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What kind of warriors do you hire when playing as the Faction of Force?
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#320
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Haha)) Nomads – in your understanding, they’re like corporals to me. They’ll get scratched up, but they’ll sacrifice themselves to save others.
,,Моё имя будет записано в историю, ибо я великий Амадон,, - Амадон.
In reply to Zybr
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#321
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Zybr
With the Nomads, there's also the useless caravan.
By the way, Nomads lose to Harpies even in terms of movement range on the map, so building them isn't very useful.
The Arena isn't that necessary, in my opinion. +10% to resistance is more appealing if you have extra money.
The difference in movement range on the map, 27 versus 28, isn't critical (Cyclops and Behemoths have only 21). But the resistance issue is interesting. On AG.ru, there's a formula for calculating resistance, and everything is explained well. So, I won't go into details, but I'll just say that 1 Suppressor will only give 10% to a hero without resistance. For a Barbarian with his initial 30% resistance, the Suppressor will only add 7%. And 10 Suppressors will add only 65% to the hero, and even less to the Barbarian - 45%. Furthermore, the Suppressor doesn't require personal acquaintance with the heroes and is more useful in the later stages of the game when you start encountering various mages. Also, increasing attack/defense by 20-30% when leaving the city is also good for a fighter, especially since once he goes on a raid to that city, he won't return (and won't receive the bonus later). Besides, both upgrades are required for building certain monsters, but the Suppressor is twice as expensive and isn't a mandatory building. So, it's worth considering.
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#322
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10% resistance for an army is useful, not for heroes. Heroes gain resistance through skills and cloaks, which are almost always readily available (even simple ones).
However, army resistance is an additional advantage. If there's a native secondary hero, that's +20%, and if you find a defensive cloak, it's a total of 50%. This is a very significant advantage for winning.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#323
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The effect of the spell on the army is equivalent to version 3.51; I usually play the unpatched version, though (probably due to nostalgia). So, I agree.
In reply to Пандора
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#324
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Pandora
I'm also for Cyclops ;) With a bit of luck, they can hit three enemy units at once :) They are quite strong...
* when I'm against strength, I always cast the "Confusion" spell on the Cyclops :D An excellent counter against archers :D

Maybe I just don't understand Orcs. I don't think they are very useful :rolleyes:

And among the higher-tier creatures, Thunderbirds. They have good growth. Plus, they have a lightning counterattack :)

Ogres are simply unreal: 85 HP, excellent damage, good stats, plus they also have Bloodlust.

And birds are useless in the endgame; heroes always have magic resistance, and in general, any creatures are less effective when playing as Strength – the best strategy is to have 7 heroes.