that survivability is quite high. Although in close combat, the relatively low amount of health and defense stats unfortunately make this unit quite vulnerable...
Overall, it must be admitted that the troops of this castle possess rather mediocre survivability; when encountering flying or simply fast troops, as well as strong mages, the troops melt... The total number of health for the weekly growth of this castle is the smallest in HOMM2, and that is sad...
Necromancer.
When considering the issue of survivability for Necromancer castle troops, we will not consider the possibility of using "raise dead" magic, returning to it at the end of the review.
First of all, one should note the special ability of Necromancer heroes—namely "necromancy," which allows raising up to 30% of the opponent's killed warriors into one's own army as skeletons in classic HOMM2. Thus, after a battle, a necromancer often ends up with MORE troops than before the battle.
Skeletons. 4 health, 3 defense. Good survivability for their level.
Zombies. Rarely encountered in practical play. 15 health, 2 defense, very slow speed (2). Survivability is not high; rarely does anyone use them after the first or second week.
Mutant Zombies. 20 health, 2 defense, average speed (4). Survivability is average.
Mummies. 25 health, 6 defense, average speed (4). Average.
Royal Mummies. Yes, the little kings were clearly tougher: 30 health, 6 defense, brisk speed (5). Considering the increased probability of casting "curse" on the opponent (mummies also cast it)—survivability is quite normal.
Vampire. Fairly rarely encountered in practical play—vampire lords are just that good. 30 health, 6 defense. The main thing is the non-retaliating strike; thanks to this, survivability is decent.
Vampire Lord. A monster that somehow wandered into the fourth level. 40 health, 6 defense, non-retaliating strike, and most importantly—a special ability allowing the vampire lord to regenerate health by reducing the health of the attacked squad. Survivability is highest, especially for a large squad of vampire lords (20+).
Lich. Health... 25. However, defense is 12. Defenseless against direct damage magic. Meanwhile, it costs 750 gold.
Mighty Lich. 35 health, 13 defense (!!!). But still very expensive: 900! Survivability is average (excellent defense is offset by a small amount of health, plus the melee penalty prevents this defense from being used effectively).
Bone Dragon. A good squad. 150 health, though defense is 9. But cost is 1500 and no resources!!! Survivability is good.
Overall, the survivability of this castle's troops is very high. This is due to the good stats of the three main squads used in battle: vampire lords, bone dragons, and, of course, skeletons, whose losses are compensated by troops raised via necromancy.
Titans.
Halflings. 3 health, 1 defense... If you start hitting them with magic or troops—that's it. Survivability is low.
Pigs. 15 health, 4 defense. Normal survivability.
Iron Golems. 30 health, 10 defense (!!!). However, speed is very low (2). But they have reduced damage from direct magic. Very survivable troops.
Steel Golems. 35 health (!!!), 10 defense, sluggish speed (3), reduced damage from direct magic. Magnificent survivability, especially considering the cost (350). And if you manage to get them for free via a foundry on the map from iron golems—it's a fairy tale—for 300 gold we get super-troops!
Rocs. 40 health, 7 defense. Considering the price (400 gold)—normal survivability, although steel golems are more survivable!
Mages. Some kind of misunderstanding: 30 health and 7 defense at a cost of 600. Survivability is low, though there is no melee penalty.
Archmages. Now these guys are more serious: 35 health, 8 defense, no melee penalty plus the spell-dispelling effect. Survivability is slightly below average.
Giants. Rarely encountered in practical play. But nonetheless 150 health, 10 defense, average speed (alas), and a price of 2000 plus 1 diamond on top of that. The strong point of this unit is damage (20-30). Overall, considering the price, survivability is average, even slightly lower.
Titans. Shooters, and that says it all! Health—300, defense 15. Survivability is very high.
Overall, the survivability of this castle's troops is quite high. And when titans appear in the army, it increases even further. The thing is, the computer constantly hammers the titans while other troops don't die. And titans have 300 health, and enemies often simply don't reach them—they are shot down on the way!
Black Dragons.
Centaurs. The only shooter in the castle; usually plays only at the start of the game. Health 5 (and that's good!), 1 defense. Survivability is normal, but they die quickly.
Gargoyles. Excellent unit!! 15 health, 7 defense (!!!), flies, fast speed (6). A unit that is survivable due to its defense!
Griffin. 25 health, 6 defense, average speed (4), but it flies and retaliates to all strikes (of course, except for strikes from non-retaliating troops: vampires, vamp lords, fairies, and hydras). Average survivability.
Minotaur. 35 health, 8 defense. Average speed (4). Mediocre survivability.
Minotaur King. Now this is a completely different story! 45 health, 8 defense, fast speed (6). Though they cost 500. Survivability is good.
Hydra. 75 health (!!!), 9 defense, unfortunately very slow speed (2), but a non-retaliating mass strike! Survivability is very great!
Green Dragon. Immunity to magic, 200 health, 12 defense. Excellent survivability.
Red Dragon. Immunity to magic, 250 health, 13 defense. At a cost of 3500 and 1 sulfur, it is the most economical unit in the game. Considering the same factor, it is super-survivable.
