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Which warriors do you hire when playing for survival?
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In reply to Пандора
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maybe they banned it in Equi... I don't remember.

No... they didn't ban it. Why would they...?
Resurrection of heroes is one of the main reasons why people build Angels! :)

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In Equi, there are only advantages for life... it seems that the crossbowmen are good there, and in general, all the infantry is nice... I haven't tried building cavalry, only in a semi-RPG map (and even there, there was no choice) or when I captured enemy castles with built cavalry... the same with the ballista, I built it once and captured castles with it.

Be strong. Believe
In reply to Arandor
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Arandor;180420
Life in Equi is all positive...

What a blatant injustice after all! Life wasn't exactly lacking in opportunities even in the Whirlwinds...
In reply to Пандора
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Pandora;180422
What an injustice after all! She, meaning Life, wasn't lacking anything even in the Whirlwinds...
Life is disadvantaged because it doesn't have access to a scout, and also requires slightly more buildings for Angels than other factions (not counting Chaos Druids, of course). And its first-level unit is completely underwhelming. It has neither speed nor abilities.
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 oxygen_hl
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oxygen_hl;180426
And a completely unremarkable first level. No speed, no skills.
I disagree; archers without ranged penalty and with 10 HP and 2-3 damage are quite decent... and the squires are average, they stun well...
P.S. If you really want to, you can take scouting for anyone...
ОФФТОП - МОЁ ВТОРОЕ ИМЯ :smile01:
Мои карты: /attachments/12680/> и /attachments/10952/>
In reply to yuriy
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yuriy;180440
I disagree, Archers without ranged penalty and with 10 HP and 2-3 damage are quite decent... and Squires are average, they stun well...
P.S. If you really want, you can take Scouting for anyone...
Archers without a ranged penalty... who would need them? Death and Nature have fast units like Imps and Flies, Haven has Halflings with good accuracy early in the game, Barbarians have quick units (not top-tier, but still better), and Chaos has resource gatherers. But these Archers have no practical use; they're just useless cannon fodder.

Regarding Scouting. Really? ;) Where, exactly?
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 oxygen_hl
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oxygen_hl;180800
Regarding scouting. Seriously? ;) Where, exactly?

1) Altar
2) Tavern
3) Castles of Chaos, Death, Nature, and Might.
4) Beastmaster (gives a free starting combat skill)
5) Combat Academy (I made up the name, gives 4 random combat skills)

The chance of finding these on the map is quite high (especially 4 and 5), of course, it depends on the map itself, but most maps have two castles, or even more (which means a 4 out of 6 chance, not counting the other items).

Personally, I find it difficult to develop a Life faction because it lacks a strong, impactful unit or combination, and it doesn't have a powerful hero (like a Chaos or Barbarian). In my opinion, Life units always need the support of their mage and require specific tactics; they are heavily dependent on this. Also, a Might mage in the army would be very helpful.
In principle, you can get by with archers at the beginning (ballista), but the speed will suffer.


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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ZYbr;180864
1) Altar
2) Tavern
3) Castles of Chaos, Death, Nature, and Might.
4) Beastmaster (provides a free starting combat skill)
5) Combat Academy (I made up the name; it gives 4 random combat skills)
This is all great. But none of these options are guaranteed. Just like Nature doesn't have access to Dispel. The Runner still levels up, but sometimes it's a headache.
I'd add that I find developing Life quite difficult because there isn't a strong, impactful unit or combination, and there isn't a powerful hero (like a Chaos Knight or Barbarian). In my opinion, Life units always need support from their mage, and tactics are important; they depend heavily on this. Also, a mage of Order in the army would be very useful.
In principle, you can get by with archers (ballista) at the beginning, but your speed will suffer.
Almost always, Angels are recruited in the first week, and then Tactics, Life Mage, Runner, Angels, and Order Mage follow. This is how the clearing is done. And before the Angels, the 1st level unit is used.
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 oxygen_hl
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oxygen_hl;180800
Archers without a penalty... but who needs them? Death and Nature have fast units like Imps and Dryads, Order has Halflings with good accuracy early in the game, Barbarians have quick units (not top-tier, but still better), and Chaos has resource collectors. But here, there's no practical use, just useless cannon fodder.

I thought about it and still don't understand why they're useless. More precisely, why aren't they useless for Order?))
For Halflings, accuracy is definitely useful, but there's also a blessing for Archers, which isn't that bad. To put it simply, there's a big difference between 50 and 100 damage.
And Life's infantry will be "meatier." The ability isn't that bad; it often allows Archers to fire an extra time, plus you can cast Spiritual Armor on Squires, and they can hold off neutrals for a long time while the Archers shoot them down. Order's level 1 units look weaker.

Second point. How can you get Angels on the map in the first week, for example, on the second-to-last difficulty level? The total construction cost is more than 30,000 gold and a significant amount of resources. Of course, a lot depends on the map, but for the map to be so rich, and most importantly, for that wealth to be relatively accessible...:confused:

In general, the map can be cleared quite well in Equilibrum using Crusaders, regeneration, and heroes (1-2 Life mages and a tactician).


