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Which Tier 1 unit is the strongest?
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14 years ago
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The Centaur has the best stats for close-range combat, while the Arabian unit excels at long range; skeletons are immune to arrows, and squires often stun opponents under my command.
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14 years ago
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While updating the Cheat Sheet, I tested the units and found the following: Berserker is the strongest in attack, Zombie is the strongest in defense, Centaur is in between them, but the strongest (most durable) in prolonged combat, and can easily defeat any archer of its level. All other units are weaker. An Archer might be stronger only if the Centaur stands still and waits to be shot at. Therefore, the first choice is Centaur.
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14 years ago
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And the coolest of them all is still the hobbit:rolleyes:
12 years ago
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For the Wolves. Because it's a very effective unit. Two attacks are very good, and the speed is also good.
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12 years ago
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I'm all for the versatile Centaurs! A powerful ranged unit, a durable warrior, and overall, the best addition to the Barbarians since the third installment!
12 years ago
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By the way, the orc looks very much like a pig.
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12 years ago
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That’s exactly what a pig is. And he was like that in the second game as well.
12 years ago
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In the second game... well, you're right. In the fifth game, the Orcs underwent a significant style change.
8 years ago
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from Life: 1) Peasants are the weakest combat unit, not intended for battle. However, gold is always scarce; 1k is already quite effective, and 2k is even better. They pay for themselves relatively quickly; I always take them in a caravan or even place them near the building. 2) Squires are an average, fairly mediocre, and normal unit. 3) Archers - with their ability, they are perhaps the most useful combat unit in battles with full armies on the field at level 1, and also useful for defending the castle. from Death: 1) Imps - well, they're weak, but they're okay for level 1. You can give one to a hero to improve their movement; in battle, if you're lucky, they can disable the ability of a Nightmare, Angel, Devil, or Phoenix, or weaken mages. 2) Skeletons - good for defense, especially if you have a dwelling of the dead. Otherwise, I send non-necromanced ones to the castle. They have a decent attack, but they're mostly for defense. 3) Zombies - dull, good for defense against mages, although I don't even buy them unless there's no other choice. They're relatively cheap for their stats, but their effectiveness is also accordingly low. from Chaos: 1) Thieves - an average unit in battle, slightly worse than a Squire. They're not very useful on the map for gathering resources, but they have good movement and speed in battle and on the map. 2) Orcs - good for defending the castle, with good accuracy, but without that, they're a unit slightly stronger than an average level 1 unit. 3) Trogolodites - physically decent, but considering they require an extra slot and only grow in external dwellings, they are rarely used. If they were in the castle, it would be a completely different story. 4) Pirates - weak - they can't move well, and they're only useful at sea. Otherwise, they're slightly stronger than a Thief, but inferior in speed and range. I only buy them when there's nothing else to buy or when there's extra gold, and you can't build dragons or hydras, for example. from Order: 1) Halflings - an average unit, with better accuracy. Since accuracy is often available to the army, they can be used as archers. 2) Gnomes - physically strong, but slow. They're good for magical/physical defense. from Strength: 1) Berserker - if it weren't for their stupidity, they would be the best. As it is, you can leave them to defend the castle and in final battles, but even for the final battle, you need tactics to make sure they reach the enemy. They are the cheapest after peasants, and they have a lot of growth. 2) Centaurs - they move well on the map, they're good in melee combat, but they shoot terribly. They have few shots, and their growth is only 9 (with a Dryad, it's 13.5). With a purchased lord, leveled up to level 2, they don't grow above 15. from Nature: 1) Sprite - not bad, you can take a few for movement, and in battle, they usually hit at least once + they can attack and fly away. 2) Wolves - strong, good, but they don't shoot. They have 7 speed, 2 attacks, above-average HP, and they move further in battle than the average level 1 unit. 3) Leprechauns - summoned units are good; they are summoned on the move. In battle, they have a normal movement range and a useful spell. However, they move poorly on the map and have little growth, so it's definitely not worth spending a portal on them. But I've highlighted the most useful ones - the crossbowman, the sprite, and the berserker (if you can accumulate them, you can even take them into battle, because as you progress, they become useless due to their stupidity)
In reply to vasik
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8 years ago
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adjust the unit parameters to your liking.
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8 years ago
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There's a distinction between "most useful" and "most powerful." The table lists the most powerful units. I once tested level 1 archers, comparing their effectiveness. The crossbowmen, who lead the table by a significant margin, can defeat any of the other three archer types with the right tactics. Usefulness, however, depends on how and when you use them, and on the specific situation. For example, fairies can be used to defeat hydras.
