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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

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In your opinion, which race is stronger in Heroes of Might and Magic V?
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In reply to Forsaken
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Forsaken;46339
Every castle is good in its own way. Many players in Heroes 5 choose a castle based on their preferences from previous installments. Those who are playing for the first time will likely choose a castle based on their own beliefs: good or evil. Objectively, it's difficult to say which castle is the strongest, but Necromancers definitely rule with their archer-skeletons, although it takes time to build up an army. For me, Necropolis is the strongest.
In previous installments, I played as humans, but in Heroes 5, I was impressed by the Necropolis due to its well-thought-out and organic design, in terms of appearance, development, characteristics
Снова играю в Герои5!
In reply to Fireball
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Fireball;46357
Maybe I'll surprise you, but I agree with you on many points, and dungeon's low-level heroes can definitely handle it.
You didn't surprise me; deep down, I was sure you'd agree with me:D
In my opinion, level 15 is critical; starting from it (if you're lucky), everyone else has enough of the necessary abilities and skills, and by around level 20, they definitely will.
From level 12 to 20, there are 8 levels, and sometimes that's a lot. The chance of two main heroes meeting is quite high, and then the enemies won't envy me...:rolleyes: :cool:
But how are you going to manage to kill everyone before that on an XL map, especially on a random one? IMHO, it's unlikely.
Well, this depends on how many people are playing and what the distribution of races participating in the battle is.
But this can definitely only be checked with a random map generator.
I agree.:)
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By the way, someone wrote that one of the advantages of the Elves is the Plague Tent, but you get it through a catapult, i.e., you just destroy it, and it won't be restored. So, what's the point of having such an advantage, which the Necropolis has, where the tent spawns units and is restored after being destroyed?!!!
Снова играю в Герои5!
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The Dwarves are the strongest, it’s strange that so few people voted for them; in my opinion, they are incredibly powerful. Take their “Readiness” skill, for example. With their fairly strong archers (counting Blades as archers), you can use this skill to implement a purely defensive tactic against other heroes’ armies. Slowly eliminate the archers with shots, and place melee units around them to protect them – that way, even if the enemy manages to get close and attack, they will take damage first! It’s brilliant! I think it’s almost unbeatable.
P.S. Я как автор сообщения благодарю Алфавит.
За любезно предоставленные буквы..:p
In reply to GmiR
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Yes... well, Inferno was really overlooked, not a single vote!!! (I voted for the Mages myself! :D :D)
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2 GmiR: There are so few votes for the Dwarves because this poll was created before the expansion was released, and only optimists voted for them. And Inferno hasn't really caught on in our forum; very few people play it. I'm more surprised by the small number of votes for the Knights... I also voted for the Mages; they may not be the strongest, but they are the most annoying to play against for me.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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Okay. As for me, after the dwarves, I fear the dark and high elves the most; if they start accumulating, it's almost impossible to avoid losses in a battle against them! It would be difficult for me to choose which one is stronger, but my experience tells me that the Sylvan faction... Their archmages are very strong, and the ents are very prolific!
P.S. Я как автор сообщения благодарю Алфавит.
За любезно предоставленные буквы..:p
In reply to GmiR
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I think that to determine which race in HoMM 5 is stronger (if we're talking about strength, and not which race you simply like), it's enough to remember which castle you hate playing against the most... For me, it's definitely the Academy, which is also the castle I play most often (because I love magic and ranged tactics).
