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In reply to Ларс
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18 years ago
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Life: Ballista → Monk → Angel Might: Harpy → Cyclops → Monster Order: Mage → Djinn → Titan Nature: Elf → Unicorn → Magic Dragon Death: Cerberus → Poisonous Spawn → Devil Chaos: Medusa → Ifrit → Black Dragon
In reply to OptiMAL
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18 years ago
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I don't encounter such difficulties. Because I choose archers/flying units or mages to counter all infantry.
In reply to Смерть попсы
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18 years ago
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I choose based on the available resources! Anyway, the alternatives are roughly the same.
In reply to Ларс
18 years ago
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L@R$$ON;169198
Oh, it's been so long since my last posts. Time for an update... :D

Anyway, let's start in order..

Life

Level 2. Always built ballistae when playing offline. Always! And no pikemen, despite their speed advantage :rolleyes: The ballista's shot without any penalties outweighed the pikemen's ranged attack.
Level 3. In my younger years, I built monks. Also always! :D Recently, crusaders rule! :D
Level 4. A dilemma. Usually, angels were built. But after trying to play with champions once, I realized it's not that simple, since the iron men win by numbers. No joke... 4 per week!!! And if you upgrade the lord.... Plus, they are surprisingly cheap for their level...

Death

Level 2. A dilemma. Cerberi are three-headed, of course, but not very well protected... Ghosts... The necromancer's ability to constantly replenish their numbers, plus incorporeality and aging. In short, it depends, but more often it's ghosts :rolleyes:
Level 3. A dilemma. Vamps... No need to talk about their strength :smile54: , but in large numbers, those creatures cause such poisoning (hm.. pun :smile26: ), it's just terrifying... and the damage is decent, plus they're the only shooter! :smile02:
Level 4. A dilemma. This is where it's even harder to choose (at least for me). Little dragons are protected in ranged combat, casting fear upon attack + the ability to strike first against most units :D. Devils... terrifying ability :D plus summoning demons. Once, demons decided the outcome of a finale in my favor during an online game. In short, I look at the number of available and existing resources. That's the only way...

Order

What I like about it is its flexibility.
I follow a simple idea here. I very rarely create a purely magical army... just as I rarely create a purely combat one (casting is always useful ;) ). Therefore, if I have mages at level two, then only nagas at level three. If I have golems at level two, then only djinn at level three. The second option is preferable, but it's not a panacea.
At level four, only Titans and only them. Always! :D Not building the most powerful shooter in the game is, IMHO, a sin! :D :D :D Plus, there's no penalty in melee combat.

Chaos

Level 2. Never liked minotaurs....
Level 3. I used to always take nightmares. Recently, only efreets and nothing else. Flyers plus a fire shield against a single cast of terror. IMHO, the former is better.
Level 4. A dilemma. Maybe even tougher than between devils and bone dragons. Black dragons are cool, no doubt.. But where do you get that much money :D Hydras.. multiple attacks without retaliation are sometimes more useful.

Nature

Level 2. Only elves. Always. I just can't do without shooters :)
Level 3. Only griffins. Also always :) Unicorns are too fragile... Infinite retaliation is usually more important to me than blinding...
Level 4. A dilemma. Dragons in large numbers work wonders (especially in Equilibrant). Phoenixes are strong and reincarnate. Hard to choose.

But at the portal, I usually always hire fire elementals. I have a liking for them :D

Stronghold

Level 2. Only harpies (especially with Equilibrant, since the Stronghold became cheaper), because nomads are just berserkers who switched to horses. They die like flies.
Level 3. Cyclopes. No comments. ;)
Level 4. A dilemma. Behemoths chop things up so badly it's not even funny. In terms of damage dealt, they are second only to BD and MD, but they are slow. Birds fly and hit with lightning, but they're flimsy. The choice is difficult, but the monsters are still preferable. :rolleyes:

In the end, it turns out that Death has the toughest choice of all :smile26:
That's the way it is!


You described my point of view exactly and completely))))
Only I take nightmares and unicorns, and for Stronghold, I always take the birds.

