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Hello everyone,
I didn't answer the poll because I didn't find an option for "Random." I enjoy playing Heroes 4 online, and I think playing as Random is more interesting because, on some maps, the opponent doesn't know about your starting Castle for a long time, and it's more fun to constantly play as different Castles.
In my opinion, each Castle has its strengths and weaknesses.
Barbarian is very good on small maps where the opponent is close by (Crimson & Clover, Agathon). Sometimes they are also good on longer maps where the game lasts 3-4 weeks, but only if you have a tome of some magic. In this case, I like to include Cyclops (they take out three enemy heroes per attack) and Behemoths (they are very strong) in my army. I don't like Thunderbirds (they are weak) and Ogre Mages (less effective than Cyclops).
Life is a good Castle that allows you to build an army of powerful units (when combined with Nature) and monsters (when combined with Order). I think Life is the slowest in exploring the map, but it is very effective on maps where you can build a good army (Powerspot, Bizzaro). I usually include Crusaders (double strike takes down a hero with an Immortal) and Angels (they resurrect the dead) in my army. Monks are good, but they can easily be deprived of a full attack, and Champions are weak in defense.
Order is not much faster than Life and is also very strong on maps where you can level up heroes to Grand Master in magic. From this perspective, Order is the strongest; it allows you to combine schools such as Life, Order, and Death. Perhaps the army will be invincible if it includes spellcasters with Sanctuary, Hand of God, Steal, Hypnosis, Dispel, and Death Grip. Order, like Life, is good on longer maps (Powerspot, Giantmaze). If you have a tactician, Titans and Nagas are more suitable than Dragons and Golems, as the morale of Dragons and Golems is always 0.
Death is conveniently located between the Chaos and Order Castles, and Demonology is relatively easily accessible. Death monsters are strong, and therefore, on longer maps with Poisonous Creatures and Devils, this Castle has an advantage. Together with Dispel, Devils that teleport to any point on the battlefield take down enemy heroes, and Poisonous Creatures, even if they don't kill a hero, leave him poisoned.
Chaos is very convenient for rushers. It allows you to create a powerful unit based on a Ranger, Nature Druids, and leveling up spellcasters with Disintegrate. Such an army can endlessly harass and burn the opponent, retreat from battle, and ultimately simply finish off the weakened opponent. Chaos is good both on fast maps and on longer maps (Heart of Winter, Plains of Despair, Ironman). I prefer Efreet and Black Dragons among the monsters (which, unfortunately, have an important drawback – resistance to their own magic: they cannot be healed or resurrected – they should be protected). I don't consider the others because of their slowness.
Nature is not very convenient on long maps, where a large number of monsters clash in the final army, and heroes do not have time to level up above level 15. Then their summoning becomes less influential on the outcome of the battle, and other magic schools take control of the monsters. Combined with Disintegrate, it is an ideal weapon for hit-and-run tactics, and then Nature becomes an ideal weapon not only on fast maps but also on large maps (Fatal Controversy, Plains of Despair, SuperHeroes). But when considering large maps, special attention should be paid to Demonologists; they are the ones that make Druids extremely useful in mass battles. I only recognize Phoenixes and Manticores among the monsters.