For example, let's take Ents and Rakshasa. Despite their incredible power, Ents usually spend most of the battle sleeping peacefully. It's easy to take them out with archers + lightning/ice bolt (with the appropriate ability that forces the target to skip a turn). But Rakshasa... they charge in and overwhelm you... ugh, I mean, they attack before you can even draw your bow. :(
Djinn easily bind archers (yes, they can be killed... but the battle is already taking place on your territory, and your attacking units are running to attack the Djinn instead of rushing to the enemy archers), and soon Gargoyles join them. By the way, Gargoyles are disgustingly drawn, but that doesn't diminish their usefulness. They are practically immune to attack magic, which means they automatically draw enemy units to them. So again, they "prevent us" from reaching the enemy ranks. We stand and beat them up.
Golems can still be survived - they are at least slow... but their magic resistance and endless counterattack create certain difficulties - our archers are most likely already bound by Djinn and Gargoyles, so we have to take them out "manually," that is, with melee-attacking units.
Well, Mages... that's just awful. :(. They will take down a lot of units, and it's not very effective to bind them - they cast Fireball, and they also help their "master" with mana.
I don't think Rakshasa needs to be advertised; they are like Nagas, only blue :D. I love, fear, and respect them.
Titans, no matter what, are thick and powerful. And also archers and casters... it's outrageous, in a word.
Yes, and I also want to confess my eternal love (when I play as them) and hatred (when they play against me) for the "Academy" lady, Orea. She casts spells like a jackhammer - a powerful spellcaster. :eek:
In reply to Слоныш
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Slonysh;51731
I think that to decide which faction in HoMM 5 is stronger (if we are talking specifically about strength, and not about which faction you like), it is enough to remember against which Castle you least like to play...
Very progressive approach! I completely agree!
Slonysh;51731
Despite their awesome power, Ents, as usual, peacefully sleep for most of the battle. It is easy to take them out with archers + lightning/ice bolt (with the appropriate ability that forces the target to skip a turn).
But to prevent them from sleeping, you need to take Light Magic and Righteous Vengeance; then they will run! And since they have awesome speed (not initiative!), they run very far away immediately. It is almost impossible to take them out with archers (especially academy archers), because they have an incredibly large number of hit points; I even like it when enemies attack my entrenched Ents instead of killing the archers.
Rakshasa, by the way, have slightly more initiative than Ents; however, if a Rakshasa uses Charge... then they cannot be compared.
Slonysh;51731
Djinn easily bind archers.
but not for long:)
Slonysh;51731
and soon Gargoyles join them. By the way, Gargoyles are disgustingly drawn, but this does not diminish their usefulness. They are practically invulnerable to attack magic - which means they automatically draw enemy units to themselves. So again - they "don't let" us get to the enemy ranks. We stand and shoot at the dummies.
That's true. Although, in general, you can ignore them - they still cannot kill anyone. In fact, Gargoyles work very well for Nazir (who has Fireball) - if the enemy decides to attack and break the flying units and surrounds the Gargoyles, then that's when you need to hit them with a Fireball...
Slonysh;51731
Golems can still be survived - they are at least slow...
Better to say sluggish. And you can survive them without difficulty. Bind them with the same Ents - and all their endless attacks are useless.
Slonysh;51731
Well, mages... that's just awful.:( They will kill a lot of units, and it is not so effective to bind them - they will cast, dogs, Fireball - and also help the "master" with mana.
Mages are actually not that strong. Yes, Fireball is cool. But how many will they cast? No more than 2. And when the mana runs out, it becomes difficult for them to shoot; this is not like Druids.
Rakshasa are cool, no doubt.
Slonysh;51731
Titans, no matter what, are thick and powerful. And also archers and casters... it's a disgrace.
Well, but Titans are not that great. They are not that thick. Their ability is pleasant (casting, that is) - another retaliatory attack:cool: And their shooting is so-so.