And what was the reason for the switch from monks to crusaders?)
In reply to Святой_Паладин
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18 years ago
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Holy_Paladin;172320
What was the reason for switching from monks to crusaders?

You know... after thinking about it, I realized that my army consists almost entirely of their archers... So, it's not very good. Besides, crusaders are quite fast, and two attacks are no joke!

And in online play, I think they will be more helpful than monks... ;)

Just my opinion... :)
In reply to Ларс
18 years ago
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L@R$$ON;172322
You know... after thinking about it, I realized that my army consists almost entirely of archers... So, it's probably not very good. Besides, Crusaders are quite fast, and two hits are no joke!

And in online play, I think they'll be more helpful than monks... ;)

Just my opinion... :)

I've also started taking Crusaders recently, but I still can't figure out what's more advantageous... monks or archers (and they are quite powerful).
And you can never have too many archers :)
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18 years ago
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Strength:
Nomad - decent HP for a level 2 unit, and the first strike often decides the outcome.
Cyclops - definitely a good choice. They are excellent ranged attackers, and they have a large number of them.
Birds - weaker than other creatures, but there are more of them, and the lightning strike often helps. The main advantage is their speed. While other creatures are still moving, they can already attack and defeat the enemy (and it's not always the other way around).
Nature:
Elves - a good ranged attacker, and the tigers are also decent. But the elves are the best ranged attackers.
Griffins - speed, initiative, flight, retaliatory strike, and overall strength. You need a Stronghold for them, but it's worth it. They are much better than horned creatures.
Phoenixes - usually, these are the best units. They are powerful. Although the magic unit is also good, the phoenix has resurrection (although some imps can mess up all the spells!), fire breath, and immunity to fire. But their appearance is not very appealing: grilled chicks :(
Chaos:
Medusas - a ranged attacker, and their deadly gaze is a great ability! Especially with cat-like reflexes and a composite bow. Minotaurs are also decent, but they are not very fast.
Nightmares - the Ifrit is faster, has more initiative, a shield, and immunity to fire, but it has less health. The Nightmare has excellent HP. And terror is also very useful.
Black Dragon - well, I think it's obvious. It's a killer... and that's all.
Death:
Dogs/Ghosts - Cerberus, retaliatory strike, three heads... Well, 24 health. The ghost has 15 health, but it has speed, initiative, aging, and incorporeality. I usually choose Cerberus.
Vampires/Offspring - I usually choose the poisonous ones, as they are the only ranged attackers. Vampires (I often play on large maps) will be available with necromancy.
Bone Dragons - 275 HP, skeletal, and also have an aura of fear (a very useful ability). They are better than devils.
Order:
Mages/Golems - they have very little health, but they can hit hard with their fists. Golems are too slow. It depends on the situation.
Djinn - definitely. The Naga is too "fast." Ice Bolt and Illusion are much better than 90 HP and retaliatory strike.
Titan - usually, this is the best choice. It's a good ranged attacker, and since Order has accuracy, it's even better.
Life:
Pikeman - I used to choose the Ballista, but because of its extremely low movement speed, I stopped using it on the map. They can be transported to the siege of castles (of course, with caravans), but that's all. The Pikeman's ranged attack often saves the day (mostly the Pikeman himself) and helps.
Monk - a ranged attacker. But lately, I've had doubts. If I find a second castle, I definitely build Crusaders.
Champion - they are numerous, cheap, have a cavalry bonus, and, most importantly, the first strike. They almost always win the battle without losses.
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18 years ago
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Well, firstly, the Nagas now have an attack that hits 3 units at once...

Also, I tried teleporting them "behind enemy lines" (thanks for the advice, Oxygen) - it's just pure mayhem. Not only is it not that easy to defeat them even without tactics, but with a poorly planned attack, they can accidentally hit other units again.

