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Humans:
1) militia - because of stun, better for assaults.
2) Archers - new ones, no penalty and attack +1.
3) Squires - because of defense and ally protection, although double strike is also very cool
3) Combat units are taken more often, their hp is 1.5 times higher, although initiative is 1.5 times lower, but they are hard to kill, more of them survive
4) Adepts. Inquisitors are obviously great for crossbowmen, but the adept has a cool ability - cleansing, even removing own submission via counterattack happened, + 2 expert punishing strikes or one Expert cleanse.
5) More often paladins, because of the ability, and defense is 4 higher, though 5 to max damage for champions and attack for both is also cool, but a paladin can even remove berserk, which cleansing doesn't even try to remove. What's funny is that the paladin's powerful spell cannot remove a cyclops' hex, which is guaranteed to be removed by the weakest cleanse.
7) Archangels most likely, resurrection rules
Demons
1) new ones, even if the ability of the old ones is better, but +1 to defense and speed is still very cool
2) demons - new ones, jump is very cool
3) Dogs - fire ones, they vomit well, but it's a pity damage is 1 lower.
4) succubi old, new only against demons, shot is better
5) horses - new ones, ability is cool, old ones in case there are few of them (up to 5). Damage 10 from one horse is cooler than -3 spirit from the whole nightmare stack.
6) demons - new ones, stats, anti-magic-50% + the ability of the new ones speaks for itself.
7) I take old ones, summoning demons is cooler than uncontrolled teleport, but the main reason is that archdevils have higher initiative and speed, while archdemons have an advantage in attack, defense, healths, but speed and initiative rule, the hero will add stats.
Light Elves
1) fairies - new ones, max damage from them is 1.5 times higher, + resurrection, old ones are slightly faster, but spells aren't very useful, although I often take old ones one by one in a squad - 1 piece - 12 magic damage per turn
2) dancers - new ones, stats are higher, speed +1 and defense is much +, better, I always take them, old ones to the furnace.
3) archers - old ones, if they shoot straight it'll be better, crooked - slightly worse, but there is stun, I didn't notice that new ones stun - they just knock back and that's all. Find a unicorn bow and that's it. New ones are useful when defending the castle from strong enemies, when the main hero isn't defending.
4) druids - if druids are up to 40 then old ones, after 50 I start switching, new ones have higher guaranteed damage, and in quantities of 50+ druids no longer cast spells but shoot, and the ability of the new ones is cool - increasing spell power ))
5) unicorns - new ones, easier to resurrect
6) dendes - old ones, need some meat at least.
7) dragons both are cool, usually take old ones, although on general divine power new ones are stronger.
Dark Elves
1) assassins old - their strength is not in attack, but in poison, which they can spread for free at a distance. That's why them, trappers can be taken one by one to hide and hit with the hero )), and they themselves are very strong, but don't poison as well.
2) furies new, damage is roughly the same, but more defense and hp, everyone tries to kill them anyway and growth is low, although pity about initiative.
3) Goats old, sometimes in defense new ones act as meat
4) riders old, what the hell is a charge, old ones ignore defense, no charge can replace that, plus old ones have +2 to max damage? Only old ones, new ones no-no
5) hydras better old, this is the defensive version, + regeneration. Although when there are many hydras, yellow hydras rule, whoever hits in melee will get a recoil of 1/4 of the hydra's hit (by the way, it's treated as a physical ranged attack).
6) Shadyns - old ones, someone needs to shoot normally, assassins are poisoners rather than shooters.
7) dragons - black, especially against dark elves, max damage +10! And red's breath is of course very cool, but for that you need to place a sacrifice by the dragon, it's not always possible, and red dragon explosion is on one cell, not two. 10 damage is too much.
Necros
1) Skeletons - new ones, of course, difference in damage, stats, arrow protection for self and allies, stun, anti-magic 25; against some weak shot, old ones can sometimes be used when the enemy has a huge advantage while defending the castle, to kill someone at a distance, although it's easier to protect a lich
2) Zombies - plague ones - not only is the ability cooler, but damage is 2-3 vs 1-3! New ones - just meat, +2 hp and defense, for your own hero this isn't needed, new ones are only good as cannon fodder.
3) ghosts - new ones, because of 1 speed, 1 hp stats, true old ones have higher initiative but speed is a very expensive parameter. Although I like the ability of the old ones more.
4) Vampires - new ones - speed +1, blinding is cool, old ones only against undead.
5) Liches still archis, cloud is cloud, unless enemies are undead) And in archliches there are good curses and plague. But new ones are stronger, damage and stats are much higher, and they resurrect. You can even take a few of both.
