Well then, as promised, I will state my valuable opinion about units and faction lineups, and also share my own lineup variants. Disclaimer: I have not dug deep into the lore and have not studied it much. I know fragments, some moments and ideas. So in some places I will randomly nitpick the lore side, and in others I will miss something. I will be guided by the lineups of the first four games and by my own taste; I will not go deeply into mechanics and synergies. This is how I would fix the current factions, not the ultimate truth; I simply felt like fantasizing on the topic.
The main arguments for why I changed the lineups this way and not otherwise, I will dump right away:
1. Because I can.
2. I am an artist, this is how I see it.
3. What are you going to do to me, I am in another city.
Purely for the memes, I took the faction names from the god-tier-in-its-awfulness translation of the fifth game. I played it when the dwarf add-on came out. After three minutes of play I switched the language to English, because that was easier to understand. And this was back when I was still in school and my English was made of pain and sorrow.BasementCurrent lineup: troglodyte, assassin, chakram thrower, minotaur, medusa, hydra, dragon.I have already spoken about the Dungeon designs... I think. Though maybe that was whining about the designs in general. In short, not impressive: the troglodytes are kind of flabby and falling apart, the monsters are more or less passable, the humanoids are dull.
And now I will say one more thing - the presence of languid elves. You are moving the game into the old world, but your dark elves are completely Ashan-style. Do not do that. Either take off the cross or put on the pants. I do not remember whether I said this or not, but it is not very cool.
So, my first fix is to kick out the languid elves. If we are returning to the classics, give us a classic Dungeon monster zoo.
Then - remove hydras and medusas. You will understand why later. For now, we just remove them. These are good units that fit well in Dungeon, but we remove them.
We are left with troglodytes, minotaurs, and black dragons. Excellent guys, all in the right place. We need four more units, and there is room for the imagination to run wild.
First, let us add a beholder. Something similar was briefly shown, and a good shooter will not hurt now that we have kicked out the medusa. A completely classic Dungeon unit.
Second, everyone loves kitties, and I want to see manticores. A wonderful monster to replace the hydra, with paralysis from the medusa. I love manticores too much not to drag them into Dungeon; they are one of my favorite mythical monsters, if not the favorite. I said I would build lineups according to my taste, so here I am building them. I am a girl, I do not want to decide anything, I want a kitty.
Third... We should shamelessly take advantage of the absence of wizards in the game and restore historical justice. Have you noticed that after NWC closed, when creating factions, developers mostly oriented themselves around Heroes III? That is why griffins sit with the humans, the elf mega-unit is a dragon instead of a phoenix, and gargoyles hang out with wizards. But... In the first two games, gargoyles belonged to the Warlock. As, incidentally, did centaurs and griffins. Why not return at least the gargoyles to their historical homeland? Three flyers, like in Heroes III, by the way. A useful little beast, needed around the household.
So, we have one empty slot. And since we are stealing units from wizards, we may as well go all the way. In the Heroes IV DLC there were these cute girls:
The neutral unit technically belonged to the “good” Order faction, but the unit name says it in plain English -
Evil Sorceress. And since they are so evil, the best place for them is in an “evil” faction, especially since the fifth game set a precedent - remember the witches with whips? Let us just make them human women. Let them resemble the Chaos sorceress heroines from that same fourth game, since those are sorceresses too. So we get a pretty girl, a second shooter, and an unambiguous spellcaster, not like the dude in the video guessing whether she is casting or idling.

