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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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I don't know, but regeneration, resurrection, and the third-level blessing are real reasons to choose light unicorns. And without leveling up light magic, the magic resistance aura helped me more often than the "child of light" ability, especially against neutral creatures casting chaos magic, and against heroes specializing in dark magic and chaos.
In general, everyone has their own play style and their own preferences in choosing units. Besides, this choice depends on the faction you are playing against. That's my opinion. :smile02:
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Hmm... Is it necessary to remind you that magic resistance aura + magic resistance in luck is a serious chance to deflect a spell? Keep the unicorns near key stacks, and the enemy will likely not risk casting on a less important unit. If the enemy is AI, then it is worth considering that it can ignore resistance or simply knows when a spell will hit and when it won't. So, against a computer player, old unicorns are definitely not a good choice. But against a human player, it's a good thing, especially if they are forgetful and try to control a neighboring unicorn... unsuccessfully :)
O God of Earth and Altar,
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
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Magic resistance is always a good stat to have, unless I'm aiming for True Luck. I didn't quite understand what you meant by "the AI knows when a spell will hit and when it won't":eek:. Please explain.
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AI spells almost never miss, even if the spell is cast on a creature standing next to a unicorn, and the unicorn has magic resistance and magic resistance boots. It's almost like it's cheating :) Perhaps, after each turn, creatures from which the spell will be reflected are randomly determined based on a percentage. So, if that's the case, the AI seems to know which creatures those are. But even if that's not the case, and the hit is determined at the moment of casting, it hits creatures with resistance much more often than a human player would.
O God of Earth and Altar,
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
In reply to Майор Вихрь
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Well, since I'm playing as Demons, I'll probably describe their units:

1) I like Imps more because their damage is more stable, 2-3, compared to 1-4 for Lesser Imps. Plus, even though they only have mana regeneration once, they don't spend a turn on it, and they regenerate more. However, if you get the Blessing in the Guild of Mages at the beginning of the game, you can use Lesser Imps against neutrals – with the Blessing, the damage is less random, and Lesser Imps have one more speed. Of course, you need to use them to minimize losses (remove retaliation, finish off the entire stack).

2) I used to love the Jumping Demons, but not as much now, but I still think they are more advantageous because to attack with regular Demons, you have to approach the enemy, and considering that Demons are slow, it takes a lot of time (not to mention the explosion, which is very weak). Again, if you get the Blessing, life becomes much easier. Another important advantage of Jumping Demons is that, with the right tactics, they can sometimes jump to enemy archers and tear them apart.

3) It's easier with the Hellhounds. At the beginning of the game, use the old ones against neutrals (they have more damage), and then use the new ones until the end, because the bonus from Dragon's Breath is incomparable to the slightly higher damage of the Cerberus.

4) You should choose between Succubi and Temptresses depending on the situation. If you're playing against undead, choose Succubi, because the main feature of Temptresses becomes unusable :smile53:.
In all other cases, I personally prefer Temptresses, because their advantages are huge: starting with simply clearing out neutrals and ending with controlling level 7 units of your opponent :smile09:.

5) I haven't decided about the Warhorses yet :o. Recently, I've been leaning towards the new ones, they have slightly more damage, and the withering aura is also good. But you can really see the effect of it only with a good number of these units; if you have 5-6 horses, the old ones will be more useful, of course, if the opponent is not undead.

6) I honestly don't like the 6th-level Demons at all :mad:. Neither the old nor the new ones. Well, they can shoot their fireball or meteor shower at the end of the battle, and deal 300 damage, for example, but even considering that it's an area attack, it's still not much! The only joy is the Cleaving Sword, but you can't always use it on the right unit.
The new ones are a little more initiative, more resilient, and faster, but they are still slow. You can only really annoy with them using a surprise attack. Magic immunity is useless, and the benefit of some kind of sword is also questionable :confused:.

7) There's nothing special about the top-tier units either. I rarely develop to Devils, except on large maps. But I still take the new ones, I almost never use their ability, because I think it's better to attack someone than to spend a turn pulling them in. I take them because they are a little more resilient and stronger in attack, and besides, I almost never used the ability of the old ones.