In reply to iLich
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8 years ago
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Even though the topic is old, I also want to share my opinion: Death 1) Skeletons are useless, even if you have 1000 of them; they fall quickly in a serious battle. Usually, even their ability isn't useful; vampires and a hero are enough. 2) Imps are very useful; they speed up the hero, steal mana, and can steal for the devils, so they can summon demons 2 or even more times. They are not intended for battle, except perhaps to retaliate. But the main thing is that they fit into the army in terms of speed with vampires and ghosts, so you can carry them around the map. 3) Zombies are the same as skeletons, only stronger; they are not that bad in city defense, but taking them into the army with their speed... Nature 1) The Fairy dies like an Imp, but with her ability and speed, she is one of the best units. You can take out as many zombies as you want with just one fairy. And she can quickly scout the map and collect resources. 2) The Wolf is so-so; it is slower than many in its race and has no place in the army. Let it accumulate in the castle; the damage from two attacks is quite decent. 3) Leprechauns are only needed for luck; you can summon them with a spell, but they have no place in the army. (I think it would even lose to a peasant without Fortune). Chaos 1) Thieves are fast, there are many of them, and they are created to steal resources, not to fight. But there are so many of them that they successfully absorb attacks at the beginning of the game and hit quite well. As fighters, they are somewhere between skeletons and squires in strength. 2) Orcs are one of the best if you get accuracy; otherwise, they are only normal up close, but they often help in city defense, especially with stunning in Equilibris. 3) Troglodytes have good stats, but they are slow, and you can't accumulate many of them, and their ability is practically useless, so they are almost irrelevant. 4) Pirates are also almost irrelevant, except perhaps on maps where the action mainly takes place at sea; then they can be useful. Order 1) Halflings are good archers with accuracy and their growth; they are the main striking force at the beginning of the game, and later they defend the city well; their ability helps against Chaos Demons and other powerful monsters, but they should be sent to the garrison as soon as possible from the army due to their speed. 2) Gnomes are needed to cover the Halflings at the beginning of the game; then they just sit in the castle. However, if you accumulate 1000 of them, you can take them; their stats are good. Life 1) The Squire, like the Gnome, is needed to cover the archers; the rest is the same. 2) The Archer, like the Orc, is very useful, but even without accuracy, the main thing is not to let the enemy get close to them, or it will be bad... but in general, they can play throughout the game if you don't lose them. 3) The Peasant, like the Thief, is needed to support the economy, not for battles. If their dwellings meet, the question of whether to take them or not usually does not arise, but only in Equilibris, where taxes have been raised to 2 per day. Might 1) The Berserk would indeed be the best if it weren't for its uncontrollability. In my opinion, it is better to just accumulate them in the castle; by the end of the game, under the leadership of a tactician or mage, you can strengthen them so much that they will be very effective. 2) The Centaur is the most balanced of all; it is a good fighter for city defense, fights well up close, and has a lot of health. But they don't act as cleverly as fairies or thieves; they are just a strong fighter. In summary, for level 1 units, you can distinguish several groups. The best for supporting others are thieves, peasants, fairies, and imps, but they are physically weak and are quickly defeated. But their relevance can be throughout the game, not just at the beginning. As combat units, the best are Berserks, Centaurs, Orcs, Archers, Hobbits, and Wolves are also good if there are artifacts for speed. Leprechauns, Gnomes, and Squires are slow meat that can help at the beginning, but they don't bring much benefit later. Unless there is a free slot that you can't fill with anything else. But they are not useless. Skeletons, Zombies, Troglodytes, and Pirates are the most useless. Especially the pirate. It is difficult for them to find a use; if anyone explains when they are useful, I will be happy to listen
In reply to Пашкент
8 years ago
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Skeletons provide good protection for your archers and mages against enemy archers – it is very beneficial for mages to raise them solely for defense.
Trogolodites are effective against Medusas (surprisingly, their ability prevents Medusas from turning them to stone) – and due to the resilience of Trogolodites, a large number of them can be used to eliminate Medusas, although there is undead, such as skeletons, which also take less damage from Medusa attacks, so skeletons are more useful against Medusas.
8 years ago
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Pirates are useful, especially on maps that are mostly water. On water, movement isn't affected by the creatures' speed (the army isn't slowed down), and they can move and fight normally. On land, yes, they're like upgraded Rogues, but they're slow. An example of pirates being useful is in the campaign for Taun Balfor – there's some water there, and besides them and the Rogues, there's no other army. And they turn out to be stronger than the Rogues (even on land). Later, as the city develops, they become useless (Rogues also become useless at this point, but they can still be used for "steal-bring-deliver" tasks). Skeletons are a good option. A Necromancer of level 1-2 arrives at a location with Archers/Crossbowmen, casts Poison, puts a Skeleton in front of the hero for defense, and waits for the archers to die. What's wrong with that? And they're not a waste, because the growth rate is good, plus Necromancy and the Transmuter spell. Now imagine that your hero has 3rd-level skills and Teleportation. And a Tactician as a companion. You gather a couple of legions of skeletons from all the cities, teleport, and win. Carrying them around with you is, of course, more trouble than it's worth, and sometimes it's annoying to have to move them to the nearest city with a caravan depot. As for Zombies, it's really unclear what their purpose is. Zombies are probably the most useless; maybe they're meant to be used to poison Djinns and dispel their enchantments, causing fatigue, similar to "skeletons against archers." And in that case, skeletons are also better against Medusas than Trogolodites. But what's the point of Imps in an evolution where they're already weak, and they've been made even weaker by increasing the mana cost of Angels/Devils/Nightmares/Phoenixes to 2, which makes a single unit of Imps simply useless/rarely useful? I don't know.
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6 years ago
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with a Fairy, you can easily defeat hordes of creatures, even those of level 1 or 2.

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