Only here she is clearly not T6, because manticores and minotaurs want to be higher. I really disliked that in the fifth game minotaurs were made T3; I am glad they corrected that in the sixth and seventh. So by the events of the fifth game, minotaurs had degraded 🤣
My lineup in ascending order of strength: troglodyte, gargoyle, beholder, sorceress, minotaur, manticore, dragon.ShelterCurrent lineup: swordsman, crossbowman, priestess-mage, griffin, battle priestess with a banhammer, cavalryman, giant humanoid combat robot archer, angel.Whew, where do I even start... Why do we need two priestesses? Thanks for making them visually distinct so confusing them is... Well, not exactly impossible, given the general problem with the designs and graphics. But why. Do. We. Need. Two. Freaking. Priestesses.
Then I will nitpick the giant humanoid combat robot. This is just bad. This unit looks as if it should belong to a wizard faction in a Korean MMORPG, but absolutely not to humans in Heroes. Yes, here we remember that 1. old Heroes is sci-fi 2. angels are robots 3. in the sixth game the humans had light elementals in their army, but there have to be limits. The design looks as if it was taken from some, God forgive me, Genshin, or, even funnier, some mecha thing. It is alien, out of place, unnecessary. I pray that it turns out to be neutral, and even then - no, it is not needed, it does not fit the atmosphere, it really does not fit.
I already praised the crossbowmen for the birds.
Swordsmen and cavalrymen - well, generics, what can you say about them.
Angels... Here again is the same damn mistake. These are Ashan angels, damn it! Make up your mind already: are you bringing everything back, or are you calming down and hanging out in Ashan? You cannot simply sit on two chairs at once. Every such decision convinces me more and more that the developers do not know what they are doing and simply want to cozy up to the brand. Do not do that.
Someone offscreen explained to me about griffins that they are uncharacteristic for humans, and in Heroes III there were lore reasons for their appearance, while in all other non-Ashan parts they hung out either with Dungeon or with elves. I have no complaints about the design itself, but that pushed me toward certain thoughts.
We see eight units, but let us assume the faction will have seven, all according to the classics. So we boldly throw out the priestess-mage, the griffin, the damn giant robot archer, and... the Angel. There. Did I say I would be indulging my own taste? I like the humans from the first two games. One low-level shooter, zero flyers, cheap, angry, the most grounded race possible, carried only by humans, without all your magic-shmagic and monster-shmonster nonsense. I threw out the priestess-mage also because I added the same thing to Dungeon, and why do we need two identical units?
We are left with the swordsman, crossbowman, cavalryman, and nun with a banhammer. The nuns are also my personal taste - I love battle women, and the Justicars from the seventh game disappointed me, just dull battle women with swords who barely differed in principle from their male colleagues. Here at least there is a cool consecrated flail and a book. I will not even nitpick the design; it is relatively decent, that pinch of originality we need. She looks like a good spiritual heir to crusaders and loladins. No, I am not proposing her for T7, but this unit is clearly high-level. She could be given a couple of damage spells to compensate for having only one low-level shooter. And buffs too, as the dude suggested in the video.
So, three vacant spots. Whom do we add?
Let us put at T1 our beloved, dear, wonderful top-1 creatures in the Necropolis army - future skeletons, aka peasants! Yes, yes, the most meme-worthy and awful unit in the game is back in business, because why not. But I think it should not be awful and meme-worthy. In the fourth game and I think the fifth, they had an ability that brought in money. In King’s Bounty, peasants dealt increased damage to plants. Perhaps the local peasants, even if they are not a top T1 unit, could surprise with a couple of pleasant strategic or tactical abilities, or at worst serve as middling infantry for the start of the game. On upgrade, with a flick of the wrist, pitchforks turn into spears while preserving all attack animations, and we get two classic units for the price of one. Roughly like in the fifth game.
Raise your hands, those who remember that in the fourth game the ballista and catapult were not a separate category of war machines, but independent units. But Kosha, here ballistae and catapults can be classic war machines, why do we need a second ballista, only as a unit!
Who said I was proposing them?

And what are you going to do to me, I am in another city. In the end, cyclopes should not be the only ones smashing city walls, especially since cyclopes, in fact, have not been brought in.
The battering ram seems to me like a slow pest, absolutely useless against low-level units... But how beautifully it wrecks high-level monsters and fortress walls! Why not. The town needs to compensate somehow for the lack of flyers.
Speaking of flyers, at first I wanted to add something like a roc to the lineup, even wrote the text, but changed my mind. Still, you know, we need a nimble low-level unit. Let us arrange an exchange of experience with colleagues in turn-basedness and strategy-ness.

