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Posts from Фракции "Might & Magic Heroes VI"

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What is your favorite Faction?
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Yes, it's the same thing. Only, Orcs are a race, while the Stronghold is a faction.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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I played as the Haven faction against all other factions in multiplayer, and every match ended in victory. Either I was lucky with the players, or Haven is the strongest faction in duels. I am playing with dynasty bonuses, maybe not everyone uses them.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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1) One of the main indicators in the game is the speed of development. How quickly can you capture resource mines, how quickly can you build an army that is so superior to the enemy that you can storm 2 Castles...? Here, I would rank them in this order: Necropolis, Humans, Serpentfolk, Orcs, Demons. With the first three, by combining the armies of 2 heroes on the 1st turn, you can confidently go for the mines even on a high difficulty level. 2) Mobility - who outmaneuvered/outpaced/didn't catch up with whom. Humans are first, Undead are last (leadership is key). 3) Army flexibility. Undead are in first place. Out of 7 units, 3 are ranged and 3 are flying (storming Castles is a pleasure). They also have 4 units that deal physical damage and 2 that deal magical damage, 1 of each to choose from - you can focus on whatever you want... As a result, Undead are the most attractive, but since they move very little (compared to others), you have to give them up. Humans deal good damage with light magic, which works against 3/5 factions. They lose to Serpentfolk... Serpentfolk lose to Necropolis if the latter have a good strategy and don't let the ranged units get close. Demons are essentially a melee race; they are good in open fields, but not very good at taking cities. Orcs are a powerful race, but the lack of healers (like Demons) slows down development in the early stages. If you let them develop, they will crush everyone, but if 3 weeks in, a mega-pack is already standing at the walls... I vote for Undead. Maybe I'll find a solution to the logistics problems; otherwise, they are the best. IMHO, of course.
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Orcs are a powerful race, but the lack of healers (like demons) slows down their development in the early stages.
But what exactly is the problem? Goblins set traps, splitting the enemy army into those who arrive earlier and later, and orcish warriors and harpies destroy them in parts. As soon as you build centaurs, that's it: these girls shoot everyone down before they even get close. If you can't win without losses, there's nothing terrible about it: the incredible growth rate will compensate for everything, and by the end of the game, you'll forget that you once lost soldiers in neutral territories.
 

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In reply to Ment
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It's one thing when you capture all the mines around your castle in the first week and have all 7 units available in the second week, and it's quite another when you lose 50% of your troops in the first two mines and have to wait until the second week to replenish them.

For Necropolis/Haven/Cove, it's normal to capture a second castle in 3 weeks, but for Stronghold and Inferno, it's very difficult to do it before 4 weeks...
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Humans – they’re alright, but something’s missing… some kind of drive… I liked the Shining Ones the most; they’re interesting creatures. I think they need more archers.

Demons – a race of slow-moving infantry. They have two archers, but only the Succubi are worth it. The Broodmothers, taking up half the field, are weak but tough. In Heroes 5, I liked them much more.

Undead – this race has lost the awesome ability of the Ghosts. That’s their biggest loss, but they’ve gained a lot. I like them. A strong army of the dead with a constant resurrection ability.))

Orcs – highly initiative, strong guys. In my opinion, the strongest race, and the fact that Orcs can cast all types of magic is also very important.

Naga – I like them the most. But I like them only because they’re new. It’s a novelty. Unfortunately, they’re not very strong, and I don’t see any particular advantages in them.

My vote goes to the Naga, although Orcs, in my opinion, will be much stronger. :)
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The strongest factions right now are Necropolis and Haven, although I don't like either of them. All the top players in online games only play as these factions, because it's very difficult for other factions to counter the large number of bugged abilities of Humans and Necromancers.

I personally prefer Stronghold and Inferno; Sanctuary is also good, a pleasant faction, although at first I didn't like them.
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1. Inferno – creepy creatures. Weak. Scary. That’s all. 2. Necropolis – I don’t like those who eat corpses. They give me the creeps. 3. Sanctuary – a race that appeared for the first time in Heroes. Beautiful, but with weak defenses. 4. Orcs – they have strength, but no brains. Just kidding. 5. Haven – just like in Heroes 5.
Империя Лотоса. Наги. :smile08:
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Just like the previous post: Necropolis – good. 3 flyers, 3 archers, and one land unit, which is quite powerful. The only downside is the small movement range. Haven – slicing attack + archers = colossal power. Griffons and angels didn't impress. Naga – expensive, takes a long time, and doesn't always work. The plus side is traveling without a ship and high initiative. Inferno – ambiguous because their main aspect – luck – is bugged, but otherwise, it's a fairly self-sufficient race. Orcs – having ranged attacks is a plus, and the units have decent abilities.
In reply to volchok
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volchok
Like the previous post:
Necropolis - good. 3 flyers, 3 archers, and one ground unit, which is quite powerful. The only downside is the short movement range.
Haven - slicing attack + archers = immense power. Griffons and angels didn't impress.
Naga - expensive, takes a long time, and doesn't always work. The plus side is traveling without a ship and high initiative.
Inferno - ambiguous because their main ability, luck, is bugged, but otherwise, it's a fairly self-sufficient faction.
Orcs - having ranged attacks is a plus, and the units have decent abilities.

Angels impressed me the most. You look at them in PvP and don't know what to do. Since, besides just attacking them, there's nothing else you can do. No debuffs affect them at all. And they have good defense, and with good support, they are the best tank in this game.

But Kirins are beautiful :smile12:
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Angels impressed me the most. When you see them in PvP, you don't know what to do. Since, besides just attacking them, there's nothing else you can do; no debuffs seem to affect them at all. They also have good defense, and with good support, they are the best tank in this game.
It's a pity that the enemy targets Griffons and Monks instead of them. Out of all the Champions, they impressed me the least.
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Orcs deal decent damage. It's a shame there are no healers. I voted for them.
In reply to volchok
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volchok

Inferno is a bit of a mixed bag because their main ability – luck – is bugged, but otherwise, they are a fairly self-sufficient faction.
The luck mechanic has been fixed.
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Regardless, the Inferno faction loses to the other factions due to their not-so-great ability.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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Hmm. In duels, this ability, which isn't "that great," actually works quite well. Even at level three.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"

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