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I was recently playing Inferno again. What can I say – the Gogs are causing trouble. Why do they need Fireball if they can easily attack their own units? And is it worth upgrading the Gogs to Magogs just for that? As for the special troop placement for attacking in a "cluster" – it's a hassle, meaning it's possible, but the game isn't worth the effort. The logic is unclear: why does the Cloud of Death, which, even from the name, shouldn't damage undead, not cause damage to undead, while Fireball, which consists of fire, against which Hellhounds should have at least some resistance, if not immunity, damages their own units?
In terms of archers (a total of 3), the Tower is a "cheater castle."
Lizards are also a useful unit. They can be used as bait when capturing Dwarf Mines and Dungeons. Since the unit is a ranged attacker, albeit a weak one, the AI will try to either attack it or at least block it if it can't attack.
Liches are the only ranged unit in Necropolis. If a Necromancer adds living ranged units to their army, it's not a given that they will actually shoot. Plus, there's the Amulet of the Lich King... So, for a Necromancer, there's really only one choice. :)
Humans have two ranged units. Archers are weak, and Fanatics are also weak, but only for their level. However, together they can take down Grand Elves and Royal Cyclops. Also, the Monastery is built in the first week.
I rarely play as the Lords, but their archers are not bad. Fighting against them is not the most pleasant experience. And with Harpies and Witches added to the mix... The Triad is decent, but individually they aren't very strong. Harpies don't count.
For the Barbarians, Royal Cyclops appear too late – that's their only drawback. Although they are good. Orcs are also ranged attackers. :D
In the Fortress, there is only one ranged unit, but it's available throughout the game. Grand Elves are always useful, but they require strong protection from Pegasi and Unicorns. :D
Storm and Ice Elementals are very good, but they are not affected by Resurrection, just like other elementals.
Master Gremlins are poor ranged attackers in every way, but in the early game, the choice is limited, and you have to fight with what you have. Archmages are very good, but they take time to build... Titans are beyond comparison.
Titans are in a league of their own. Except perhaps for Mythical Dragons... :D
1) Grand Elves
2) Liches
3) Cyclops
When discussing castle ranged units, everyone completely forgot about the Ballista, but sometimes it's more useful than most ranged units, especially with the right skills.
And harpies – aren’t they good archers? Well, relatively speaking. Ranged attack + they return to their starting position. + Eyes don’t have a melee attack penalty, + Medusas often turn enemies to stone... Dungeon is a very good castle in terms of archers.
But harpies – aren't they ranged attackers? Well, conditionally speaking. They attack, and then return to their original position.
A harpy isn't a ranged attacker. When attacking a unit with a Fire Shield, it will receive damage like any other melee unit. Ty3o-ny3o
+ Medusas often turn enemies to stone...
Often? Under my careful guidance, this happened 2 or 3 times throughout the entire game of Heroes. I suspect that they only turn enemies to stone in melee combat.
Snipers are the best option – the best shooters in their class. Although, of course, they are expensive and target number one for all flying, fast-moving, and enemy ranged units.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра. Клан "Вершители Асхана" - "Masters of Ashan"
Let's start in order.
Castle: Archers are weak, even the upgraded ones that attack twice. Fanatics are good; they deal decent damage, and it seems like they don't have any penalties in melee combat.
Rampart: Well, it's clear here: Grand Elves forever!
Tower: Goblins, if there are a lot of them and they use the "Accuracy" spell, they become powerful, but otherwise, they are weak. Archmages are beasts; no one can reach them before they attack :-). And there's no need to talk about Titans; they are archers of level 7 after all.
My favorite Inferno has a problem with archers. There's only one unit, and it's not very good.
Necropolis: Here, like with Grand Elves, everything is great.
Dungeon: Here, the archers are the most durable (all without melee combat penalties).
Stronghold: Cyclops are the best, although they could have been given attack rolls without penalties.
Swamp: Lizards are weak, both in terms of attack and HP.
Elemental: Storm Riders are strong, especially for level 2. They also deal decent damage. I'll say the same about Ice Elementals.
In short:
My top three are:
Titan, Lich, Grand Elf.
There are no useless archers! They always perform well, but it's difficult to assess their usefulness. In terms of overall usefulness, Lizards turn out to be the best. They appear earlier, cost less, have a higher growth rate, and have better stats (though this is more complex), which is why Elves don't always lead. Among high-level units, Cyclops are a good choice. They appear earlier than Titans, and there are more of them. Liches... If you add them to a living army, they aren't better than a Magog. However, for Necropolis, there is no alternative, and their output is very good. Sometimes they are the key to victory, and not infrequently!
Cool archers, beholders, and medusas... the strongest is the Titan, liches are surprisingly weak, but don't forget about the noble elves (they shoot twice + accuracy + the hero Ivor).
Liches are the only ranged units in the Death army, making them the best ranged attackers! :D Also, unlike Magogs, they don't harm their own units. And their stats are quite decent.
Shhh... and I'm saying you can win with almost any archer. The main thing is to know how to control them and come up with a strategy on the fly, without memorizing anything.;)