In general, in 5, archers are very weakened - the enemy covers the map too quickly.

Well, the coolest are the Necropolis. I really don't understand what the argument is about, because how can you defeat a monster that has twice as many units as you? You can, of course, but for this you need to invent various tricks, hope for luck (like a city left almost undefended)... as you always have to do when you are much weaker than the opponent.
Moreover, the Necropolis has the hero Vlad, who can almost completely restore one of his units in one turn. Of course, there is a solution - to attack individual units. But then you get too many retaliatory attacks.

Added 2 minutes ago
And the Dwarves are kind of lame. They cannot inflict any damage; the fact that no one can inflict damage on them is not an excuse!
Only their runes help them (if the right ones appear; and if the wrong ones appear - goodbye, little guys!)
It's just that it's difficult to take their Castle.
In reply to Silvanis
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Silvanis;51740
Well, for the most powerful - it's the necros. I really don't understand what the argument is about, because how can you defeat such a freak who simply has an army twice as large as yours?
Twice as large... they're just skeletons. Dystrophics. Tie them down in melee, those pests... rakshasas and ents, by the way, are perfect for that. Although I don't disagree: 10k is power! :eek:
Silvanis;51740

Added after 2 minutes
And the dwarves are some kind of trash. They can't deal any damage; the fact that no one can deal damage to them either is no excuse!
Only their runes help (if the right ones drop; but if they're wrong - goodbye, shorties!)
It's just that taking their castle is difficult.
I'm ashamed to admit it, but I haven't played the addon...:( Waiting for it to be posted on our local network.:cool:
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Yes, tying up skeletons in melee is a lovely thing:) By the way, that's where I love to send in gorgons — at least there they can actually kill someone:)

And you'll only get double on large maps. Necromancers have this cheat-like transformation into undead... what a terrible imbalance! Ideally, only humans can oppose them in this regard by upgrading their troops one level higher.
Let's imagine such a situation: you have a mage town and you've just captured a town... for example, of dark elves. What to do here? Combine them? In my opinion, it's not worth it, although, of course, you can try... Buy and start leveling a second hero? You could, especially if the map is large, but I still usually prefer playing with one combat hero the old-fashioned way.
And for necromancers, everything is simple — you buy creatures there and transform them into your own. Beauty! Thanks to increased income, Knights can upgrade peasants into archers and swordsmen into monks.
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Oh! A gargoyle versus a gargoyle – that’s something!
It’s nerve-wracking! Two little creatures are fighting, and the battle lasts for ten minutes (instead of three)... That’s torture... :-)
:smile03: Я ВЕРНУЛСЯ!!!
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Why are you so fixated on the Necropolis? The Warlock will arrive at the end of the first month and deal 4000+ damage with an explosion – there won’t be enough Vlad to handle that. As for transforming creatures, I’ll build my second Castle, especially if I capture it early, to generate 1000+ income and have a market – goodbye. You’ll have to invest resources and money into it, which will negatively impact your own Castle. After all, transferring troops is effective for 4-7 levels because there will be many skeletons and native units, but zombies and ghosts aren’t that decisive unless the map is small. But on small maps, you don’t really think about a second Castle; the game lasts for weeks there.
But a couple of hundred Obsidian Gargoyles under Heavenly Shield are something else entirely. I spent half an hour with my entire Necropolis army, under Armageddon, killing 700 Gargoyles with a shield and evasion.
Oh yes, against those skeleton archers, I cast Mass Evasion once, and half the problem was solved. And against the entire army, Mass Slow, and all problems disappeared. If you can’t cast Mass Slow, cast Single Slow on the skeletons individually; they’ll move twice as slowly, and Necromancers rarely have Dispel or Haste.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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I agree that you shouldn't focus too much on Necromancers; in certain cases, they can be very difficult to play, but there's no need to go overboard and confuse people.
Why are you so fixated on Necromancers? The Warlock will come at the end of the first month and hit with an explosion dealing 4000+ damage...
Even if you use an enhanced explosion (and you have enough mana?), with +50% earth resistance, you need 40+ spells to deal that much damage. You're quite the optimist. I've never managed to do that, not even in a month.
And a couple of hundred Obsidian Gargoyles under Celestial Shield is something else... I spent half an hour with my entire Necromancer army killing 700 gargoyles with a shield and evasion under Armageddon...
You can also put Celestial Shield on skeletons, and it will be more effective than on mages. Evasion is a real way to counter it, but you still need to get it. And you can remove it, either with a hero or with a Herald.
And against the entire army, mass slow will solve all the problems. If you can't use mass slow, cast single-target slow on the skeletons individually; they will move twice as slowly, and Necromancers rarely have Dispel or Haste...
And in response, you can also use mass slow, as well as Confusion, Berserk, etc. And with what hero will you get Dark and Light magic so that you have decent Dispel and Haste? A Knight won't have enough mana or spells. Perhaps a Mage. But to develop two magic schools in a massive way takes a lot of time, plus they are constantly given Summoning, Enchantment, and Education, which greatly complicates the development. And most importantly, in this case, there is a very high risk of ending up with no combat skills at all. And that's very unpleasant.
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On high difficulty, I don't like playing against Haven because they buy Warriors for a third of the price, and their hero produces a lot of Paladins. They also don't have Peasants...
Open your eyes:cool:

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