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I'm a bit late with the discussion, it's already 2014 =) But maybe someone will decide to join in on history and play HOMM3, and my advice will help them =)
Playing as Conflux isn't easy, because in terms of stats, many characters are inferior to same-level units from other towns. But there are several obvious advantages worth noting.
1 - The Phoenix is by default the fastest unit in the game, which gives us the right to the first move and the ability to cast spells before the opponent. Besides everything else, we can send the phoenix into attack, thereby blocking the enemy's ranged units. But at the same time, one should not forget that the phoenix, despite its speed, is extremely squishy in close combat. Any level 6 opponents whose numerical superiority is more than 3 times relative to the phoenix can cause non-illusory own-butt-hurt.
2 - Fairies... a huge number of fairies who, with the HASTE buff, freely cross the entire map and knock over (given the appropriate number) any ranged unit, except perhaps the Titan. Accordingly, with 2 units, we can completely block all support shooters in the team (unless, of course, we are playing against Tower).
3 - All elementals in the town are completely immune to mind-control spells like Berserk (those who have encountered it know that a properly cast berserk can dismantle an enemy army without any help from your own). They are also completely immune to lovely things like the Lich's Death Cloud, vampire life drain, or the Ghost Dragon's morale penalty. Consequently, the Conflux army completely nullifies the most vicious abilities of the undead army. If we don't count evil knights =)
4 - Elemental protections and immunity to certain types of magic are useful themes, but you shouldn't rely on them too much. A nice addition, so to speak.
5 - Not exactly a plus, more like stability. The Conflux army, just like the undead army, is immune to loss of morale (except for fairies and phoenixes). On one hand, this is a plus, as no one can suppress the morale of most soldiers; consequently, they will consistently move without losses. Not bad overall.
Now regarding units individually.
Phoenix - Well, what can you say - Fast, squishy, hits 2 cells away, immune to fire magic, sometimes resurrects =)))
Flies across the entire map from corner to corner, occupies 2 cells (useful in a critical situation if you need to shield a ranged unit from a frontal dragon attack). Gives the army the right to the 1st move since it has the highest default speed in the game. 1st move - 1st hit - 1st spell. Not bad.
A small bonus regarding resurrection is extremely useful if fighting against Tower and our chicken accidentally gets killed near Titans. Otherwise, almost all level 7s can tear a Phoenix apart 1 on 1.
Magic Elemental - an extremely vile creature. In a direct hit, it shows its opponent "porn," causing N-number of enemies to drop from heart failure at the sight of such obscenity. An extremely inconvenient opponent in terms of magic immunity, small-radius AOE attacks, and same-turn strikes. Should be used as the tip of a ground infantry attack against equal or weaker enemies.
Magma Elemental - slow but strong enough unit. Ability - none. Except it hits hard and casts earth protection. Immune to lightning, meaning it cannot be targeted by Chain Lightning. But from Meteor Shower, it crumbles into a pile of feces-oids and is removed from the battlefield. I always used them in defense and battles with similarly dumb and slow units.
Energy Elemental - fast guy, flies half the map, squishy as cotton, but does decent damage. An excellent interceptor unit for those sneaking up on ranged positions. Confidently takes apart most level 4s 1 on 1, except the really stubborn ones. Can also be used as support for magic elementals at the tip of the attack. Though it dies there before it can even say "Geronimo."
Ice Elemental - no comments needed here. Ranged unit. If you don't know how to use a ranged unit, I have bad news for you.
Storm Elemental - well, idk. In terms of strength, the most powerful level 2. Besides everything else, it's also a ranged unit. More often than not, it easily takes apart any level 2. In good numbers, they can kick some non-too-fast level 3s. Having at least 50 of these, you can calmly go after various unupgraded threes standing near mines, artifacts, and other junk.
Fairy - now we've come to the highlight of the program. There are many fairies, they don't take return damage, and they fly across the map under haste... if that's not enough for you, go study the basics. Despite their squishiness, fairies win by colossal numbers. The tactic for this cannon fodder is simple: you take a haste spell, buff the fairy, and with screams of OLOLO - fly to the opponent's flank to "love" their ranged units. Guaranteed, level 2 shooters cannot withstand such debauchery, and at a ratio of 3 to 1 (where 3 are fairies, as it should always be), they are simply annihilated.
