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I understand everything.
There's no point in explaining that it's undesirable to have hero units from opposing factions in your army.
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



In reply to Ethereal
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Ethereal
...on XL maps, opponents often have 5 or more castles each...
Does anyone actually play XL maps? I doubt it. You can start a game on such a map, but playing it through is unrealistic. Even if you constantly manage to find time to play, it will all be tedious and boring.
Heroes of might and magic 4 on-line World Championships
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I don't have any problems with alternative building options. I build ranged/mage units, and if those aren't available, then flying units. And never infantry.
Под холодную Луной порублю попсу косой (с) Decimacia
In reply to Смерть попсы
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Death to the pop units
I don't have any problems with alternative building options. I build generators for archers/mages, and then, if there aren't any, I build flyers. And never infantry.

Well, well. I wonder how ballistae on level 2 in a castle will help you? :D And for Sylvan, tigers on level 2 are more useful and stronger than elves. Not to mention that archers can be blocked, and infantry in melee combat will break the block much faster than many flyers. And teleportation for Haven hasn't been canceled either. And if you try to fight Dungeon with Stronghold... :smile33: :smile34:
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.
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Come on, why are you so critical? Magic arrows against neutral creatures are much better than the rest; I always did that (until I started playing online:D). And in general, taking monks from Haven is great, just like taking mages or golems from Haven – there's no difference. After that come genies and titans; you can't say it's the best combination, but it's still effective. Yes, I take naga, but there are situations when it's better to take genies, and against neutral creatures, genies and titans get rid of them much more easily without losses than naga and titans (there are creatures of level 4 that can one-shot a naga with one hit, and that can happen very easily), and genies deal with them more easily and quickly from a distance.
And venomous snakes from Necropolis are no worse than vampires; they hit very hard, and cyclopses, in general, there are quite a few creatures that can shoot and defend themselves;


Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!!
:smile10: :smile17: :smile19:

Армия* - это люди, собранные в одном месте с единственной целью: исправлять ошибки дипломатов.

Д. Дэниелз
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Venoms are just as good as Vampires, they hit very hard.
Yeah, and they are cheaper to build.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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Even authoritative players support me :D


Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!!
:smile10: :smile17: :smile19:

Армия* - это люди, собранные в одном месте с единственной целью: исправлять ошибки дипломатов.

Д. Дэниелз
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An interesting alternative when playing against the AI. No matter what monster you choose, you won't be able to get its bonus in captured cities – the AI will always choose the opposite monster. However, you can play with two AI opponents at once and compare their capabilities... – for those who like to experiment.
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Don't take Medusas – that's complete nonsense. Minotaurs are slow and vulnerable to magic; Medusas shoot, and if you gather, say, 100 of them and cast Cat's Reflexes, they can eliminate 1 to 20 level 4 creatures in a single turn, regardless of distance. Medusas are one of the most terrifying weapons of chaos.
Where can you think things through?
Well, let's say, Death has ambiguous choices at all stages.
With Might, level 4 depends on what you want, because the Beast is an exclusively defensive creature, while Thunderbirds are offensive.
At level 2, it's better to take Harpies because they are versatile.
In reply to Thorimdark
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Thorimdark
The effectiveness of a level 4 unit depends on what you need, as monsters are purely defensive creatures, while thunderbirds are offensive.

Regarding resources: Very often, you have to build monsters because there aren't enough resources to build a stronghold (or you don't want to spend them :)), and waiting another 3-4 days isn't feasible. In general, all dwellings that are tied to the construction of a stronghold or castle are questionable. Very often, there are no funds to build them immediately, and there is no time to wait, so you have to build their alternatives.

Otherwise, birds are definitely more useful. Barbarians generally have an offensive tactic, and it is often much more important to engage enemy archers in melee combat early on than to expose a monster to their arrows to protect your own units.
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.
In reply to Ethereal
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I will resolve this issue by suggesting alternative options, in my opinion: Life: ballista; crusader; angel; Nature: elves/tigers (depending on preference); griffins; phoenixes/magic dragons (again, depending on taste); Order: golden golems; djinns; titans; Chaos: minotaurs; ifrits; black dragons; Death: Here, we separate fans of Inferno and Necropolis; Might: nomads/harpies; cyclops; monsters - they are strong, very strong, and resilient.
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I only have problems with Necropolis: Vampires (excellent combat units), Spectres (the only ranged units in Necropolis).
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For me, the most difficult choice is between Djinn and Naga. Djinn are definitely stronger, but they are more difficult to build and are more late-game units. Naga are cheap and tempo-based; if the map is small, I take them, and I can start fighting very actively right away. Elf and White Tiger. If I can't make fast Griffins, I choose the Tiger because it's tempo-based and fast, and I can carry it in my army. But if I can make fast Griffins, I build defensive Elves, and Griffin + First Strike provide experience gain. And the only choice I haven't quite decided on is Nomad/Harpy. I have an explanation for building all other units (opponent, map size, resources, units in the area), but not for these two.
In reply to lemix1993
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lemix1993
For me, the most difficult choice is between Genies and Nagas.
Genies are definitely stronger, but they are more difficult to build and are more of a late-game unit.
Nagas are cheap and tempo-based; if the map is small, I choose them, and I can start fighting very actively right away.

Elf and White Tiger.
If I can't build fast Griffins, I choose the Tiger because it's tempo-based and fast, and I can carry it in the army. But if I can build fast Griffins, I build defensive Elves, and the Griffin + First Strike ability provides experience gain.

And the only choice I haven't decided on is Nomad/Harpy. I have an explanation for building all other units (opponent, map size, resources, units in the area), but not for these.
Are Genies more difficult to build? Are Nagas cheap and tempo-based? - This is only true in Equilibrium. In the original Heroes IV, there's no question.
If you plan to build Thunderbirds, then Harpies are naturally needed. Besides, sometimes they are more useful than Nomads. Nomads are cheaper to build, which allows you to build Beetles and Behemoths faster. Neither Harpies nor Nomads will play a decisive role in battle.
But here's what I've noticed. With similar parameters for Tigers and Nomads (Tigers are even slightly weaker), Nomads somehow die too quickly in battle.
But usually, the main criterion for choosing is the speed (and, accordingly, the cheapness) of building a powerful army, i.e., level 3 beasts.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
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lemix1993
For me, the most difficult choice is between Djinns and Nagas.
Djinns are definitely stronger, but they are more difficult to build and are more late-game units.
Nagas are cheap and tempo-based; if the map is small, I take them, and you can start fighting very actively right away.
Here, it's more the opposite; if the map is small, it's better to build Djinns, splitting them into 1+1+..., making it easy to clear the map. In the final, a few Djinns decide battles with magic, while a few Nagas look weak.
lemix1993
But there's one choice I still haven't decided on: Nomad/Harpy. I have an explanation for building all the other units (opponent, map size, resources, units in the area), but not for these.
Here, it's usually always Harpies. You build a tank, use Harpies to boost it, and quickly move to the opponent.
dnaop-wr
But here's what I've noticed. With similar stats, Tigers and Nomads (Tigers are even a little weaker) die too quickly in battle.
Yes, yes, yes!!! There is such a feeling. But Tigers have 35 health and 19 defense, while Nomads have 45 health and 13 defense. Multiplying, we get a defense of 665 for the Tiger and 585 for the Nomad. Here's the explanation. Tigers are 14% tougher than Nomads. Calculating damage-attack in the same way. We get that the Tiger's attack is +10% compared to the Nomad. Tigers are much better in terms of their stats. I'm more surprised why this pair has almost the same XP for killing them (53 and 52)!
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