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Posts from Orcs. Upgrade or alternative upgrade?

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17 years ago
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I choose upgrades depending on the situation. For example, Demons easily defeat Paladins and Orcish Warriors, just like Tier 3 units. So, Warlords and Chieftains are sometimes more useful.
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17 years ago
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I choose Warmongers. They are very cunning. For example, if someone wants to kill Goblins, they attack them, and Warmongers are standing nearby. As a result, the attack is directed at the Warmongers (as if they provoked it), and they counterattack with their incredibly powerful ability...! And if they also gain Rage, they will have an endless counterattack. But how do you fight them then? With archers?
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17 years ago
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I always choose Executioners because of their double attack. And if the demons hit hard, neither the Executioners nor the Chieftains will be able to withstand it.
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17 years ago
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The first time I played the Orc campaign, I always chose upgrade options for the Orc army that focused on attack. In the third mission, I encountered long, drawn-out battles with a huge number of neutral creatures, and their numbers grew exponentially (I was playing on Veteran difficulty). I started recruiting Warmongers, Executioners, and Battle Centaurs, but it still wasn't enough – my army was dwindling very quickly. It got to the point where I was only buying new creatures on Monday, and a couple of days later, they were all gone. However, I started accumulating a large number of Cyclops. In the end, I gave up on recruiting other creatures and only hired Cyclops (there was a fort there – in the end, 4 Cyclops arrived per week). I remember that I ended up with around 30 of them. But I still didn't clear the entire map; I just got frustrated and completed the main objectives. P.S. In the end, I divided the Cyclops in a ratio of 2 regular/1 Blood Cyclops. P.S. P.S. I don't know how much patience and time it would take to completely destroy all the neutral creatures on this map while playing on Veteran difficulty. Don't even try to do it – it's dangerous for your mental health!
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17 years ago
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I played with Orcish Warriors – not very effective. 12 HP is too little for level 3; archers (and I was playing against the Academy) easily defeat the warriors. So, my verdict is: Warmongers. The damage is decent, but you shouldn't use warriors against ranged units, in my opinion. They have low defense, and by the time they reach the enemy, there's not much left of them. What upgrade do you choose for the Warriors?
In reply to Freud
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17 years ago
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Small;195324
Which upgrade for the Warriors do you choose?
I don't quite understand. Which warriors are you referring to? Do you mean the upgrades for the Assassins?
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17 years ago
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No, level 3 upgrades (Orcish Warriors).
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17 years ago
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In my opinion, the Orcish Warriors have too little movement speed to be an effective attacking unit, and the chance for a second strike is too low. However, the Warmongers will definitely retaliate 100% of the time.
17 years ago
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Actually, Orcish warriors don't have a particularly "great move" either. To reach enemy creatures, they need a speed of 8 or 7 with a tactic. For warriors, only the second option is possible, but it requires a speed tactic, a speed aura, and speed boots. Not all of these are always available together. However, the fact that warmongers are significantly more durable and enemies may not always have the courage to attack them is quite convincing.
In reply to KonServator
17 years ago
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KonServator;195302
The first time I played the Orc campaign, I always chose upgrade options for the Orc army that focused on attack. In the third mission, I encountered long and drawn-out battles with a huge number of neutral creatures, and their numbers grew by the hour (I was playing on Veteran difficulty).
P.S. I don't know how much patience and time it would take to completely eliminate all the neutral creatures on this map while playing on Veteran. Don't even try it – it's dangerous for your mental health!!!
In the 3rd mission, there's nothing too scary, even on Hero difficulty. But in the 5th mission, the neutral creatures are a real challenge!!! Hundreds of thousands of experience points per battle. But I still finish clearing it out.

My preferences:
Shamans – they help against mages and heroes. And I can handle melee units even without traps. Problems might only arise with the fastest ones. But they usually move before the trappers set up traps. Battle Centaurs. Orcish Warriors. Daughters of the Earth. Chieftains – they speed up Cyclops and Paoka. And they can also pack a good punch themselves. Paoka. Bloodthirsty Cyclops.