Black Dragon. Immunity to magic, 300 health, 14 defense. In the absence of problems with sulfur and money—the most survivable unit in the game.
Overall, the troops of this castle are very survivable. If you take the first four units, their amount of health is not too great, which allows serious losses to be inflicted via magic. However, the presence of hydras and, most importantly, dragons in the army increases the overall survivability of the troops significantly.
Now let's try to draw some conclusions.
In the absence of resurrection magic in the game, the most survivable castles are black dragons, Necromancer, titans. The least survivable are Knight troops.
However, if "raise dead" and "true return" magic appear, the picture changes.
First, let's honestly admit that the presence of highly effective resurrection magic for a knight or barbarian is less likely. This is due to both the lack of the "wisdom" skill in the starting heroes of these castles and the weak magical stats of these heroes.
Let's try to rank the troops by degree of survivability, taking all factors into account:Necromancer, black dragons, titans, elves, Barbarian, Knight. Let me explain briefly: elves and knights have many strong but low-health units. However, the probability of elves learning magic is noticeably higher than for knights. For titanic troops, Resurrection is extremely effective on archmagi. Unfortunately, casting Resurrection on titans requires very serious magical stats from the hero (because a titan has 300 health), but if such a hero exists, the titanic castle becomes MORE durable than the black dragon castle—after all, you can't resurrect dragons!
Naturally, army durability is only one of the indicators, which moreover gains importance on large and very large maps. There are many other factors that are no less, and often more, important, such as mobility and army power.
Today we will try to figure out such a complex topic as
playing the first three weeks with various castles.
The main task is building up. This is achieved by capturing mines and gathering resources.To capture, as one might guess, troops are needed. To gather resources—heroes.
Thus, a typical start of the game looks like this: during the first or second turn, a second hero is purchased (a third would be even better). Troops are loaded onto one hero, who will conduct battles at this stage. The other heroes scout the area and collect unclaimed resources.
Which starting troops handle this best? In my opinion, these are Barbarian troops (they have shooters and goblins who are quite normal fighters for their level), titans (they have shooters, and pigs are quite fast), black dragons (presence of shooters and sturdy flying troops). The hardest time is had by Necromancer (no shooters or flyers, very low zombie speed), which is compensated to some extent by innate "Haste" magic and the reanimation of some skeletons via necromancy, as well as knights (peasants die very quickly).
On the second week, more serious troops are pushed out and heroes go in search of glory. Elven troops led by grand elves look very interesting here, as do Barbarian (wolves, shooters, goblins + hero attack). Titanic troops with their runes are also strong.
On the third week, besides elves and Barbarian, knights provide serious troops. Probably the strongest troops. Necromancer also begin to awaken.
How many resources on average are collected by the end of the last day of the second week when playing on Impossible level? Naturally, everything depends on the map, but let's try to make a very rough average estimate.
Wood, ore – 30-40.
Mercury, sulfur, crystals – 10-15.
Diamonds – 15 - 20.
Gold – 15 000 – 20 000.
For information: the cost of building last-level dwellings:
-) knights – paladins - 10000 + 35 wood + 15 ore + 20 crystal;
-) Barbarian – cyclops - 13800 + 15 wood + 50 ore + 20 crystal;
-) elves – phoenixes - 19000 + 15 wood + 45 ore + 20 mercury + 10 diamonds;
-) Necromancer – bone dragons - 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 diamonds;
-) titans – giants - 23300 + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 diamonds;
-) black dragons – green dragons - 25000 + 40 ore + 30 sulfur + 10 diamonds.
These figures are given without taking into account the construction of the statue (1250 gold and 5 stones), as well as the cellar in the BD castle (3000 gold, 10 stones and 5 wood).
If these buildings are constructed (which they usually are), and making adjustments for "fast start", we get the following:
-) knights almost certainly reach level 6 on the second week;
-) Barbarian might lack stones, but there is a chance;
-) elves might lack both stones, as well as gold and mercury; chances are below average;
-) Necromancer can only place bone dragons if they don't build vampires;
-) titans will most likely lack both money and diamonds;
-) for dragons, there won't be enough stones, and it will not be easy with money and sulfur.
During the third week:
-) knights are already fighting with full-fledged troops,
-) Necromancer have 18 vampire lords + free skeletons,
-) Barbarian have goblins, orcs, wolves and trolls. The fifth squad depends on the presence of a ford on the hill—either these are same-cost upgraded ogres or cyclops;
-) elves actually have grand elves, remaining fairies, unicorns and either phoenixes or dwarves;
-) dragons wait for actual dragons with gargoyles, griffins and centaurs (there isn't enough money to buy the rest of the army—it is being saved up for last-level buildings);
-) titans play with runes, halflings, pigs and maybe golems. Money is being saved for titans.
Thus, it can be assumed that with classic development (building up and buying the strongest creatures), knights, Barbarian and elves achieve the best development by the end of the third week.
A continuation may follow …
Best regards, Qwerty