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Which units do you recruit when playing as Nature?
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#273
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Elves – they are simply unbeatable! Griffins – they are strong, like dogs, and they always respond (and adding a snake strike... mmm...) I grew to love Phoenixes because of their health and the fact that they can be resurrected at any moment (or maybe I just got tired of dragons?) And I can't do without Mantises!
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#274
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Regarding mantises, it's a rather debatable opinion; water elementals can sometimes be much more dangerous, and if you need them for defending a castle, you could use dandelions!
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#275
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Water elementals are only useful against Necropolis, and for clearing the map, but they significantly slow down the army. However, praying mantises, on the contrary, speed up the army, and they also have quite high attack and defense modifiers.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#276
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yes, mantises with the Dragon Strength buff are a real problem... and if you also cast Vampire Touch (I always level up Death alongside Nature), they become practically invincible!
ОФФТОП - МОЁ ВТОРОЕ ИМЯ :smile01:
Мои карты: /attachments/12680/> и /attachments/10952/>
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#277
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Water elementals are only good against Death.
I wonder how they will help against teleporting devils, venom-shooting creatures, or flying vampires? Vel's are needed to take down heavy infantry, such as behemoths, megadragons, and so on. Sand is our everything.

And I don't remember them being used in the final battles.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to yuriy
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#279
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yuriy;180203
the hero can, in principle, deal more damage than a group of water elementals... slow and not very useful units...
And black dragons won't even flinch. Don't confuse apples and oranges. First, the hero has much more important things to do. Second, there might not be sand in the tower. Third, elementals are useful in the early stages of the game.

Slow... Well, who, tell me, carries them around?
Not very useful... no comments.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

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#282
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Hi everyone! I'm a new registered user. I love Heroes of Might and Magic IV the most because I've played it the most. I started playing IV, and then I found out that there was also III. Now I play V as well. But still, IV is my favorite. I play it very well, equally well with any faction, but my favorite is Nature. I'm a master at playing with Nature. So, Drakosha, hello! Let's chat, share experiences, and get to know each other. And in general, I think that IV is much more complex and not as primitive as III. There are more opportunities for combinations in IV than in III. I can't say anything definitive about V because I haven't played it much. This is just an introduction. Regarding this topic, I can say that the question was initially not quite correctly formulated. The choice of units will depend on who you are specifically "gearing up" against, that is, who you will have to deal with. But in any case, if you are playing against a human and not the AI, the second level is definitely tigers. It's all about resources. The third level is unicorns. Again, because of resources and the goal of rapid development. It should be noted that neither the second nor the third level will make a difference in a game against a strong opponent, as they are quite mediocre. As was correctly noted, creatures from the portal will be present in any case. The main question is who to build – the choice is between dragons and phoenixes. It all depends on the specific opponent. If it's against Chaos, then you need to take (in addition to tigers and unicorns, which will be present in any case) mantises and phoenixes, as creatures that are fast and capable of destroying the Castle and the hero. The same applies to playing against Stronghold and Castle. Against Necropolis, the same applies, but I prefer to take valkyries instead of mantises from the portal, and dragons instead of phoenixes, and destroy vampires from a distance. Unicorns finish them off up close. I've won like this many times. There remains Fortress, a complex faction, but the strategy against Necropolis also works here. Considering the ability of dragons to attack in an area (to eliminate the enemy hero and individual units), as well as the immunity of valkyries to ice bolts, this scheme works well. In general, Nature has a wide arsenal for defeating any faction, if you know how to use it.
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#283
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a hero can generally deal more damage than a group of water elementals... slow and not very useful units...
Actually, it's one of the best units you can get from the portal, and often much better than praying mantises; it's a very useful unit.

In terms of buildings, I prefer Elves (though I sometimes use Tigers), Unicorns, and Phoenixes. From the portal, I take water units, especially against Necropolis; they destroy them easily.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
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#284
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I voted for the tiger-griffin-phoenix combination – firstly, it creates a very reactive synergy. Secondly, because nature magic is geared towards close combat (speed boost + life buffs). I believe that the most long-range faction is Haven. Therefore, building magic dragons and elves doesn't make sense. And griffins, with the right buffs, are super combat machines!

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In reply to Dr Motor
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#285
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Dr Motor;194811
...Nature's magic is geared towards close combat (speed boost + life buffs). I believe that Haven is the race with the longest range.
And butterflies, a swarm of wasps, quicksand, and valkyries can really help the Elves in battle :) and bees pair well with mantises. Still, my opinion is that Nature will defeat everyone at range, both when fully developed and with a starting archer.
Heroes of might and magic 4 on-line World Championships
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#286
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Mostly elf-unicorn-dragon, sometimes elf-griffin-dragon. Although I also take tigers and phoenixes, the first two options are the best:smile54:.

Графомания путешественника

Хроники сражений:

Бои Стэфании I, II

Турнир: А/Ч, А/З, Н/А, Г/К

Об исторических эпохах, О регионах

In reply to CTPAHHuK
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#287
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CTPAHHuK;194865
I still believe that Sylvan will eventually defeat everyone, both in the long run and with a starting archer.


I strongly disagree! :smile53: Haven is stronger than Sylvan in the long run:
almost all armies can attack from a distance: hobbit, mage, djinn, titan! + mass slow + mass accuracy.:p

and not just Haven - Life, with a mage, can do the same:
crossbowman + ballista + monk + mass accuracy.

I would even venture to say that Stronghold can also compete - just look at the cyclops!:smile10:

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In reply to Dr Motor
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#288
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Dr Motor;194914
I strongly disagree! :smile53: Order is much more effective at range than Nature:
almost all armies can attack from a distance: hobbit, mage, djinn, titan! + mass slow + mass accuracy.:p

And it's not just Order – Life, with an Order mage, can do the same:
crossbowman + ballista + monk + mass accuracy.

I would even venture to say that Might could also compete – just look at the cyclops!:smile10:

When all the ranged units in an army are not very good. Besides, mages are often more effective with their poison and raising skeletons, and with djinn, it's more useful to use Song of Peace and sometimes Haste.
First of all, for ranged units to work effectively, they need to be kept at a distance from enemy units. Having Song of Peace and Slow, the enemy will certainly not reach them as quickly, but they will still not be slowed down for very long. And mana is not unlimited.
But Nature, with its Hive and Quicksand, will be better in this regard. It doesn't consume as much mana, and with the presence of Dryads, you can flood the entire field, and then the hero + elves will do their job, and they won't need all that accuracy. :)

Besides, if with Order you can still keep the enemy at bay with djinn and maybe an Order mage, then Life will have even more problems with this, so what will happen to the poor archers when the enemies reach them.... I think it's clear. =)


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#290
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ZYbr;194916
It's more useful to use Song of Peace and sometimes Enthusiasm with Djinns.
When facing enemy Djinns, it's more effective to use other spells than Song of Peace (although sometimes it's necessary, I agree). Djinns can also cast Illusion, which will hold the enemy for a while, or they can attack with ice.
ZYbr;194916
Besides, if you can hold the enemy with Djinns and maybe a Mage of Order, Life will have even more problems with that, so what will happen to the poor archers when enemies reach them... I think it's clear.
And they can also have a Mage of Order in their army - no problem. And if he's there, by the time they reach the archers, the enemies will be mostly gone - and they can finish off the remaining ones in melee combat. Besides, there are also angel guys who will try to eliminate the most problematic units as quickly as possible with their wings. Well, even then, it's not exactly an archer army - the main focus is still on angels in the late game. But with Order, there's no other way - you either build Titans or four-legged monsters?

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