The first time I played as Orcs, I took free Cyclops. But after experiencing their retaliation, I started preferring Bloodthirsty Cyclops. It will be very painful if a Berserk is cast on a neighboring free Cyclops. I need the ability of free Cyclops to destroy walls because I'm leveling up the catapult. It destroys the gates with the very first shot.
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17 years ago
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1. Trappers - in case of failure, the spell may be cast on them. 2. Battle Centaurs - tougher. 3. Warmongers - fighters die too quickly. 4. Daughters of the Earth - tougher, swift attack. 5. Executioners - with 3rd rage, they deal 3 attacks. 6. Paoka - due to electric breath, and also due to a larger number of HP and defense. 7. Bloodeyes - reduces luck well, attacks with an eye like a dragon with breath, cannot withstand a counterattack from half the army, tougher.
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17 years ago
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I played with Trappers, and it changed my perspective... They are stronger (because it's hard to defeat an Orc with Fury), and Goblins are only really useful at the beginning when you don't have a large army of Warriors. Also, Goblin abilities aren't very good. Now I choose based on the situation. Regarding the Nomadic Centaurs: +1 damage won't help when there are 10 Nomadic Centaurs. But when there are 150-200 Centaurs, that +1 can be worth one extra Titan...
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17 years ago
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No, the Fortress units can cripple them on the very first turn. Where will the Barbarians be able to retreat if they are attacked, before the Orcs even have a chance to move? At least the Fighters can put up a decent fight.
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17 years ago
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Don't forget that the Centaurs have an initiative of 10, and it's difficult to attack them quickly in a single turn. And if you do have some fast units, place the Warmasters nearby.
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17 years ago
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Level 1
It depends on the opponent. If they are a mage, and the number of goblins allows for effectively blocking them, then Sorcerers. They are also chosen if the opponent is going to fight defensively.
Trappers are much less common, for example, if the enemy is Inferno or Dark Elves. Setting a trap for Fury is a sacred duty for every trapper (besides, of course, being fed to a Cyclops, sacrificed to Shamans, or flying into the enemy ranks instead of a projectile with a loud cry).

Level 2.

Most often - War Centaurs. They are healthier, have slightly better defense, and effectively kick with their hooves, while maneuvering is a rather questionable skill, especially in the final battle.
I take Nomads in exceptional cases, for example, at the very beginning of the game if the main hero is not Haggeesh, or for a secondary hero.

Level 3.

Most often - Warmongers. I think everything is clear here.

Level 4. Daughters of Earth. Stronger, healthier, faster, and do not take damage from a slowed-down enemy. In general, I take them in 99% of cases.

Level 5.

It's hard to say. Most often - Leaders, due to the ability to shout at their subordinates, accelerating their turn. I use them in battles where I need to quickly shoot down enemy archers with Centaurs. What is also important is that they increase the Initiative of all nearby units, so sometimes, if the enemy thinks they have too few arrows, you can also rush at them with a Goblin.
Executioners are a very tempting option, probably depending on the situation. If the skills and found artifacts allow, they can be the first to break into the enemy ranks, crushing everything in their path and scaring everyone with their brutal appearance and, obviously, smell.

Level 6.

It is very difficult to say, because I usually build them last. Due to their high cost, they often do not pay off, although, if it comes to that, then probably Pao-kai in a long game and Dark Wyverns in not very long games.

Level 7.

Most often - Bloodeyes. Slightly healthier, and, most importantly, faster. Under certain conditions (more precisely, if at least 2 out of 3 possible conditions are met - Boots of Speed, Tactics, and Speed Aura), they can reach the enemy ranks on their first turn and cause a lot of trouble.

Free Cyclops are, of course, sometimes more tempting: they hit so hard that everyone runs for their lives. However, their speed is slightly lower, and they can kill more of their own than enemies. If you are going to use him, place him far from the rest of the army and only release him on a cluster of enemy stacks. Otherwise, I don't think there is any point in choosing this upgrade.

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