Yep, these guys. No, well, why not? They were kicked out of Dungeon, so they went to the humans. The abilities can be kept; you can even add the classic strike and return - in Disciples they have exactly that attack animation, and mechanically this unit counts as an archer and upgrades from an archer. And in King’s Bounty there were assassins who, although technically neutrals, hung out mostly in human locations, and they had a cool one-use ability - a strike in the
dog back, teleporting behind an enemy unit in exactly the same way and dealing unretaliated damage, only properly on a hex field rather than as a fashionable animation.
I will say even more: if you really want the faction to have two female units, let us make the assassin the second girl. I hope he will not be offended. The crossbowman could be made a girl, especially since there was precedent in Heroes II - the model clearly has size-four breasts and painted lips. But I do not want a man with a short knife and a man with a long knife walking one after another. A woman with a short knife and a man with a long knife is already more varied, agree.
The faction champion will be, well, the Champion, the cavalryman. Like in the fourth game. Weaker than other T7s, but cheaper and with higher growth. Perhaps in strength roughly on the level of the battering ram, but making a slow lump with specific use the faction champion is not the best idea. And cavalrymen are traditionally a very fast unit; in Heroes II they were the only ones who could compete with phoenixes in speed.
My lineup in ascending order of strength: peasant/pikeman, crossbowman, female assassin, swordsman, battle nun, battering ram, cavalryman.NecropolisCurrent lineup: skeleton, death hound, ghost, gravedigger, lich, death knight, bone dragon, vampire (?).I will praise the liches - okay, normal, will do, not the worst that could have happened. I want to nitpick, but there is not much to pick at. Skeletons are also okay, normal, will do.
I will nitpick the ghosts. They are good, a cool silhouette, a cool lantern accessory. But... Sorry, why the bald hell do they need that kind of cleavage?! Are you serious? Like, are you freaking serious?! This is not even sexualization of a unit, this is some circus with horses and clowns. Cover the cleavage and it will be fine.
Gravediggers are vague as a unit overall. The idea of a summoner is good, but it can be put on the lich. As it is - well, me-e-e-eh.
Death Knights... Well, again they are ripping designs from the awful games, what is this, and after all that talk 🤣 No, guys, bring it back to how it was in the third and fourth games. I like the scythe, cloak, and ghost horse, I even like the Death Knight design from the seventh game (drive me out, mock me), so this is not the hill I will die on, but let us better have a sword and helmet, okay?
I really like the dead dragon’s design, but I really dislike that with this design it has taken up residence in Necropolis. It fits a faction of some dark forest, corrupted elves and forest monsters more. Necropolis is about death that is truly death, full stop. Here I see a union of life and death.
As for vampires, I simply hope they will be no worse than the Heroes III ones, although my favorite vampires live in the fourth game.
As for the hounds - I understand why they introduced them, this is Cerberus at home. But I cannot help showing
cool death hounds, which hint that we should make Todd Howard happy and buy one game...

Well then, the hounds are the ones we throw out into the cold; we will not need them in Necropolis. And the gravediggers. The dragons, fine, we will keep, but on one condition - let them uproot their tree and become classic dead dragons. They do not have to grow wings - look, in Disciples II dead dragons live perfectly well without wings. Look at these cuties.


And we have only one low-level slot left to fill. A classic zombie asks to go there, but let us freshen it up a little. I was talking about body horror here...

