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Posts from Which level 1 monster do you like the most in Heroes of Might and Magic V?

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Which level 1 monster do you like best?
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In reply to Хранитель заката
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18 years ago
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Guardian of the Sunset;184858
Arengar, I'm not talking about the level, but about the overall picture.
What are we arguing about? If both agree that Assassins are the best!:smile54:
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17 years ago
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Haha! I agree, I sometimes fear them even more than other level 2-3 units (as neutral creatures).
In reply to Noisy
17 years ago
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Noisy;194395
Yeah! I agree, I'm sometimes even more wary of them than other level 2-3 units (as neutrals).
Same story. A couple of days ago, I was playing a single-player game where they were stationed in a gold mine, and I attacked - there were 75 Assassins...;) Thank goodness I had a lot of Mountain Guards, many, many, and also a few groups of Fire Elementals. And I was constantly hitting them with my hero, moving a dozen bears back and forth.:smile25: :)
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17 years ago
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Assassins disappoint me. They have a huge penalty for ranged attacks. They deal much more damage in melee than when shooting with a unicorn bow. But hunters – now that’s something.
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17 years ago
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Assassins excel not in shooting, but in poisoning!
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17 years ago
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Assassins are undoubtedly strong and the most resilient creatures of the 1st level. Imps and Dryads are also quite interesting.
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17 years ago
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Which is better? 350 archers or 1000 skeletons? That is the question!
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17 years ago
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Let's go through them one by one: * A large number of skeletons can be countered with the Cavern Ogre's Killing Blow, but there aren't as many skeletons in the newer versions anymore. * Healing Nymphs can be countered by quickly killing Ents or Nymphs; the Wasp Swarm is weak, but removing the enchantment doesn't always work. * Draining mana from Imps can be countered by any strong, high-initiative unit (it's better for a Warlock to lose one unit than all of their mana, because they won't be able to restore it in battle). * Repairing Gremlins is pointless because it only happens once. * Stalker's invisibility is not protected against area-of-effect attacks (Meteor Shower, Fireball, etc.), and the poison loses its effectiveness towards the end of the battle. * Gnomes, with their high defense, are very weak in attack, so they don't make much of a difference. * However, the specializations of Goblins and Peasants (which can be left unupgraded and kept in the castle with Ellaine) cannot be countered. You can't call them the best, but I think they are much more useful... the rest don't matter.
17 years ago
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Hunter! Only because it "activates" invisibility for 3 turns! This really saves them from unnecessary losses! And the small increase in stats is compensated by their strength.
In reply to Soljie
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17 years ago
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Soljie
Let's go through it step by step:
A large number of skeletons can be countered with the Cave Lurker's Killing Blow, but there aren't that many skeletons in the newer versions anymore;
Healing nymphs can be countered by quickly killing Ents or nymphs; the Wasp Swarm is weak, but removing the enchantment doesn't always work;
Draining mana from Imps can be countered by any strong, high-initiative unit (it's better for a Warlock to lose one unit than all their mana, because they won't be able to restore it in battle);
Repairing Gremlins is pointless because it only happens once;
Stalker invisibility is not protected against area-of-effect attacks (Meteor Shower, Fireball, etc.), and the poison loses its effectiveness towards the end of the battle;
Gnomes with their defense are very weak in attack, so they don't make much of a difference;
However, the specializations of Goblins and Peasants (which can be left unupgraded and kept with Elaine in the castle) cannot be countered. You can't call them the best, but I think they are much more useful... the rest don't matter.
I agree about Peasants and Goblins!

But as a fan of the High Elves, I can't help but defend the Nymphs.

The trees will live until the very end and die last, as they have the lowest initiative among the troops of the Forest faction. As for health and hit points, no comment.

It's also not easy to quickly kill Nymphs, especially when Dragons that moved first are flying around, Dancing Unicorns burst into your ranks, blinding everyone, and I won't even mention Druids and Archers.

Under these circumstances, would anyone want to harm the little, kind Nymphs?!
Dirty Italian
Hunter! Just because it "activates" invisibility for 3 turns! This really saves them from unnecessary losses! And the small increase is compensated by their strength.
Finally, someone agrees with me about Hunters
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17 years ago
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1. Scouts and Defenders 2. Fairies 3. Skeletons 4. Imps 5. Peasants and Gremlins 6. Goblins Although, of course, I think that Defenders are the best. They are VERY difficult to kill; yes, they don't deal much damage, but they handle archers well. First, the wall of shields from the Warriors won't let the archers do much damage, and the Guardians are generally stationary. We place an energy rune... and... in two turns, the archers are severely weakened. Another point is the armor; the unit's defense is not reduced in any way, and this is simply a nightmare, considering everything mentioned, enhanced arrows, devastating ray, and Fire Lord won't work. As a result, if a hero who is a runologist is playing, it's hard to find a better unit than Defenders at level 1. :) Impenetrability is better than invisibility... 18 Guardians will defeat 7 Archers, and even more so Assassins, because the longer you wait, the higher the defense will be:), and these invisible units will immediately attack... and die.
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17 years ago
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but demons have a long tongue...))
In reply to LenOK
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17 years ago
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LenOK
Which is better? 350 archers or 1000 skeletons? That is the question!

In my opinion, they are equal...:rolleyes:
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17 years ago
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They are not equal; it all depends on the skills. Warrior skeletons with upgraded defense are terrifying. Chaos is practically useless against 1,000 skeletons. But it's definitely foolish to use elite units against Necropolis; only archers are effective!
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17 years ago
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I voted for the Imps. They aren't overpowered, but their mana-stealing ability is quite annoying. And they're pretty fun to play with.

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