Unless it's a ten-to-one ratio.
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Весьма хороший попутчик... До первого перекрестка.
Are archdemons really stronger than the older ones (more health: 211 versus 199, more attack and defense)? And they can teleport: if an archdemon moves to the other side of the battlefield, it can summon cave lurkers (level 6 upgrade), and then things get interesting. The regular level 6 upgrade is weak: it might kill someone, but if it casts Meteor Shower once, it will become almost useless.
You probably just haven't figured out how to use archdevils properly. Of course, archdemons have a little more health (12 units for level 7 creatures isn't a very impressive difference), but they have less initiative (10 versus 11 for the older upgrade), and summoning Cave Lords is a very good ability.
As for the lords, they're not just strong because of Meteor; "Ray" is often much more effective. And lords can cast Meteor much more often – either when demons retreat to the Light, or with the help of imps, or if they have two Sar-Issa artifacts (which is not uncommon).
Not a very useful feature for archdevils; it's not always needed. Only for critical situations, if the army is dying quickly. Archdemons are more useful with their teleportation.
P.S. Anyone who has completed "Agraal's Trial" and watched all the videos probably remembers that in the final plot, an archdevil fights an archdemon and wins. This is about initiative.
Весьма хороший попутчик... До первого перекрестка.
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
as a demon enthusiast, I'll say...
there are four main selection criteria:
1. your opponent.
2. tactics.
3. the map and game conditions.
4. the hero's development path.
I don't see any obvious advantages of one upgrade over another... (using hounds as an example, the "fiery" breath only makes sense against a player (the chance of a successful breath is very low, plus or minus the probability of hitting your own units), while -1 damage works everywhere, especially in large-scale battles... Cerberuses, on the other hand, offer a confident and stable attack with noticeable damage)
the same applies to others...
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*p.s. Broodlings reliably halve a unit of goblins, peasants, skeletons, or imps.
*it is not recommended to use demons in a squad or when there are "foreign" troops.
*the Archdemon's skill is very useful from a tactical point of view.
*a squad of Cave Lords does an excellent job against outposts and strong neutrals.
*imps and lesser devils in large numbers significantly reduce losses from enemy magic.
*lesser devils are an excellent companion for druids and archmages... (by the way, replenishing the Inferno army with them is always a good idea)
*the downsides of Inferno can be offset by appropriate artifacts.
They don't halve, because resistance increases. Archmages and druids severely damage morale.
Jumping demons are much better because they can quickly reach and attack. And they have a chance to retaliate, as well as summoned stacks.
They don't get halved because their resilience increases.
Get artifacts that boost speed and initiative... and you'll compensate for the fire demons' weaknesses.
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*no one is perfect...