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Posts from Which creatures from the alternative upgrade options do you choose?

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What is your opinion on alternative upgrade paths?
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#124
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well, executioners are more vulnerable; they have lower defense and fewer hit points, and besides, they are still a more individual unit than leaders.

Executioners die much faster than leaders, and probably also because of the double attack:rolleyes:
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#126
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the leaders also deal significant damage; even if it's just once. Even with only one level of Fury, they can compete with even level 7 units.
In reply to Zybr
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#127
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The whole problem is that you not only need to reach this level (which is unlikely to happen by the first turn), but also manage not to lose it under enemy attacks and chaotic magic. And you need to attack with both types of units when the retaliation is already removed, or when they have killed most of your stack.
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#128
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I don't know how it is in scenarios, but in duels, Executioners are better...
There's a dueling hero among the Orcs (I don't remember the name), and she has both types... Orcs die almost equally, but Executioners at least hit harder... and as for abilities... after the Chieftain attacks their own unit, the last one seems to move immediately after the first... or not? (I don't remember exactly)... maybe the ability isn't that great, but the Executioners' ability isn't worse either, and it's better to attack yourself... IMHO =)

Level 3 Orcs, I like the ones with shields) they're much more durable...

And in general, it's strange that level 3 Orcs don't even have 20 HP... even Humans have more HP, and Orcs have demon blood, and they've always been more durable than the others...

Be strong. Believe
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#129
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Orcs have a lot of abilities that allow them to quickly reach level 1, or almost immediately (but before the enemy's first attack). As for losing rage, Orcs have a great battle cry (and it's a level 1 ability) that specifically increases a unit's rage, and sometimes it increases it VERY significantly. In duels, it's not as easy for Orcs to gain rage; their battle cries are somewhat weak in that context, but even then, the same spell (the one the Centaur chieftain has, I think) increases rage by 1 level, which is very significant. In general, I personally like Orcs because each of their units is dangerous. Even goblins can sometimes give the enemy a hard time, and the other fighters are even more formidable: warmongers, daughters of the earth... wow, it's great:rolleyes: :o

Added after 21 minutes
2Ar. The whip strike significantly increases initiative, but not by much. But I disagree about duels; executioners aren't that strong. Nazg already mentioned this, and I'll just agree with that statement. Chieftains + free cyclops is a very strong combination. By the way, you can use it to its full potential in duels, especially with Garuna
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#130
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well, if only that's the case =). But on their own, they are not very strong...

Yes, goblins are also strong in duels for Sharukut (or whatever his name is?). Two types, 200 each =). When a lot of rage accumulates, it's hard to kill them...

P.S. Are only Orcs being discussed here? Or not?