Th-i-i-i-i-is guy, the benchmark nightmare fuel. He is disgusting, I adore him. In Disciples this is a high-level unit, but since ours will be T2-3, he will have to be cut down. I see him as a classic sturdy zombie, only quicker and with a couple of cool abilities (maybe on upgrades?). Not a top unit, but not useless cannon fodder either.
And you know what else? Let us reshuffle the units a little. I considered getting rid of dragons and putting Death Knights at T7, but that would mirror the humans, whose T7 is also a dude on a horse. That is boring. More than that, I am inclined to lower them, and raise to T6... Liches. No, well, why not. Liches are, after all, insanely powerful dead spellcasters, the driving force of the undead.
My lineup in ascending order of strength: skeleton, ghost, thing, vampire, death knight, lich, dead dragon.WetCurrent lineup: real-life jellyfish, flying ray, slug rider, tentacle witch, cryomancer, flying tentacle monster, lord of the seas.Oof, this is really very bad. And I do not mean the designs. The designs are okay, normal, will do; I liked the tentacle witch (not super original, but cool), and the flying monster gives off Lovecraftian xeno vibes. But the faction as a whole... People complained about the nagas in the sixth game too, saying the lineup was a bit strange, but the core consisted of creatures from Asian mythology (kappas, yuki-onna, kirins, the nagas themselves), and we knew some units from previous games - the same nagas, water elementals, medusas. Something similar can be said about the swamp in Heroes III - even though 95% of the units were newcomers to the series, hydras dropped by, providing a point of recognition, and the rest of the guys were mostly relatively well-known monsters - the interesting ones being only dragon flies and gorgons, which are actually
catoblepasses. Here the guys clearly went overboard with originality. Not a single unit you can recognize, latch onto, that gives off classical mythology and fairy-tale fantasy vibes (and I will remind you that classic Heroes, while not being fantasy,
looks like fantasy and did not break that illusion over four games). As a spherical fantasy faction in a vacuum, this could work. As a fan town for Heroes III - sure, go ahead. As a faction in a game meant to revive the Heroes series - absolutely not.
Therefore we mercilessly kick absolutely everyone out into the cold and assemble the faction anew.
Somewhere around here you may start vaguely guessing why I threw hydras and medusas out of Dungeon, and you will be absolutely right. They will fit into the tentacle-water faction like natives, becoming the very core that provides recognition and “Heroes-ness.” We will push the hydra to T6, put the medusa somewhere in the middle, let her shoot and cast.
Whom else have we forgotten? This guy.

In the fourth game this was a high-level bastard who ruined a lot of my nerve cells, because heroes eaten by it were not resurrected by Immortality, and once I got wiped in Dogwoggle’s or Waerjak’s campaign (I remember it was the barbarian one; as a mage it would have been easier), out of habit poking a hero with no army at these friends. But I think we will lower him, especially since King’s Bounty created a precedent.
Oof... How awful this webp format is, impossible to embed anywhere. So not a slide from the original game, but a fan creation, though close enough to the original.

Arthur Curry would like to take the floor and propose a new unit.

This seems more interesting and thematically fitting to me than some slugs. And it works better for fairy-tale fantasy. What could be more fairy-tale than riding a seahorse? But we will let Arthur himself go, or Warner will start complaining 🤣
Seahorse riders can very well be flyers, by the way. Draw on some wing-like fins, and beautiful.
Whew, three more units. Let us turn for help to... other fans of the classic games.


Here is your T1-2 with flight/teleportation.
I still have not added a mermaid to the lineup, because I think she would be very similar to the medusa, and we already have two sea girls; a third would be too much. But then it dawned on me. What if the mermaid is a boy? There is your melee fighter.

And now we need to settle the question of the faction champion. I thought for a very long time. Because a kraken and sea serpent would overlap strongly with the hydra, and filling all high tiers with slow fatties is just not okay at all. I did not want a dragon, because that is boring; I did not want a whale or crab, because that would also go into the slow fatty category. I had to google and use my head, and I found
this guy.

