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Posts from New units. Their discussion and selection of upgrades.

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But they have arrows that stop enemies.
And what about the Sylvan faction?:) I won a tough battle thanks to those arrows >.<. It was a complete loss if the Warmongers reached me... but they just didn't make it.


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The Sylvan archers don’t delay enemy turns with their arrows, unlike the masters. But they always shoot with a direct shot.
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Sylvan units push the enemy unit back one cell, which has helped me many times. Especially if the initiative and morale are high. Masters push back based on the Attack to Wound (ATW) scale. So, there is still a difference.
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Sylvan units push the enemy unit back one cell, which has helped me many times. Especially if the initiative and morale are high.
And masters push back based on the Attack to Wound (ATW) scale.
So there is still a difference.
Both are very helpful... Especially at the beginning of the game, if you take Soldier's Luck and Sylvan units, it can be quite effective.


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My choice:
Dryads – for removing enchantments, they’ve saved me many times, and they’re also more beautiful…
Dancing with the Wind – a really powerful attack and good defense.
Forest Archers – Master Archers – I can’t choose, but I’ll go with the first one, the damage is just terrifying!
High Druids – attacking creatures with magic is often better than the hero’s own attack…
Battle Unicorns – if based on abilities, and the Light Unicorns – based on appearance…
Wild Ents – for their excellent attack.
Emerald Dragons – they’re just beautiful and strong.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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If the enemy specializes in light magic, I choose light unicorns. I always level up chaos creatures instead of light ones. I take emerald dragons because they aren't affected by my magic defense.
In reply to Boris K
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Boris K
If the enemy specializes in light magic, I choose light unicorns. I always level up chaos instead of light. I take emerald dragons because they aren't affected by my magic defense.
The idea is good, but if the opponent uses antimagic on their archers on the first turn (while also defending against chaos), the effectiveness of the light unicorns will be nullified, and you can just read about general light spells.
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I always used the classic upgrades for the Academy. The alt-ups for this faction aren't great.
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When leveling up Chaos, the new Druids are good in serious battles. And the Nymphs are good with any build. I also like the new Ents. And I take new Archers if I don't have the Unicorn Horn Bow.
In reply to Godrik
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Godrik
I always used classic upgrades for the Light Elves. The advanced upgrades for this Faction aren't that great.
But that's a mistake.

In my opinion, the new Light Elf units completely disrupt the balance.

The new Druids increase magic power so much during battle that the hero becomes an incredibly powerful Chaos mage.
As a result, the Light Elves, already having high defense and knowledge stats, also gain a magic stat comparable to that of a Necromancer.
All that's left is to boost their attack with artifacts, and we have a hero with stats that other races can only dream of!

Nymphs allow for such beautiful manipulation of the AI. Just buy at least 4 Ents for the army, and the symbiosis will ensure we have no losses!

Wind Dancers – I think you haven't seen how high the defense of a squad becomes after running from one side of the battlefield to the other; otherwise, you wouldn't be so confident!

Archers – I don't even need to say anything; it should be obvious.

When Enraged, Ents increase not only their attack (sacrificing defense) but, most importantly, also increase their initiative by 5 points!
So, considering the attacking style of the Elves, Wild Ents are clearly better than Ancient Ents (after all, +5 to initiative is too much!).

In my opinion, Unicorns are still better in their old form.

However, Crystal Dragons, with high luck, can be considered one of the strongest units in the game (although much depends on luck here)
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Emerald dragons are good because they aren't afraid of their own Magic Damage.
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Meteor Shower is certainly a great spell. But I prefer to cast chaos with elves using a rain of arrows, and then cast the Might Dragon spell very carefully, paying close attention to the location of the enemy's blood enemies, so as not to harm the troops of the Sylvan faction. Therefore, the Emerald Dragon's immunity is still a less significant advantage than the benefits of Crystal Dragons (for example, they can reach even hidden enemy archers, which can be a pleasant surprise, or not). In any case, with high luck, Crystal Dragons have an excellent chance of hitting 3-4 opponents, and if they are also blood enemies...
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Avenger
After the Emerald Strike and the Meteor Shower, very little remains of the enemy army. It's a pity that new Druids usually appear later than the hero, as I usually level up the hero's empathy skill.
In reply to Boris K
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Boris K
Avenger
After the Emerald Dragons and Meteor Shower, not much remains of the enemy army. It's a pity that new Druids usually move later than the hero, as I usually level up the hero's empathy.
If only it were that easy...

I don't think that one strike from Emerald Dragons, followed by a Meteor Shower (considering the hero's low magic skill and the new Druids moving later), will be decisive.
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1. Dryads - I love ranged attacks!
2. Dancers of the Wind - the tactic for surrounding enemies doesn't work, IMHO!
3. Master Archers - they still have 2 arrows, and that's a plus, especially against ghosts!
4. Child of Light - it's cool when you cast resurrection, and the horses are also restored!
5. Ancients - since I mostly use them as unyielding meat shields!
6. Emeralds - it's hard to choose here!
Снова играю в Герои5!

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