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My choice: mage-djinn-titan. When playing against a human, I almost always choose golems instead of mages.
With AI opponents, everything is clear – the best strategy against them always involves having more ranged, spellcasting, or generally long-range units. Although, for some factions, I enjoy playing with a purely melee army – Order is not one of them. Missing the opportunity to get 4 ranged units seems a bit foolish to me. Mages, with skillful leadership and protection, will never die (unless other mages poison them).
But playing against a human doesn't forgive mistakes or weak, fragile units. Mages will be killed on the first turn (even a brute can easily shoot them down with a bow, even if there are a hundred of them). The only point is to hope to cast poison on the enemy's strongest unit, but this is a rather strange bet – against many monsters, it's practically useless (Chaos Dragons, undead, elementals, the entire Life army). The enemy heroes will almost certainly have magic resistance (although not every tactic buffs this parameter; some just place them in the rear – well, then the mages will shine :)).
Besides, mages are quite slow on the adventure map. Therefore, even when playing against the AI and focusing on speed, I choose golems. High defense, excellent magic resistance, and movement range is completely irrelevant – in skilled hands, teleportation works wonders :D
Djinn – no comment needed. Naga's 90 HP and immunity to the most powerful spells are not worth it. And against Chaos Dragons, djinn are very effective! Chaos factions rarely have dispel (natural antimagic won't help them here) – I love casting illusion on titans (usually, it results in a HUGE horde, many times larger than the "native" titan squad). Then, the Black Dragons will have to choose – either attack the djinn (and get beaten by the titans) or attack the titans and get beaten by the djinn.
Regarding the fourth-level unit for Order, everything is crystal clear. Refusing the greatest ranged unit in the game in favor of a mechanical cockroach is usually a mistake. I only choose Dragon Golems when using an "antimagic" strategy – a bunch of golems, dwarves, dragons, heroes with magic resistance – tough luck, Chaos. But Nature, Life, or Might will easily crush such an "antimagic" army.
Previously, I followed the common strategy, like most players, using Mage, Djinn, and Titan. Now, I'm considering each one individually. I almost always take Golems, Djinns, and Titans, but I still need to see who I'll be fighting.
How can you belittle Dragon Golems like that?! :smile38: With such "health," being effective against both first and counter-first strikes, and with immunity to various negative effects, they are useful in most situations...
My choice: Mages, Djinns, and Titans.
I like to play without losses, or with minimal losses, and with this setup, all troops are ranged, plus we add mass slowing, and the neutrals die like flies. It's true that I don't keep the mages for long. Until the hero levels up a bit, and then I calmly fill the slots with single Djinns, one large stack of Djinns, and one stack of Titans.
The tactic is simple: the mage slows down the enemy as much as possible, single Djinns guard against breakthroughs with the "Song of Peace," the stack with the main group of Djinns casts illusions on the enemy or Titans, and the Titans simply take them down. On the second turn, the mage casts "Accuracy" on them. This works great, even against Black Dragons, the main thing is to cast illusions and cast the "Martyr" spell on them and the Djinns. That is, in principle, all that is needed is to go first. So, a tactic with bonuses to spirit, plus artifacts for spirit, rules.
If the enemy has archers, "Song of Peace," the mage casts "Forgetfulness," and the Titans (and sometimes the main stack of Djinns) take down the careless archers.
when you're not facing chaos, but something like Death, it can easily eliminate your hero with Death's Hand, removing all enchantments. When fighting devils, they're really effective – they either finish off a hero or hold back titans, and they can even take down genies. Illusions can be dispelled with a simple dispel or removal of enchantments.
Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!! :smile10: :smile17: :smile19:
Армия* - это люди, собранные в одном месте с единственной целью: исправлять ошибки дипломатов.
that's also a good idea, although they usually build not one or two heroes, but four or five, plus vampires and skeletons, or Dungeon creatures. The opponent may also have a Haven mage.
Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!! :smile10: :smile17: :smile19:
Армия* - это люди, собранные в одном месте с единственной целью: исправлять ошибки дипломатов.
mages aren't taken to the final; the illusion is removed with a regular cancel spell, so you need to build a nag; you're right, but only in one case – in Titans. As for mages, it's only half true because you can still target golems there.
Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!! :smile10: :smile17: :smile19:
Армия* - это люди, собранные в одном месте с единственной целью: исправлять ошибки дипломатов.
golems, djinns, titans/dragons in different cases, although a titan will be stronger; they have accurate spells and are invincible fighters, except perhaps against the Dungeon faction.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)