Posts from Which creatures from the alternative upgrade options do you choose?
Auto-translated
What is your opinion on alternative upgrade paths?
There's only one bow, but there are many castles and other heroes.
And the ability isn't that bad – you often have to shoot at enemies at close range.
*Slightly off-topic: there's this weird trick (it happens rarely, is used rarely, and is generally a silly trick) – teleporting crossbowmen to enemy archers, but only if the enemy has moved all their melee troops forward.
As for the champions... they're basically only good for interrupting the casting of spells.
*Note that I said it's not about healing, but about the white ones being better. And I just like the white color more.

"Смерть - лучше опозоренной чести"
note that I said it's not about healing, but that the white creatures are better.
If there are two squads, they heal each other and run from flank to flank, breaking through the defense.
I remember the teleport trick; one of the players who wasn't very bright tried to use it unsuccessfully...
Well, I don't know. I didn't often manage to use the ability. 3 squares is too short a distance. More often, all these squares are occupied by cover.
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.
G.K. Chesterton: English Hymnal
Another one of my definite upgrades is the Sylvan Archers for the Elves.
I confirmed this in an Elf vs. Elf game, where I had the alternate units, and my opponent had all the old ones:
One turn of my Elves immediately took out all the enemy Elves because the initiative was better. (Even if the enemy Elves had gone first, there wouldn't have been such an effect.)
And regarding the bow, it's far from the most useful thing, IMHO. I prefer to increase the attack.
I agree. But until there are dragons, I prefer to make 50/50 Master Archers and Sylvan Archers. The alternate upgrade for Ents hasn't impressed me much yet. I still prefer to teleport the Ancient Ents closer to the enemy archers and have them root themselves right in front of them.
And the Light Unicorns. What the...? If you specialize in light magic, then maybe it's okay. But without the old, good magic resistance aura, Unicorns aren't Unicorns!
And the light unicorns. What the...? If you're a specialist in light magic, then maybe. But without the good old magic resistance aura, unicorns aren't unicorns!
Nonsense. Why are old units needed against powerful ones? Neutrals?
Doesn't a 2-point difference in attack and defense mean anything? And the fact that light unicorns have 3 more hit points doesn't seem that significant for a level 5 creature. It makes sense to take alternate upgrade unicorns only if the hero has well-developed light magic and blessing.
It makes sense to take the alternate upgrade for unicorns only if the hero has a developed light magic skill and the Blessing spell.
Amaranth already pointed out).
Well, for example, I rarely take the skill that grants mass blessing.
Bless significantly increases the average damage.
I still don't see the point in the suggestion to "only take Alt when Light is maxed out." On the contrary, if you only have 1-2 buffs, it's much more useful to cast them all at once on two creatures.