Auto-translated
My choice: harpies, cyclops, and behemoths.
I spent a very long time deciding on the barbarians. I played with them exclusively for four years, but for some reason, I didn't use harpies. Maybe I just didn't feel like building a Stronghold (although a caravan isn't cheap either), or maybe I was more attracted to the higher number of hit points, powerful attack, first strike, and the ability to reach the enemy on the first turn (a tactical advantage). I still don't understand why I preferred them.
I only started appreciating harpies recently and completely switched to them. Retaliation is much better than first strike, even if it deals slightly less damage to the enemy; this unit is incredibly effective in defense (sometimes it's even more useful than archers). Plus, they have a solid movement range on the battlefield, not inferior to barbarians at all. The only downside is that harpies are not very effective against "hard-hitting" enemies, for example, Life with "pikemen-crusaders-angels," Death with "ghosts-vampires-dragons," or, in short, against anyone who prefers brutal melee combat on the first turn.
Let's move on to the third level. I never got around to trying ogres in Equilibris, but from what I know about them, their advantage is obvious. The problem of a lack of mana in the early game is solved by placing single-cell ogres in available slots; in the late game, it's solved with an artifact or the "Mana Surge" spell.
And since I mainly play in Whirpools, I don't think anyone here will be surprised by my preference for cyclops. Because ogre mages in this version are definitely weak – just a slow piece of meat with monstrous growth.
Next, the fourth level. I choose behemoths because of their large number of hit points, powerful attack, and defense. And they are also cheaper to build than harpies (I'm not sure about this; if I'm wrong, please correct me). With tactical gameplay, they will easily defeat the enemy, and as for the final battle, yes, they are slow and will simply crawl towards the enemy's positions on the first turn, but they can deal significant damage to Chaos/devils/phoenixes, which will move first and (most likely) expose themselves to attack. Another disadvantage of my choice is a slight slowdown of the army.
However, my choice of behemoths is not definitive. Sometimes I take harpies if I need huge speed and a lightning strike (but I never take harpies against Order (mechanics), Chaos (devils), and Might (magic resistance)).
Regarding leveling up a barbarian with "Hypnosis" or any other school of magic to the 5th level – I think there's no point in even discussing such a thing. Only in Campaigns, for personal enjoyment, against thousands of intelligent AI opponents :) :) :) :) :)
I also didn't quite understand something in the discussion – why are you guys talking about the barbarian as the only hero in the army? :confused: ?
I mean, like, "level up Combat and Tactics, and there's no room left for anything else." Does anyone here play with Might, using only one hero + an army of weaklings from the first two levels?
I don't see any problem in leveling up one General, one Warlord, one Ranger, and some other warrior-mage. Although I agree that relying on a lucky find of a particular school of magic is not a good idea. You might not even find the necessary spells! It's a different story when you capture an enemy Castle (e.g., Order or Life with a built-in training ground), and they offer you everything on a silver platter. But there are also two objections here: if you are already so fast that you reached the enemy castle and took it, then you have most likely already reached the maximum number of necessary heroes, and it is impractical to remove one member of the team for a weak novice mage; and secondly, not all maps will allow you to acquire two castles.