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Posts from Which creatures from the alternative upgrade options do you choose?

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What is your opinion on alternative upgrade paths?
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18 years ago
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I play as Inferno, and I especially prefer alternate troops. When defending a castle, Archdevils are definitely the best choice, and Archdemons are best for attacking. Also, alternate units like Nightmares and Demonesses are good for defense. I think Inferno is one of the strongest castles, and I also consider Orcs and Humans to be strong.:smile19:
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18 years ago
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Heh. It was the alternative unit types that made me start playing Heroes 5 again. Although, it seems to me that the innovations aren't that significant for the Order faction. Militia or Lendlords? No matter what, I don't take either – simple peasants pay for themselves faster (15 gold versus 30). Besides, I never used them as the core of my army or as cannon fodder. Crossbowmen/Archers. I take Archers because they don't have a penalty when shooting. But if I happen to find a Unicorn Bow, I immediately switch to Crossbowmen. Plate Armor/Zealots. 50/50. Either I split them, or I take two squads of Plate Armor. In my opinion, they are more useful in defense. Royal Griffons/Battle Griffons. Yes. The main advantage of a Griffon is its jump ability. Plus, Royal Griffons have more initiative (15 versus 10). Adept/Inquisitor. Either 50/50, or a large group of Adepts. White Champions/Red Champions. White Champions are, in my opinion, overpowered. If there are two squads, they heal each other and run from flank to flank, breaking through the defenses (hackers, damn it). P.S. Although, to be honest, I haven't really used Red Champions much. Archangels/Seraphs. n/c. Resurrection is another cool feature of this faction.
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18 years ago
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Huh? Archers? And why? It seems to me that the money spent on transforming archers from red to yellow won't be recouped by that rather dubious ability. Statistically, they aren't any better either. Besides, there's only one bow, but many castles and other heroes. So, you want to transfer troops or leave them to defend... and what? Spend lava again to upgrade them? Or just walk around with two different stacks of archers...? As for champions... healing is definitely not overpowered. How will healing help you when several paladins are wiped out with a single hit? If they had hundreds of hit points, then healing would be a great thing... but as it is... it's only useful for removing hypnosis/mirror image. Otherwise... I agree. Except for griffons, I take them depending on my mood; I like both.
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18 years ago
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There's only one bow, but there are many castles and other heroes.
Well, it's not always the case – maps can be different. And bows aren't found everywhere, as you know.

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.
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18 years ago
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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.
:rolleyes:

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.
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18 years ago
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I still can’t decide which is better: Archangels or Seraphs?
18 years ago
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If you’re sure that the enemy doesn’t have dark magic, and you have a large amount of divine power (or you’ve included Inquisitors in your army), then confidently choose Seraphs. With expert divine power, the damage is off the charts (75-75). If you’ve given the hero Darkness or divine power didn’t roll, you can bless the Seraph with an Inquisitor; then the damage will be, if my memory serves me correctly, somewhere around 60-75, which is also excellent and more than enough. In any other cases, choose Archangels.
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17 years ago
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Another clear upgrade for me is the Sylvan Archers for the Elves. I confirmed this in an Elf vs. Elf game, where I had the upgraded units and my opponent had the old ones: In the first turn, my Elves took out all of the enemy Elves because of the better initiative. (Even if the enemy Elves had gone first, the effect wouldn't have been the same). As for the bow, it's not the most useful item, in my opinion. I prefer to increase the attack.
In reply to 2DDarkKnight
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17 years ago
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2DDarkKnight;192956
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!
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17 years ago
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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 factions? Neutrals? =/
In reply to Amko
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17 years ago
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Amaranth;192966
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.
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17 years ago
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I don't understand. If the expert is from Haven, then the ability of a unicorn to buff itself and others at the same time is pointless. Why? If the main buffs are already applied to the entire army.
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17 years ago
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It makes sense to take the alternate upgrade for unicorns only if the hero has a developed light magic skill and the Blessing spell.
Actually, no. If light magic is developed, then their ability isn't really needed, as most of the spells are area-of-effect. And the light magic skill will most likely already be at the Expert level. +2 to the parameters won't give a significant advantage, and besides, the new unicorns have not only more hit points but also more damage (9-24, compared to 10-20 for the old ones).
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17 years ago
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Well, for example, I rarely take the skill that grants mass blessing. And what about the fact that the original unicorn's maximum damage is 20, while the light unicorn's is 24? (as
Amaranth already pointed out).
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17 years ago
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Well, for example, I rarely take the skill that grants mass blessing.
But that's a real shame;
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.

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