There's no point in explaining that it's undesirable to have hero units from opposing factions in your army.
There's no point in explaining that it's undesirable to have hero units from opposing factions in your army.
New here? I'm Roha — want a quick tour?
...on XL maps, opponents often have 5 or more castles each...
I don't have any problems with alternative building options. I build generators for archers/mages, and then, if there aren't any, I build flyers. And never infantry.
Venoms are just as good as Vampires, they hit very hard.

The effectiveness of a level 4 unit depends on what you need, as monsters are purely defensive creatures, while thunderbirds are offensive.
For me, the most difficult choice is between Genies and Nagas.
Genies are definitely stronger, but they are more difficult to build and are more of a late-game unit.
Nagas are cheap and tempo-based; if the map is small, I choose them, and I can start fighting very actively right away.
Elf and White Tiger.
If I can't build fast Griffins, I choose the Tiger because it's tempo-based and fast, and I can carry it in the army. But if I can build fast Griffins, I build defensive Elves, and the Griffin + First Strike ability provides experience gain.
And the only choice I haven't decided on is Nomad/Harpy. I have an explanation for building all other units (opponent, map size, resources, units in the area), but not for these.
For me, the most difficult choice is between Djinns and Nagas.
Djinns are definitely stronger, but they are more difficult to build and are more late-game units.
Nagas are cheap and tempo-based; if the map is small, I take them, and you can start fighting very actively right away.
But there's one choice I still haven't decided on: Nomad/Harpy. I have an explanation for building all the other units (opponent, map size, resources, units in the area), but not for these.
But here's what I've noticed. With similar stats, Tigers and Nomads (Tigers are even a little weaker) die too quickly in battle.