Added after 2 hours 18 minutes
I'm a bit late with the discussion, it's already 2014 =) But maybe someone will decide to join in on history and play HOMM3, and my advice will help them =)
Playing as Conflux isn't easy, because in terms of stats, many characters are inferior to same-level units from other towns. But there are several obvious advantages worth noting.
1 - The Phoenix is by default the fastest unit in the game, which gives us the right to the first move and the ability to cast spells before the opponent. Besides everything else, we can send the phoenix into attack, thereby blocking the enemy's ranged units. But at the same time, one should not forget that the phoenix, despite its speed, is extremely squishy in close combat. Any level 6 opponents whose numerical superiority is more than 3 times relative to the phoenix can cause non-illusory own-butt-hurt.
2 - Fairies... a huge number of fairies who, with the HASTE buff, freely cross the entire map and knock over (given the appropriate number) any ranged unit, except perhaps the Titan. Accordingly, with 2 units, we can completely block all support shooters in the team (unless, of course, we are playing against Tower).
3 - All elementals in the town are completely immune to mind-control spells like Berserk (those who have encountered it know that a properly cast berserk can dismantle an enemy army without any help from your own). They are also completely immune to lovely things like the Lich's Death Cloud, vampire life drain, or the Ghost Dragon's morale penalty. Consequently, the Conflux army completely nullifies the most vicious abilities of the undead army. If we don't count evil knights =)
4 - Elemental protections and immunity to certain types of magic are useful themes, but you shouldn't rely on them too much. A nice addition, so to speak.
5 - Not exactly a plus, more like stability. The Conflux army, just like the undead army, is immune to loss of morale (except for fairies and phoenixes). On one hand, this is a plus, as no one can suppress the morale of most soldiers; consequently, they will consistently move without losses. Not bad overall.
Now regarding units individually.
Phoenix - Well, what can you say - Fast, squishy, hits 2 cells away, immune to fire magic, sometimes resurrects =)))
Flies across the entire map from corner to corner, occupies 2 cells (useful in a critical situation if you need to shield a ranged unit from a frontal dragon attack). Gives the army the right to the 1st move since it has the highest default speed in the game. 1st move - 1st hit - 1st spell. Not bad.
A small bonus regarding resurrection is extremely useful if fighting against Tower and our chicken accidentally gets killed near Titans. Otherwise, almost all level 7s can tear a Phoenix apart 1 on 1.
Magic Elemental - an extremely vile creature. In a direct hit, it shows its opponent "porn," causing N-number of enemies to drop from heart failure at the sight of such obscenity. An extremely inconvenient opponent in terms of magic immunity, small-radius AOE attacks, and same-turn strikes. Should be used as the tip of a ground infantry attack against equal or weaker enemies.
Magma Elemental - slow but strong enough unit. Ability - none. Except it hits hard and casts earth protection. Immune to lightning, meaning it cannot be targeted by Chain Lightning. But from Meteor Shower, it crumbles into a pile of feces-oids and is removed from the battlefield. I always used them in defense and battles with similarly dumb and slow units.
Energy Elemental - fast guy, flies half the map, squishy as cotton, but does decent damage. An excellent interceptor unit for those sneaking up on ranged positions. Confidently takes apart most level 4s 1 on 1, except the really stubborn ones. Can also be used as support for magic elementals at the tip of the attack. Though it dies there before it can even say "Geronimo."
Ice Elemental - no comments needed here. Ranged unit. If you don't know how to use a ranged unit, I have bad news for you.
Storm Elemental - well, idk. In terms of strength, the most powerful level 2. Besides everything else, it's also a ranged unit. More often than not, it easily takes apart any level 2. In good numbers, they can kick some non-too-fast level 3s. Having at least 50 of these, you can calmly go after various unupgraded threes standing near mines, artifacts, and other junk.
Fairy - now we've come to the highlight of the program. There are many fairies, they don't take return damage, and they fly across the map under haste... if that's not enough for you, go study the basics. Despite their squishiness, fairies win by colossal numbers. The tactic for this cannon fodder is simple: you take a haste spell, buff the fairy, and with screams of OLOLO - fly to the opponent's flank to "love" their ranged units. Guaranteed, level 2 shooters cannot withstand such debauchery, and at a ratio of 3 to 1 (where 3 are fairies, as it should always be), they are simply annihilated.