Be strong. Believe
In reply to 3DogMZA
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#131
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Each race has different upgrade options. For Haven, you can take all new units (Rebels), except for Inquisitors. Sometimes, armor is more useful than Bloodlust. For Academy, you can take all old units, except for Gremlins and Titans. For Necropolis, you can take all new units, except for Vampires. For Sylvan, you can take all new units, except for Druids and Archers. For Dungeon, you can take all new units (I especially like the new lizardmen).
In reply to Titan7880
#132
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Titan7880;168055
Each faction has different upgrades. For Haven, you take all the new units (Rebels), except for Inquisitors. Sometimes armor is more useful than Bloodlust.
For Academy, you take all the old units, except for Gremlins and Titans. For Necropolis, you take all the new units, except for Vampires. For Sylvan, you take all the new units, except for Druids and Archers. For Dungeon, you can take all the new units (I especially like the new lizardmen).
And everything is wrong :) Firstly, there are very few clear-cut choices, secondly, read the thread from the first page, and thirdly, you should still try both upgrades in practice before drawing conclusions based on stats/abilities.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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#133
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Titan7880
You're wrong about the Druids; if you're leveling up a hero with Summoning or Chaos skills, it's a complete waste. Try it out. Hmm, I don't really know – I choose based on my mood. Both upgrades are usually viable; it's a matter of taste, as well as overall tactics and the expected enemy.
And regarding the new Dark Elf creatures, I don't even know; it depends on who you're fighting. The old ones are more than good enough for reducing enemy defense.
Секрет в рассказе,а не в рассказчике
In reply to Майор Вихрь
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#134
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Major Whirlwind;168277
Everything is wrong :) First, there are very few definitive choices, second, read the thread from the beginning, and third, you should still try both upgrades in practice before drawing conclusions about stats/abilities ;)
Major Whirlwind, I made my choice based on the characteristics of the creatures. As for the druids, I sometimes take new ones. But most often - the old ones, because lightning is more powerful than ranged attack. And I only upgrade one type of magic, and in most cases, it's either light or darkness.
Dura lex sed lex!
Говори что думаешь, но думай что говоришь!
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#135
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Regarding Necropolis: 1. Skeletons, in my opinion, are better than archers in the new version. They have magic resistance, but they can be taken down relatively easily at the beginning. 2. Zombies, of course, with their aura that reduces morale, are great, but they are slow, although they have always been. 3. Ghosts are not very useful; stealing ammunition is not impressive, and you need to destroy the ammunition cart first. However, specters are a good unit. 4. Vampires are always good; it's a matter of taste, but vampire lords are probably better. 5. Liches are undoubtedly good; they can resurrect twice. 6. Death knights are a poor unit; they are not very useful. 7. The dragon in this part has always been not very good, but now, unfortunately, it's just amazing.
Хороший паладин-мёртвый паладин:smile34: :smile14: :smile16:
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#136
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When I first played Tribes of the East, I always chose new units for each faction to test their abilities. And regarding definitive choices: I have a few. Stronghold: a completely demonic upgrade, except for the wyverns. Necropolis: always new liches, dragons, and vampires. Sylvan: always new druids and nymphs.
Варвары рулят!!
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#137
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In my opinion, skeletons are better than archers in the new game; they have magic resistance, but at the beginning, they can be easily defeated.
However, here it's the opposite; swordsmen are much more durable than archers. You can even use them to easily defeat archers by simply resurrecting the fallen ones at the end of the battle. And they also deal damage.
Первый, кто был забанен за Правду.
In reply to 2DDarkKnight
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#139
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It has been one hundred and twenty-six billion years, and I finally decided to revisit a topic that I started on the magnificent portal www.HeroesWorld.ru. I will also adjust my first posts with my current decisions and upgrades. Let's start:)

Demon Faction:

1. Imps are more fun; they steal mana every turn.
2. Elder Demons are good at jumping and dealing damage; they are better than an explosion, but their defense is lacking. I haven't decided yet, but for now, I'm taking Imps.
3. Hellhounds are:smile54: !!! With Dragon's Breath and a 3-headed attack, they are very powerful!
4. At first, I thought Succubi were cool, but then I swapped Temptation back for the Chain.
5. I don't see much difference between the horses.
6. I think it's better to take Cave Crawlers when the Hero is a good mage.
7. I don't see much difference between the Aces either.
2. When defending a city, they are undoubtedly good. Otherwise, I take the jumpers.
5. The new horses are better. They finish off small creatures well. They are like healers:):)
7. Archdevils are useless. I take the old ones.
Regarding Mages, here are my perspectives:
1. I haven't decided about Gremlins.
2. The new ones are useless; they are vulnerable to magic.
3. The new Golems are undoubtedly better.
4. But I think the new ones are better. Everyone around them is protected from magic.
5. I haven't decided about Djinns.
6. Nor about Rakshasas.
7. I agree about Thunderbirds. Cloud is much better than Lightning.
1. The new Gremlins are definitely better! They are simply cheaters... Their stats are just higher...
5. I still haven't decided about Djinns...
6. The new Rakshasas are good, but if I'm going to attack someone with few units, I take the old ones.
7. Well, I don't know... I take them depending on the situation; their stats are almost identical.
Now about Orcs.
1. I take Trappers first, and after each major "journey," I change them.
2. Combat Centaurs are more protected, and maneuverability loses its advantage against large enemy armies.
3. I like Warmongers more for their appearance, but the Fighters are:smile12:
4. It depends. Sky has a chain of lightning, but Earth is good in melee.
5. I also change them like Goblins.
6. Again, I change them. But more often Dark Wyverns.
7. When sieging a castle, I take the free ones; in other cases, I take Bloodeyes.
5. Executioners, Executioners, and a few more Executioners! A 2x attack for 5 levels is more than OP!
6. More and more often, I take the dark ones...
I liked the following in Dwarves:

1. I like the new ones more; they have higher characteristics.
2. But I think Harpooners are better! It's cool to use the harpoon to pull enemies into a wall of fire, a wall of swords... For runes when sieging a castle.:)
3. The new ones are better than the old ones. With the Bear Roar.
4. I prefer Arkat Warriors because of their Battle Fury and a little bit because of their Giant Killer.
5. Here, it depends on what you like: Fireball or Wall of Fire. It depends.
6. Electricity was passed on to Erls, and the Jarls have fire, but I think the first is better.
7. When defending, the old ones are better. When attacking, the new ones. Which is obvious.
7. In general, I prefer attacking, but when playing as Dwarves, it's better to take defense. Therefore, I take the old ones. But it's more fun with the new ones: fire starters are useless)).
Perspectives of the Order Faction. It's good that they added new abilities in red.

1. I don't care: Militia/Landlords. I create them only to get money.
2. Archers are definitely better. They have a higher attack and shoot without a penalty.
3. Zealots are definitely better. They are crushers.
4. If you need someone with good initiative, my choice is Royal. Almost always, in other cases, it's Combat.
5. Adepts have better parameters.
6. Knights of Isabnl are more beautiful, but the old ones, I think, are better.
7. Seraphs are cool with their Divine Vengeance. I love this spell! They mow down level 7 units well!:smile12:
1. I take Militia. Defense is more important, and they give money:)

Sylvan Faction:

1. Nymphs, because they heal themselves well (although Ents are practically useless).
2. Probably Wind Archers. Because of their agility.
3. If there are artifacts that allow the hero to shoot without a penalty, I take the old ones. Otherwise, I take the new ones; one shot from them is like two from the old ones, even more powerful, in my opinion.
4. Here, I more often take the old ones. Lightning is expensive.
5. I haven't decided. Depending on the situation.
6. Trading defense for attack is cool. I take Imps.
7. The old, good Crystal Dragons are still good.
If there is Magic of Light, I can take the new ones, but more often I take the old ones because of the aura. If there is no Magic of Light, I always take the old ones.
6. Now I more often take the old ones. Ents have always been tough, so let them remain that way.

Hmm... They definitely did a bad job with the Dungeon, removing all the archers from the army:smile48: :smile48: :smile48: . Perspectives on Dark Elves:

1. I take Assassins, of course. But for scouts, I take Imps: if the enemy's main hero attacks them, the Imp becomes invisible, and meanwhile, the hero will shoot with fireballs and other spells. Just one Imp is enough:D !
2. Megeras are more durable; I take them.
3. I take Guardians for their 2x attack.
4. The new ones definitely have a good ability - random attack:D :) :D . I take them.
5. Acid Blood is cool. Imps.
6. Naturally, the old ones. It's simply inappropriate to refuse such powerful archers.
7. The red ones with their special attack are cooler.
6. One correction: now I don't consider them powerful anymore.
Necropolis:

1. Well, I don't know... I think archers are better. Well, if there are 100 or more Liches, then you can take Warriors.
2. I can't decide about Zombies. Sometimes it seems that Chumblers are cooler, and sometimes - Rotters.
3. I take the new ones, although I'm not very sure.
4. Imps with Stun are cooler. Why do you need a retaliatory attack if you can just stun?;)
5. If there are more than a hundred, Imps are definitely cooler. Raising so many undead is:smile20: !
6. I take Banshees. They are always surrounded by a lot of enemies, and then they scream!
7. I don't even know. It depends.
2. I'm still lost)).
3. The new ones are better.
5. And if there are fewer than a hundred, they are also good.
7. I take the old ones - only because they have 10 more hit points.