What do you think of this: you place Centaur Archers, then add support and speed buffs. I think it works great: archer attack, support, and + speed!
Posts from Which creatures from the alternative upgrade options do you choose?
What is your opinion on alternative upgrade paths?
by the way, light is not as useless as you think.
if we're talking about the damage from Hydras, then it's a really bad ability. There are few Hydras. They are expensive. Besides, without regeneration, they die in a crowd of enemies. If the damage were at least half as much, it might be worth considering...
in the final battle, if the best thing you can do is summon a dozen slow Pit Lords, then I don't think you did anything right. So, it's not a mega-trump card. Just something to play around with.
PC Only and Forever
Yes, summoning twice as many Lords seems cool, but I said, it's better not to lose troops at all. Wouldn't someone come and finish off your hero after the battle?
PC Only and Forever
Warmongers are very strong in numbers, and the "Taunt" ability gives them an additional attack. So, it's more advantageous to upgrade the "Soldier's Luck" skill and hit them with a whip so they move more often, and they will defeat everyone :P :D
In the campaign, I gathered 580 Warmongers and 120 Chieftains. I divided them into 3 groups of 40 Chieftains and hit the 580 with a whip, plus the hero attacked them. It was insane; they moved 2-3 times in one turn! :D
a few words about the Orcs.
The second upgrade for the Cyclops (instead of a stick, the regular Cyclops has a club, and horns grow) is a game-changer when sieging a castle. It breaks walls and gates faster than a catapult! ;)
Warmongers are very strong in numbers, and the "Bully" ability gives them an extra attack. So, it's better to upgrade the "Soldier's Luck" skill and hit them with a whip so they attack more often, and they'll take everyone down :P :D
In the Campaigns, I gathered 580 Warmongers and 120 Chieftains. I divided them into 3 groups of 40 Chieftains and hit the 580 with a whip, plus the hero attacked them. They attacked 2-3 times in one turn! :D
You're confusing something about the Orcs. First, the "Bully" ability doesn't give Warmongers a second attack, but it allows them to take the hit from an enemy stack's attack from a neighboring unit, and they always counterattack. Second, the double counterattack always triggers; "Soldier's Luck" won't help here. But it seems you were talking about Orcish Warriors. You're right about them in general, but they're not very durable, only about 12 HP (if I'm not mistaken), while Warmongers have 20 HP. I personally prefer the latter. I usually keep them next to the Centaurs so that if anything happens, they can save them, and then they can also counterattack the enemy very effectively))).
2 Vayshan
Look, a quarter of the damage from a Hydra's attack killed 5 out of 7 Dracols (in your case). So, a regular attack from Hydras would kill about 20 of them. And in this case, excuse me, what's the point of this poison?:confused: And if there was some friendly unit next to the Hydras, it would only be harmful. I'm not saying that one upgrade is better than another, but the example is incorrect. Give an example where this ability really shines. Unless you suddenly attack with Hydras from behind... Attacking with the whole army is scary; in this case, the ability will definitely make a difference... And will a good player do that? A Dark Mage, for example, won't panic and will temporarily get rid of them with Blind or Mind Control, or at worst, delay their turn with Slow. My personal conclusion is this: the new Hydras' ability is useful in some cases, it can be a game-changer, it can mess things up, or it may not have any effect. The old Hydras provide a stable, albeit not very impressive, bonus. So, the choice is yours, heroes! ;)
P.S. In the late game, regeneration is really small; plus or minus a few Hydras won't make a difference. So, the choice is for the alternate upgrade.
Added after 34 minutes
And they really messed things up with the Riders... They deal a quarter of the damage to all enemies in their path instead of ignoring defense! If the alternative Riders dealt full damage, I wouldn't have taken them. So, the choice is obvious here too.
If alternative riders dealt full damage, I wouldn't take them.
Regarding the mages:
1. I prefer the old ones, but it makes sense to take the new ones if you're playing against the AI.
2. If Chaos is present, take the new ones, if not, take the old ones.
3. See 2
4. Here, the old ones clearly rule. Fireball deals more damage at the beginning, and besides, it's quite realistic for a mage with his shop to collect 2 items from Sar-Issa, which will further enhance the fireball. Battle mages also have less health (by 1, but still:)), so it makes sense to take them if you already have a lot of mages.
5. I take Viziers because you know exactly what the effect of their ability will be, unlike Sultans – you don't know what spell will be cast. Besides, Djinns are a rather weak unit, while Viziers have more health and magic resistance.
6. I don't even know, it depends a lot on the spells. Kshatras are great with Heavenly Shield and Haste, they are even better with Vampirism. In general, if the opponent has low initiative, take the new ones, if not, take the old ones.
7. New ones 100%, the stats are the same, but the cloud is more effective.
PC Only and Forever
The new mage upgrades cause a lot of trouble for races with chaos magic. It's almost like cheating: gargoyles are immune to chaos, obsidian golems are resurrected, even irresistible magic is powerless against them, battle mages have resistance, viziers have resistance... Plus, some of them also protect adjacent units from magic. And no one seems to know – do battle mages attack their own units? The description says no, but the list of their abilities says yes...
Well, if the opponent isn't an idiot, they wouldn't place two units in the path of the cavalry, so their ability might not even be useful. And ignoring defense will definitely work 100%.
battle mages have resistance,
And no one knows - do battle mages attack their own?
Secondly, I perfectly understand that the ability doesn't affect units that are standing next to the target stack (perhaps I misunderstood your point? Clarify if needed), but if they are in the path of the riders, they will be hit, and even the target stack itself will be affected if the riders run past it before the attack. And we shouldn't forget that riders don't always run in a straight line; there are various obstacles that change their movement trajectory (including enemy units, which can also be affected).
But I'm not defending Alt-Greed in any way, as I personally lean more towards ignoring defense.