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You already know me – I can’t help but write something about each unit. :)
- Fairies – they are my favorites. They are weak, though. But their swarm has helped me more than once, and their ranged attack with a range of 3 can really annoy the enemy.
- Goblins – a weak ranged unit, but mage artifacts can save the day, and their growth and abilities are decent.
- Assassins – no comment, everything is great, except for the growth rate. And rightly so, dark creatures shouldn’t rely on cheating. ;)
- Mountain Guards – tough guys, as they say – cheap and effective. :)
- Peasants – they are useful with Ellaine, and also as material for other troops, including the skeletons that necromancers love. But they are useful nonetheless. :)
- Goblins – their main advantage is that they can be used as ammunition for cyclops and as sacrifices for shamans. The upgraded versions have good abilities, and their growth rate is decent.
- Skeletons – they are weak, but a necromancer hero (and you don’t need any other) usually has a lot of them, so they can overwhelm the enemy with numbers. And their upgraded version is a ranged unit.
- Imps – argh... a mage’s curse, especially in Heroes of Might and Magic 5, where they consume mana like crazy. They always annoyed my mage hero. The only consolation is that when playing as demons, they annoy enemy mages, and their upgraded version transfers mana to their allies, so it’s not a bad thing... but they are weak.
I like fairies not so much for their strength or abilities, but simply because I have a soft spot for them... although all the units on the first level are quite interesting and unique. :)