They appear and disappear in the oceans, often at night, and it is thought that they would suddenly appear on what was previously a calm sea surface as a giant's black bōzu head and destroy ships. They are often a few meters (yards) to a few tens of meters (yards) in length,[1] so they are seen as quite large, but there are also tales about relatively small ones.
He is big, he teleports, he sinks ships, he remains a classic mythical monster, but allows room to fantasize over the design; you can distance him from Japanese mythology and simply call him a “sea giant.” I think this is good, especially since we have already filled the quota for Heroes-like and fantasy units. You could even take some design pieces from the current lord of the seas, but I see this unit as more titan-like.
A couple of words about the overall design - reduce the degree of tentacles and alienness. You can keep the style, but comb it into more classic fantasy images.
My lineup in ascending order of strength: angler, nymph, triton, medusa, seahorse, hydra, sea giant.HellCurrent lineup: winged fly-demon, tonguey demon, four-legged stinging demon, dragon fly, spider-demon, worm-demon, swarm queen.Oof. O-o-o-of... In essence, the complaint is the same as with the faction above - the guys went too hard into originality. Only here they also screwed up 99.9% of the designs. Someone offscreen told me this is 146% not the Kreegans, so they are other demon-xenos. The dude in the video suggested that they corrupted local insectoids, rather than being insectoids themselves. Either way, his complaints of “I do not understand, is this one unit or different ones” are very telling. The units differ little; it is just a bunch of red near-insectoids, often rather tasteless and similar to one another.
It is actually funny that at the release of the sixth game I defended the Breeder Mothers, and here I am scolding an entire faction for roughly the same thing, lol.
And here I am stumped. I do not know what to do. On the one hand I want to throw them all to hell and make classic devils from scratch. On the other, I do love insectoids, and according to canon demons are aliens after all, and I am wavering and cannot bring myself to mercilessly uproot all insectoidness. So I want to compromise. To me, demons are classic devils, but their horns and claws give Tyranid-Zerg vibes. Some can keep segmented limbs or chitin armor, someone can be decorated with a stinger. I would like to draw what I mean, but I am too lazy, and I am not a top concept artist of the game industry either. So, when I talk about the lineup, imagine the units as if a Genestealer cult had opened somewhere nearby (and I am saying that Tyranids would make good insectoid demons...).
We throw everyone out into the cold except the dragon fly and the queen. We mercilessly redesign the queen toward more humanoidness and fewer unnecessary details. Cut the crown of horns, the stinger, and I would replace the legs with something more hoof-like, as in the fifth game. We will keep the dragon fly as a tribute to Heroes III. And since things have gone this far, let it be a cazador at home, why not 🤣
We return imps and cerberi to their native halls. The doggies can be partly copied from the fifth game and even the sixth; they had cool armor there. But I would still prefer the dog in the cerberi not be buried too deep and remain clearly recognizable, because we are reviving the series and returning the spirit of old-school fantasy.
We also bring back
Gogs gogs. We need a good shooter. You can also make him a spellcaster, though I see the queen as the main spellcaster.
For T6 I propose taking the Juggernaut from the sixth game or some huge devil from Disciples II. Just a big overpumped scary humanoid demon with cannon arms. I like those.
Finally, let us again remember my beloved fourth game and my beloved (not) slugs.

