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All those who think that Haven is a weak faction, try not to use them for attacking ;) It's a perfect faction for defense. A little about the creatures of Haven:
Guards
The backbone of the entire Haven army. In Heroes 6, we see an improved ability for armored units: "large shield." Now, Guards absorb 50% of the damage from all friendly units standing on adjacent squares, while only receiving 25% of the damage themselves. Therefore, they will often be a target for the Guardian Angel. So, all the basics of unit placement will revolve around the correct tactical placement of Guards.
Crossbowmen
Do Crossbowmen have low damage? Perhaps, if you compare them to Spiders and Necromancer's Liches, but thanks to the -50% physical protection on the enemy when they fire, and arrows that hit "through" enemies, they have become new Elven Hunters crossed with Academy Mages. When creating your hero, you can choose an ability that allows Crossbowmen not to hit friendly units.
Vestals
They can heal a friendly creature twice in battle, have strong magical damage, which is rarely used due to the limited mobility of Vestals and the need to quickly return under the protection of Guards, as Vestals have a low defense rating. I don't recommend using the healing ability to damage enemies, only if the enemy is much weaker than you.
Griffins
Excellent creatures, as was correctly noted earlier, they are indispensable during sieges. This has always been the case in all games of the series. But now, it's not so easy to escape from an un-upgraded Griffin. You can no longer move to an adjacent square and avoid damage :) The Griffin dives directly onto the selected unit, regardless of its (the unit's) movement. Unlike Imperial Griffins, which, like in Heroes 5, attack in a straight line with a width of 2 squares, so we are in no hurry to upgrade Griffins.
Shimmers
A real gift to Haven from the developers. They attack without retaliation, return to their original position, have a large amount of speed, the ability to blind, and strong magical attack. But most importantly, they remove all positive effects from enemy units (both the attacked units and those standing on adjacent squares) and all (except for special abilities) negative effects from friendly creatures standing on adjacent squares. Upgrade them as soon as possible. Shimmers are an excellent way to give the enemy a hard time while on the defensive :p
Sun Knights
The unit in our army that is least suited for defense. It has a low defense rating and a rather small physical attack. I recommend using them to block enemy archers. They have a pretty good ability that allows them to move through obstacles. In my opinion, it's the weakest unit in the army.
Seraphs
Our defense and support, they can resurrect a large number of allied units twice in battle and also add initiative and morale. They have one of the highest health and defense ratings in the game. But the attack is actually small, or rather, not as large as we would like :o
P.S.: If someone has written something similar, I apologize, I confess, I haven't read all 44+ pages of the topic.
Guards
The backbone of the entire Haven army. In Heroes 6, we see an improved ability for armored units: "large shield." Now, Guards absorb 50% of the damage from all friendly units standing on adjacent squares, while only receiving 25% of the damage themselves. Therefore, they will often be a target for the Guardian Angel. So, all the basics of unit placement will revolve around the correct tactical placement of Guards.
Crossbowmen
Do Crossbowmen have low damage? Perhaps, if you compare them to Spiders and Necromancer's Liches, but thanks to the -50% physical protection on the enemy when they fire, and arrows that hit "through" enemies, they have become new Elven Hunters crossed with Academy Mages. When creating your hero, you can choose an ability that allows Crossbowmen not to hit friendly units.
Vestals
They can heal a friendly creature twice in battle, have strong magical damage, which is rarely used due to the limited mobility of Vestals and the need to quickly return under the protection of Guards, as Vestals have a low defense rating. I don't recommend using the healing ability to damage enemies, only if the enemy is much weaker than you.
Griffins
Excellent creatures, as was correctly noted earlier, they are indispensable during sieges. This has always been the case in all games of the series. But now, it's not so easy to escape from an un-upgraded Griffin. You can no longer move to an adjacent square and avoid damage :) The Griffin dives directly onto the selected unit, regardless of its (the unit's) movement. Unlike Imperial Griffins, which, like in Heroes 5, attack in a straight line with a width of 2 squares, so we are in no hurry to upgrade Griffins.
Shimmers
A real gift to Haven from the developers. They attack without retaliation, return to their original position, have a large amount of speed, the ability to blind, and strong magical attack. But most importantly, they remove all positive effects from enemy units (both the attacked units and those standing on adjacent squares) and all (except for special abilities) negative effects from friendly creatures standing on adjacent squares. Upgrade them as soon as possible. Shimmers are an excellent way to give the enemy a hard time while on the defensive :p
Sun Knights
The unit in our army that is least suited for defense. It has a low defense rating and a rather small physical attack. I recommend using them to block enemy archers. They have a pretty good ability that allows them to move through obstacles. In my opinion, it's the weakest unit in the army.
Seraphs
Our defense and support, they can resurrect a large number of allied units twice in battle and also add initiative and morale. They have one of the highest health and defense ratings in the game. But the attack is actually small, or rather, not as large as we would like :o
P.S.: If someone has written something similar, I apologize, I confess, I haven't read all 44+ pages of the topic.
