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Which level 1 monster do you like the most in Heroes of Might and Magic V?Auto-translated
I read through the comments and saw that many consider Tier 1 warriors to be one of the key units in an army, like soldiers. For 1000, you get a great unit, which is a good number. However, their high initiative, strong attack, and long range of the Tier 7 unit, especially when buffed, can cause problems. Of course, it's pointless to argue, but here... well, here... But for me, the best of all are the Imps; they have saved me many times against very strong mages. It's been unpleasant when an enemy hero tears apart your warriors so badly that 1/3 of your army simply disappears. They don't always prevent 1-2 magical attacks. But in large numbers, they can break one of the enemy's strongest sides, and vice versa.
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. :)
Of course, assassins – they just need an increase in stats and cost, like skeletons, for complete happiness.
And the enemy will definitely want to hang themselves :) No, we don't need that kind of happiness; they already perform wonders with 14 of them per week...
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.
Skeletons are awesome; they remind me of myself in the mornings :smile20:. But gremlins are also good; they remind me of myself in the evenings and at school :smile54:.
I voted for the Gremlins because I think they are the best.
1). Decent ranged attack.
2). Good ability (especially the Gremlin saboteurs are very cool).
3). Not bad design.
Dura lex sed lex! Говори что думаешь, но думай что говоришь!
Poison doesn't work against the undead! And skeletons overwhelm with numbers.
The problem is that the numbers aren't what they used to be... And now, Necromancer players don't rely on skeletons. Vampires, on the other hand, are essential. And you can't build an army out of all the units in a city; there simply aren't enough resources.
I voted for Goblins because I think they're the best. 1) Decent ranged attack. 2) Good ability (especially Goblin Saboteurs are very strong). 3) Nice design.
Well, everyone has their own opinion about the design. I don't know the ability very well; it doesn't always seem to work. Decent ranged attack? No, it can't compare to the attack of Archers, even considering the bonus. However, with the introduction of Stalkers, Archers have been relegated to the background...
So back off your rules, Back off your jive! Cause I'm sick of not living, To stay alive, Leave me alone! I'm not asking a lot - I just don't want to be controlled, That's all I want. All I want!
These imps are pretty good... Their ability to "steal" mana can really get on anyone's nerves, especially if they have a spellbook :-)
I agree! I voted for them myself. I like to gather imps and keep them in the castle under reliable guard. In the early stages, they die too quickly, and that's why in the middle and end of the game, their shortage is felt, especially when playing against a Warlock who can wipe out a lot of troops with Earth Shock or Chain Lightning. But when you have about 400 of them in the castle, you take them out of the castle, and then the enemy mages are doomed!