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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ZYbr;181970
I thought about it and still don't understand why it's "stupid meat." Or rather, why doesn't Order have "stupid meat" either?))
For halflings, accuracy is definitely useful, but archers also have Blessing, which isn't that bad. To put it simply, there's a big difference between 50 and 100 damage.
And Life's infantry will be "meatier." The ability isn't that bad; it often allows archers to fire one more time + gives spiritual armor to squires, and they can hold off neutrals for a long time while the archers shoot them down. Order's level 1 units look weaker.
Halflings have an innate Slayer ability, which allows them to kill level 4 units relatively early on most online maps (Circle of Life, Iron Man, Spleen, etc.). Dwellings, for example.
Second point. How can you place angels on, say, the second-to-last difficulty level in the first week? The total construction cost is more than 30,000 gold and not a small amount of resources. Of course, a lot depends on the map, but for the map to be so rich, and most importantly, for this wealth to be relatively accessible...:confused:
On most online maps, it's possible. It's impossible to say exactly where the money comes from because it varies. In addition, it's even possible to do it while collecting chests for experience on Expert difficulty. It's a tight squeeze, but it can be done. I'll note that this depends heavily on the map. On rush maps like Way of Warrior, Death Valley, Dog Days, Boring Mountains, etc., this tactic obviously won't work.
In general, Equilibrists can clear the map quite well with the help of crusaders, regeneration, and heroes (1-2 Life mages and a tactician).
How does regeneration help the crusaders? They have 70 HP, if I'm not mistaken (or thereabouts). There will be losses against any level 3 unit. But if you have a combination of an Order mage, a Life mage, a tactician, and crusaders, then yes, such a team can take down level 4 units. Illusions, slow, remove retaliation, buff the main stack, and cut everything down.
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 oxygen_hl
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oxygen_hl;181991
How will regeneration help the Crusaders? They have 70 HP, if I'm not mistaken (or thereabouts). There will be losses against any Tier 3 unit. But if you have a combination of a Mage of Order, a Mage of Life, a Tactician, and Crusaders, then yes – such a team can even take down a Tier 4 unit. Illusions, slowing, removing retaliation, buffing the main stack, and cutting everything to shreds on the battlefield.

That's why there are two Mages of Life – to quickly apply buffs to the Crusaders.
Regeneration allows you not to heal the Crusaders every time; you can regenerate, attack, and regenerate again, and the Crusaders won't even spend any health.
And I really did forget about the Mage of Order, but he is still needed only to remove retaliation with the help of illusions; there is not much point in slowing down one stack, and instead of a general slow, it is better to combine one stack.
But if you find a Staff of Illusions, then the need for a Mage of Order in this case disappears.
But in general, it is definitely worth developing a Mage of Order. It's not even a question


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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ZYbr;181993
Actually, that's why there are two Life Mages – to quickly apply buffs to the Crusaders.
Regeneration allows you to avoid healing the Crusaders every time; you can regenerate, attack, and regenerate again, and the Crusaders won't even spend any health.
You can't let them attack the Crusaders. Almost any third-tier unit will take one down.
And I did forget about the Haven, but it's still only needed to remove retaliation with illusions; slowing down a single stack doesn't make much sense, and instead of general slowing, it's better to just create one stack.
Why? Creating a stack makes sense if you can block everyone (with two Songs of Peace, for example). Otherwise, it's difficult to get past fast-moving flyers or archers. In a tournament, for example, it was impossible to complete the army-gathering quest on the seventh day without mass slowing to deal with the Harpies.
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 UTER
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UTER;180003
Personally, when we play together, everyone takes a ballista-monk and a champion, playing for life, but here I'm the only one doing it :). Of course, you can argue about the ballista and spearmen, but champions are significantly better than angels! In general, when I first started playing, the opinion was to have one ranged unit and one melee unit, i.e., either a spearman-monk or a ballista-knight.

Champions are better than what?:rolleyes: They die extremely quickly, losing one per battle against strong neutrals is almost guaranteed, or you have to level up the hero's resurrection skill (4th branch of the Life magic). Angels are faster, moreover. If we take Equilibrion, then even the crusaders have a speed of 1 more, 26 against 25 (stupid auto, but it's a fact). In addition, angels resurrect, which is an extra chance for the hero to stay alive longer.


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!



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And the first strike and double boost, in the final battle, champions under the Martyr spell, and that's it!
As for the angels with their resurrection, it's just useless; I don't even build them in my top five because all the power is in the champions.
(If they were still on pegasi, they would be invaluable! :))
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Thanks to its first strike, it can still somehow survive on neutral ground, otherwise, it would be completely overwhelmed. Double growth? But where will the money come from? Besides, its stats are much lower than ANY creature of level 4. Who should the Martyr be cast on? On the Crusaders? On the Pikemen or Squires? If the former, with their growth and two attacks, are perhaps one of the most dangerous melee units, then the latter shouldn't even be taken into the army; they are slow and just cannon fodder.
An Angel under Prayer has 288 HP and deals very high damage + the Angel, due to its tactics, flies straight to the end of the field, while the Champion wanders somewhere in the middle. It can even be healed in every round, not to mention that it also has regeneration, and 100 HP recovery per round on any neutral creature.


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!



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