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Posts from Discussion of level 1 monsters.

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Which Tier 1 unit is the strongest?
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17 years ago
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From my limited experience, I enjoyed playing as the crossbowman, although the centaur is also quite good.
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17 years ago
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well, firstly, not all units are here: peasants, pirates, troglodytes, etc.

Added 1 minute ago
and secondly, the most powerful ones, in terms of strength, were not named that way for no reason: berserker or centaur.

Added 30 seconds ago
and thirdly, it depends on who they will be fighting against.
17 years ago
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wolves and centaurs
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17 years ago
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I disagree, AoE units attack twice, and centaurs have a good attack, plus there are no restrictions on melee attacks.
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16 years ago
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I like these 6 units the most:
Centaur - the best combination of melee and ranged combat for level 1.
Berserker - a real madman! :)
Squire - one strike and you're guaranteed a headache.
Rogue - invisible on the map and good for scouting. In battle, he's just average.
Imp - a mana thief. Good against other mages.
Wolf - two attacks can be fatal for many.
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16 years ago
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centaurs are more of a melee unit because the range restrictions are very strong. There should be more squires than enemy units, or something like that, or the attack should be greater than the defense. I don't know. A rogue is a good scout and can move far, and a warlock is also quite good, gaining mana and moving quickly.
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16 years ago
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selected everyone except the Squire and the Imp :D
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15 years ago
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Wolf and Orc in melee, plus Centaurs.
Archers in ranged combat.
And in ranged combat, without enchantments, both Centaurs and Orcs are useless.
I also like Imps, but not as fighters, rather for their ability to drain mana, which is very helpful when the hero runs out of mana.
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15 years ago
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I've always thought that the Half-Elf was the best... and for some reason, I also like Skeletons; they take less damage when shot.
In reply to red sugar
15 years ago
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Demons placed in free slots can annoy units with good spellcasting abilities but limited mana (devil, nightmare) and ruin the nerves of an average mage. Skeletons provide excellent cover for archers and mages thanks to their "bone-like" nature. In the late game, when all first-level units become roughly equal in strength, it's very useful to have leprechauns in a free slot to cast "Luck," which will boost more important units.
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15 years ago
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I chose the crossbowman because he is the best compared to others. Comparison: I took 300 units of each warrior. Among ranged units, the crossbowman is the best. Firstly, he shoots without any penalty, and secondly, with one attack, he can take down 300 small units and 250 centaurs! He also almost always goes first among level 1 ranged units. Well, the orc, although he attacks for a long time, is also much better! As for melee combat, I haven't tested it.
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14 years ago
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The following was proven through testing: battles of 50x50
Halfling 31-0 against Dwarves.
Marksman (undoubtedly) 50-0 against Squires.
Faeries 35-0 against Wolves.
Orcs 49 (5 Thieves managed to attack) - 0 Thieves. I was surprised.
Skeletons 45 - 0 against Imps.
And the most surprising! 50 Centaurs - 0 against Berserkers.
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14 years ago
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Real battles never take place in a "one-on-one" format; heroes and other units are always involved. Therefore, the value of such "experiments" is highly questionable.
In reply to Ple-Sen
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14 years ago
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Ple-Sen
Real battles never take place in "one-on-one" scenarios; heroes and other stacks are involved. Therefore, the value of such "experiments" is highly questionable.
But if you level up the leaders of the faction (Orcs, Centaurs, Archers) as mages, and give Orcs and Centaurs accuracy, they will still be effective in large numbers and defeat level 4 units.

Added 8 minutes later
I remembered one battle that I would have lost, but the Archers saved the day:
So, the enemy forces: a level 15 general, 2 stacks of 5 Titans each, and 445 Dwarves. My forces: 1 level 20 hero (I don't remember who, but he had magic skills), 1 Angel (eliminated early), 100 Squires (didn't bother with them), 450 Archers.
First turn: the general with a crossbow attacks the Angel - it dies.
Second turn: Archers attack a Titan - the Titan is ready, losses of 45 Archers.
Third turn: Squires. Sent them into the fray.
Fourth turn: my hero attacks the enemy hero, deals half of his health.
5th turn: the Titan attacks the Squires, 9 Squires remain.
6th turn: Dwarves.
7th turn: Archers - another Titan is ready, losses of 45 again.
8th turn: my hero finishes off the enemy hero.
9th turn: a Dwarf kills a Squire.
10th turn: Archers destroy 145 Dwarves.
11th turn: destroy another 90 Dwarves.
12th turn: Dwarves try to reach my hero.
13th turn: victory. Thanks to the Archers!
So: even in skirmishes, it makes sense to include Archers, especially if there are many of them!
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14 years ago
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To make 450 crossbowmen take down 5 Titans, you need to have a well-developed overall strategy.

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