Development will be more challenging, but in principle, it's possible to manage, it just depends on what magic the guild provides:)

And in the final stages, there isn't that much benefit from the Djinns.
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18 years ago
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Saint_Paladin, it's quite simple :) In Equilibris, which is what we're all playing online right now, Crusaders are much stronger! And they attack twice! That is, they have a real chance to kill a Hero! Imagine, under favorable circumstances, for example, near a Shrine, the Crusaders can easily approach the enemy hero and attack him, he dies, of course, he immediately revives (because he has immortality), and then receives another, fatal blow with a sword! :) Plus, it's problematic to cast any negative spell on the Crusaders; it will most likely be rejected!
So, it turns out that they are much more advantageous than Monks in many ways :)
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18 years ago
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Zubr, it's clear that the person is writing about Whirlwinds (most likely), and there aren't many good things there for the Necropolis... so, at least you could have written about Iqu and the like. P.S. In Iqu, the choice is more difficult.
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18 years ago
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Ar, I think it will work well with Whirlwinds too))) well, there won't be a triple attack, but what will the teleport be like:rolleyes:

Added 5 minutes later
Lu41k;172431
Holy_Paladin, it's elementary :) In Equilibrium, which we are all playing online now, the Crusaders are much stronger! And they attack twice! That is, they have a real chance to kill a Hero! Imagine, under favorable circumstances, for example, under the "Sanctuary" spell, the Crusaders easily approach the enemy hero and attack him, he dies, of course, he immediately revives (because he has immortality) and immediately receives another, already fatal, blow with a sword! :) Plus, it is problematic to cast any negative spell on the Crusaders, it will most likely be rejected!
So, it turns out that they are in many ways more advantageous than monks :)

And monks shoot, sometimes it's easier to develop them:rolleyes:

Besides, with that amount of armor that is put on heroes, it will be very problematic to kill him with one blow.
The Sanctuary spell is, of course, good, but the enemy doesn't skip turns either.
And with a favorable terrain, the Crusaders can get stuck somewhere:)
in my opinion, the Crusader is also a good teleport unit, but such a spell may not appear...
In reply to Zybr
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18 years ago
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ZYbr;172437
Ar, I think it will work well on Whirlwinds too))) well, there won't be a triple strike, but what will the teleport be like:rolleyes:

Added 5 minutes ago


And monks shoot, sometimes it's easier to develop them:rolleyes:

Besides, with the amount of armor they put on heroes, it will be very difficult to kill him with one hit.
Sleds are good, of course, but the enemy doesn't just sit around.
And with a favorable terrain, the Crusaders can get stuck somewhere:)
in my opinion, the Crusader is also a good unit for teleporting, but such a spell may not even appear...
If the third level is taken to the final battle, then it is enough to kill the hero. Maybe not absolutely any. And maybe absolutely. It depends on the map.
And if there are 10 Crusaders, then most likely they have nothing to do in the final battle. Just to take revenge.
If the enemy has retreated to summon creatures, then sleds are harmful against him. While you are in the sled, he will increase his troops several times. And he will fill the battlefield with "his" creatures so that you cannot break through to him.
In all other cases, mass dispel from under the sled will solve all his magical endeavors. :smile16:
If there is no mass dispel, no mass spell removal, no mass spell stealing... Well, you need to be more careful :)
And you also need to know how to use sleds.
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18 years ago
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The only advantage monks have over crusaders is that they require an abbey, which you'll build anyway for the angels (because you need a seminary). Crusaders, on the other hand, need a shop, which means losing a day. If that day is critical and you have enough resources to place the angels, say, on day 5 (PowerSpot, Expert), then the choice is clearly in favor of monks. Otherwise, crusaders are much more dangerous.
In reply to oxygen_hl
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18 years ago
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oxygen_hl;172524
The only advantage monks have over crusaders is that they require an abbey, which you'll build anyway for angels (because you need a seminary). Crusaders, on the other hand, need a shop, which means losing a day. If that day is critical and you have enough resources to place angels, say, on day 5 (Circle of Life, Expert), then the choice is clearly in favor of monks. Otherwise, crusaders are much more dangerous.
Well, on the Circle of Life, the shop is already there ;)
In reply to shnurov_hl
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18 years ago
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shnurov_hl;172551
Well, there's a shop right next to the Conflux ;)
Is that really that important? ;) I've changed it to PowerSpot, is that better? :D

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