6) Heralds old, 3 to damage, + some stats, the strongest same-dispelling of blessings. Towers are only good for the scream, melee fighters among them are much weaker, and also as cannon fodder (meat only for mages, herald is resistant to damage)
7) Hard choice with dragons. Astral ones are very strong, their curse is very cool, I usually take them. Although sometimes I switch, spectral ones have death gaze - guarantee of -1 spirit to enemies, only this ability makes me doubt the choice, if not for it I would have forgotten about spectral dragons.
Mages
10 New ones. They knock out catapults, towers, golems as many times as they want (not just once), attack +3(!), defense _1. Without a doubt
2) gargoyles - old ones, new ones are very vulnerable to magic. But if the enemy is a knight - new ones - convenient for the hero to help kill the foe, and initiative +1
3) Golems - perhaps, the hardest choice. Steel ones as warriors are cooler, although they are slow, +2 to defense and counter-attacks, while obsidian has anti-magic and 9 initiative instead of 7 (+30%!). I used to take steel, recently switched to obsidian. And 180 obsidians protect neighbors almost perfectly.
4) Mages - new ones, let there be less mana but they cover themselves and don't shoot their own and a small advantage in attack. They protect neighbors from shots of other mages and themselves.
5) jinns - new ones, even if attack and defense are 1 lower, but +5 hp, magic protection 75 (instead of sultan's 50) and immunity to air. Neither knows how to fight, spells are better for the sultan, but because of magic protection I take the vizier.
6) Rakshasas - yellow ones rule. Hitting without answer is cool, but a hit on everyone with rakshasa strength, 1 initiative, 1 speed makes an ordinary strong monster a super-killer. This is even too strong a creature for mages.
7) Classic titans. What can that [bad word] do, 1 cloud of 10 damage, and arrow damage is lower, yes one cloud, but what if the enemy has skilled evasion, which AI loves so much, that it will hit with a cloud or shoot through and lose 70% damage? And titan's lightnings are infinite, while the loser has only one cloud. Titan rules.
Dwarves
1) classic defender. Mountain guard is a loser, he only has 5 defense stat, and that's when standing still, and stats are slightly higher, but the defender has shield wall, the best ability, because of it they are harder to kill than berserkers, this ability is cooler than a couple of stats that a hero can give. Nothing gives a shield wall
2) harpooners (new ones). Let them not cripple, with a penalty, but there is immunity to defense reduction and most importantly: master spear damage 2-3, harpooner damage 2-5! This is already an argument to ignore masters.
3) Bears: varies, lords are more about defense, northern ones are attack, I take northern ones more often, they are more useful (not against undead, there lords and that's it)
4) berserkers new, stun, defense, increasing stats and initiative all better and better
5) Old priests. Let damage be lower, only one strike spell, but it's better than the new ones and a shot capable of hitting 5 enemies at once ) For this and +3 damage of flame priest is not a pity, attack with rest ability decides everything.
6) jarls. They have fire sign (1/1), together with damage, convenient for priests with fire spells. Earl is cooler as a melee fighter, if the dwarf has a battle fury rune, then I switch to earls, one rune and an earl in the epicenter (especially if activating berserker rune before) is unseen and unheard of horror, it will sweep away the enemy army. If I get this rune I switch
7) Old ones, they have fire shield
Orcs
1) trappers, they have more hp. When I get a super-ability for barbarian I change to sorcerer, on fury the sorcerer throws curses without answer, and his damage is higher.
2) Only combat ones. Let nomadic have initiative +1, damage 3-6 instead of 3-5, (don't care about hp), but maneuvering is more a minus than a plus! Once they hit, and that's it, the centaur ran to the center where others who couldn't reach started hitting )) The centaur is worth upgrading at least so that he loses this stupid ability, it's not needed at all, better answer without penalty like a combat cent, and also hp +1 is important, centaurs have few of them.
3) Warmongers, they have 20 hp vs 12 for ordinary ones. Very many, self-protection, put under a centaur - will protect the centaur. Double recoil, cool.
When I get a super-ability for the hero, I still switch, as ordinary ones take 3 damage, this is too much, speed and attack, they start killing well.
4) daughters of earth. Stats are higher, hit is stronger, hit without answer during slow, which these shamans have. Sky only when defending the castle, to eat a goblin and shoot lightnings, otherwise only earth.
5) Executioners, extra strike is more expensive. Leader can be used in defense when the castle definitely won't hold, with centaur and daughters of earth standing
6) Pyrocais, practically immortal, green ones only when there are few of them.
7) Free own, I don't take blood-eyed. Look at the "damage" parameter, all answers are there. Creepy, true, have to place them so they don't kill their own, allocate 8 units of space in formation for them (4*2). But damage decides everything, and gates or a tower can be broken so they don't rage.
By the way, there is an upgrade algorithm for the orc.
Super-ability gives second level of fury. If you add a mastery pendant artifact, education and "fire of fury" skill to the super-ability, then orcs upon entering battle receive 3rd level of blood rage. Used it often, proven.