I think these series veterans should be given a second chance, because in their only game they lost outright to vampires.
My lineup in ascending order of strength: imp, cerberus, gog, dragon fly, slug, juggernaut, queen.WoodedCurrent lineup: winged serpent, gold dragon, little faerie dragon, phoenix, bumble-fairy, satyress, mushroom druid, rock monster, kirin, forest swordsman, flower-fairy.Obviously some of these guys will go neutral, but I threw them all in with the Sylvans just to pile them together.
The winged serpent is not exactly needed, but not exactly completely unnecessary either. Still, better leave it among neutrals. Same with the dragon, which is also kind of whatever, but not awful enough to make me burn.
Both little fairies are cool, but the same problem as with the sea and fire guys - the design is too elaborate for a return to the roots. I like it, but it needs to be remade. The kirin goes there too.
Satyresses, druids, and rock dudes are okay, normal, swordsmen are boring as boredom itself.
I am inclined to praise the little faerie dragons. I had long thought Heroes could get a low-level little dragon. And they look moderately similar to the Heroes III ones, moderately different.
The phoenix is also decent. I would arrange the four wings differently if I were making it for myself, and would remove them altogether if I were making it for Heroes, but it is not the most awful unit in the game.
Whew, a lot of work. We throw everyone out into the cold except faerie dragons, phoenixes, and satyresses. We clip the phoenixes’ wings and leave two. We give satyresses a bow in all grades. Because in a freaking forest faction there must be a freaking archer with double shot, no exceptions. And if here “these are not elves, this is different,” then let that different thing take the rap for the elves. Especially since there was already precedent for a female shooter in a forest faction in the fourth game; even allowing for the wonderful quality of the models and perfect anatomy, you can see that the Nature archer there definitely has boobs.
Here is a slide for inspiration from the unreleased Heroes 5 by the original developer.

Pay attention to the elf with animal legs (why I approved satyresses as archers), the furry, the sphinx, and the fact that they wanted to shove in a kirin instead of a unicorn. And I have nothing against kirins, but I think that can be left for the next game. Since we are reviving the faction, there is nothing better than classic unicorns.
And classic faeries too, while we are at it; her little dress here is quite pretty. You can add a few elements from the fifth game, like entangling vines. Or little antennae on the forehead, as in the first game.
For the remaining two units I propose taking this furry and an ent. The furry can be remade into a gnoll, or not remade; I do not know what is up with the lore there. The ent can replace the mushroom druid and even borrow some design elements. I see him as a caster with powerful buffs. In the God-forgive-me seventh game, the ent was a shooter; at first I was stunned, and then I got into it.
My lineup in ascending order of strength: faerie, furry/gnoll, satyress, little dragon, druid-ent, unicorn, phoenix.And about neutrals. They could at least have changed the hobbit’s clothing color. I laughed at him for a very long time: we are reshaping all factions, smoking up some tentacles and insectoids, some giant robot archers and other nonsense, moving Ashan into the old world, but here we take and copy the design from Heroes III pixel by pixel. At this point I lost all respect for the developers. They have no creative vision, no taste, no system, they do not know what they are doing, and they are crawling to the official publisher to cozy up to the brand. Even the awful Polish towns for Heroes III are made many times better. And there are fewer complaints about them, because those are fans making things for fans on a voluntary basis, while these, God forgive me, developers want to sell their, God forgive me, product using a famous brand. Stop violating the corpse, you filthy necrophiles.
And the cutesy fluffy thing simply finished me off. Why? Damn it, why, how, what for? What even is this? Where do you put it?! This is already open whimsy. It is cute, I insanely like its colors, I do love cute little beasties in general, I endlessly melt over the pet dragon in King’s Bounty, I adore MLP, I even have a Twilight Sparkle figurine, and on VK I bought a chat sticker pack with a character of a similar design, a winged turquoise-and-white kitty, because she is cute (and I also got another one with her for free).


But why the hell did they shove this unit into freaking Heroes?! What were they thinking?! Were they bitten by Disney, which slaps conditionally-cutesy crap into every one of its droppings to sell more toys? Or, I do not know, some Genshin, where everything is just dumped into one pile so there is content, gacha, exclusivity, and pay-to-win? But why here?! If the hobbit was rock bottom, then someone knocked from below. This is just bad; throw it into MLP (I still feel sorry sending it out into the cold), and take a griffin instead, just the one kicked out of the humans.
In general, there are successful finds, but it would be easier to make the game anew. The approach to designs hints that they may approach mechanics, buildings, magic, and everything else in roughly the same way: dump everything into one heap without sorting, stamp out Original Finds, and in the end what comes out will not be a revival of the series, but God knows what with a bow stuck on the side.