P.S.: I might have repeated someone's thoughts, I didn't read the whole topic :) Best regards to everyone :smile02:
In reply to Successful
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Successful;193138

I rarely develop Imps, except on large maps. But I still take them, and I almost never use their ability, because I think it's better to attack someone than to waste a turn pulling them closer.
By the way, has anyone found an effective use for the Archdemon's ability?:confused:
In reply to KonServator
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KonServator;193146
By the way, has anyone found an effective use for the Archdemon's ability?:confused:

I remember once defending a castle, and my computer had all its troops positioned near the wall. I used the Archdemons to pull enemy units one by one towards me and then annihilated them with the whole group :)
But these are isolated cases; otherwise, it's a useless ability. If they had made the attraction radius at least twice as large as the Devil's movement range, it would be useful, but as it is, it's just a waste :o
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Seriously? What a mega ability! Situation: a battle between two heroes. Archers are, as always, heavily fortified. And they have a powerful attack, whether they belong to Haven or the Sylvan faction. So, our archdemons approach them within movement range (which is about half the battlefield) and pull them out. I think I don't need to explain what will happen to the archers shortly after.
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Got it! I'm a bit of a fool:smile35: I rarely choose Archdemons; I prefer Archdevils because of their speed and initiative, and their ability also helps in large battles.
Now I'll know.
In reply to Amko
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Amaranth;193160
What are you talking about! It's a mega ability! Situation: a battle between two heroes. Archers are, as always, heavily guarded. And they have a powerful attack, whether it's Haven or Elves. So, our archdemons approach them at movement range (which is about half the field) and pull them out. I think I don't need to explain what will happen to the archers soon.

I don't know how useful this is in practice. First, you can only use this trick on the 2nd turn, which means they will have already had at least one chance to fire a painful shot at us. Second, you can charm/blind the archers, or use hounds to attack through their guard.
It would be much more useful for the devils to simply physically eliminate some dangerous enemy unit than to spend a turn pulling the archers.
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Even when defending a castle, there's another option: small dogs rush out of the gates, inflict damage on the enemy, and, without taking much damage themselves, are teleported back behind the walls by archdemons.

I also really liked the alternate skeletons – a large shield and stunning ability are great, but even if you absolutely love skeleton archers,
carrying single units of the new skeletons still results in taking twice as little damage from archers – isn't that a joy?
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no, it's not ideal, because, as far as I remember, they don't protect others, and if they do, there are still other units besides them.

enough has already been said about the Archdemon, and every time someone asks about the use of his ability, I have to explain it again...
for the final stage, perhaps the first upgrade is good if the entire army is wiped out, but in all other cases, it's an alternative.
I don't know how useful this is in practice; firstly, you can only do this on the 2nd turn, i.e., they will have already had at least one chance to hit us hard; secondly, you can charm/blind the archers, or finally, attack with hounds through their protection.
but this way, they won't be able to hit us hard on the second, third, and subsequent turns.
I don't see the point in charming the archers; it's much better to charm the units protecting them, such as Ogres or Paladins, or other nonsense.
...in any case, you can, again, say that spending the spell on archers is stupid; it's better to charm/blind that very "dangerous unit," isn't it?:)
and don't forget that Devils are not Cyclops; often, it's not that easy to eliminate someone dangerous with them, especially in one go.
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The new skeletons have the Undead ability. Large shield. Ally protection. Stunning strike. 25% magic resistance. Stats: 2, 6, damage 1-3, 5 HP. Old ones: Undead. Archer. Stats: 1, 2, damage 1-2, 5 HP. For me, the conclusion is obvious: the old ones, in quantities of less than 200, don't represent anything, and it's much easier to start with the new ones: ranged neutrals are defeated even with fewer losses than with archers, but in the late game, you can consider switching them to archers.
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That's what I did when I played Necropolis. But my point is that splitting them into single units is quite tedious, and there's no one to protect them besides Liches, if we're talking specifically about that. And other stacks also require space.
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Is there no one to defend? Well, that's if you have the majority and are attacking. But what if you're in a castle and an army that outnumbers you is attacking? Then it's very useful... and considering that the main hero, for example, from a castle, has cleared out all the 4-5-6-7 level combat units... then skeleton archers + skeletons with shields and zombies will hold out much better.
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