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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Your favorite units/armies so far?
Thread: Your favorite units/armies so far? This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
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Adventuring Hero
posted February 07, 2007 11:40 PM

black drags always good too another fav

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted February 08, 2007 12:25 AM
Edited by Moonlith at 00:26, 08 Feb 2007.

Quote:
Another thing I find slightly overpowered is the ability for Havens to train peasants to archers.  Also training footmen to priests is pretty crazy too.

I created a GIANT army of all ranged units and the computer didn't stand a chance.  Sure, it cost some gold, but it was very damaging to the computer in the long run.

Archangels are awesome too by the way...  Forgot to add that as one of my favorite units.


All-ranged armies aren't as powerfull as they may seem. You need at least some melees or flyers to protect your troops, otherwise they simply get mowed down by stronger melee troops or fast flyers, they don't stand a chance at all.

I thought all-range armies were strong myself, untill I got my butt seriously kicked in the first big fight xD Melee-penalty and little health does them in.

Favourites for me, most definatly the Pitlords and Grim Raiders. Anyone else who sees a sort-of connection between the grim raider's and HOMM3 Ancient behemoth ability? The defense reduction one: works best against lvl 7s. Hmm, Behemoths seriously need to get back into HOMM5.

Black Draggies still are awesome too though... and spectral dragons, but not as cool as HOMM3's ghost dragons (when it's about appearance).


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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 08, 2007 10:44 AM

Quote:
All-ranged armies aren't as powerfull as they may seem. You need at least some melees or flyers to protect your troops, otherwise they simply get mowed down by stronger melee troops or fast flyers, they don't stand a chance at all.


Sure they are not. A strong shooter is always welcome, but I prefer melee forces anyway. All shooters do half damage on range (well, except crossbowmen), that makes the most damaging of them - m.hunters and archliches do less damage than, say, golems, and golems never were a killer. Even titans score less damage than Ancient Treants at range! And since the combat field is rather a small one and most of the units cross it in two turns, it's only a matter of time before they cut you to the ground. Skeleton Archers and Marksmen no longer dominate the game too, making ranged creatures a nice add-on, but nothing really THAT important. It's not h3.

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Sanyu
Sanyu


Known Hero
posted February 08, 2007 02:13 PM

Fans of ranged creatures, listen up. I just thought of something impossible, but it is possible theoretically...

Assasin- ranged penalty + shooter.
Versus Shieldguard behind castle wars with Squire right beside him- large shield + fortifications + shield allies

In this case, if the assasin strikes with bad luck, he would do only
= 0.5 x 0.5 x 0.5 x 0.5 x 0.5 x 0.5
= 1/64th of damage!!!!!

So if I'm not wrong, 200 assasins inflicting their (base damage) x 1/64 would do
= (3)(1/64)(200)
= 9 damage!!!!!

And these still doesnt include enemy defence or skills like evasion...



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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted February 08, 2007 02:31 PM

Imp-griffins are great for armageddon tactics.

Blackbear riders, Succubi mistresss, nightmares, master hunters...

Worst creature: Brawler (its like a 2 level creature)

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted February 08, 2007 04:05 PM

Quote:
Quote:
All-ranged armies aren't as powerfull as they may seem. You need at least some melees or flyers to protect your troops, otherwise they simply get mowed down by stronger melee troops or fast flyers, they don't stand a chance at all.


Sure they are not. A strong shooter is always welcome, but I prefer melee forces anyway. All shooters do half damage on range (well, except crossbowmen), that makes the most damaging of them - m.hunters and archliches do less damage than, say, golems, and golems never were a killer. Even titans score less damage than Ancient Treants at range! And since the combat field is rather a small one and most of the units cross it in two turns, it's only a matter of time before they cut you to the ground. Skeleton Archers and Marksmen no longer dominate the game too, making ranged creatures a nice add-on, but nothing really THAT important. It's not h3.


Another reason why Inferno is not such a bad faction to play, with only 1 shooter. Which for that matter has a chain-shot, adding some nice damage. I do find the addition of spell-casters next to shooters a nice update in HOMM 5.
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Mix
Mix

Tavern Dweller
posted February 09, 2007 03:37 PM

Hello i am Milorad from Serbia.

My favorite unit is priest.

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Lesij
Lesij


Famous Hero
posted February 09, 2007 11:43 PM

And my favourites are:
Level 1: Shieldguards and Skeleton Archers
Level 2: Crossbowmen and Skirmishers
Level 3: Wolves and Blackbear Riders
Level 4: Druid Elders amd Air Elementals
Level 5: Rune Patriarchs and Nightmares
Level 6: Warlords and Pit Lords
Level 7: Archdevils and Phoenixes
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Mix
Mix

Tavern Dweller
posted February 10, 2007 09:11 AM

When i saw the list of creatures from lesij i said to my self why not.
1.Priest
2.Vampire lord
3.Pit lord

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted February 10, 2007 01:43 PM

Quote:
Fans of ranged creatures, listen up. I just thought of something impossible, but it is possible theoretically...

Assasin- ranged penalty + shooter.
Versus Shieldguard behind castle wars with Squire right beside him- large shield + fortifications + shield allies

In this case, if the assasin strikes with bad luck, he would do only
= 0.5 x 0.5 x 0.5 x 0.5 x 0.5 x 0.5
= 1/64th of damage!!!!!

So if I'm not wrong, 200 assasins inflicting their (base damage) x 1/64 would do
= (3)(1/64)(200)
= 9 damage!!!!!

And these still doesnt include enemy defence or skills like evasion...





Man, you forgot Deflect Missile (Expert) and Confusion on Assassin (Advanced, so it doesn't make them unable to shoot)

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Sanyu
Sanyu


Known Hero
posted February 13, 2007 09:36 AM

I did remember that but I figured out it would make assasin look too weak...

Plus this type of thing can never happen.


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Sanyu
Sanyu


Known Hero
posted February 13, 2007 10:53 AM

Another funny scenario:

Deep Hydra surrounded full circle by enemy creatures.
Deep Hydra, under the control of a Fortress hero, gets rune of battle rage activated on it...

Total attacks dealt (assuming all units surrounding it are small 1x1)

: 12 x 12
 = 144 attacks, 12 on each creature
 = (average damage) x 144
 = 11 x 144
 = 1584

So under extremely optimal conditions, one deep hydra does 1584 worth of damage...

PS So much for Marksman strategy...
 

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necrorevan
necrorevan


Bad-mannered
Hired Hero
posted May 03, 2007 09:51 PM

My favorite units for each tier:
1rst: Skeleton archers, thousands of them
2nd: Blood Fury... they're so annoying but at least they're sexy unlike those ***** harpies. And I hate Zombies
3rd: Spectres (weak but cool) and Squires
4: Vampires but griffins aren't bad
5:Arch Lich and nightmares
6read Knights
7: black dragon and spectral dragon (weak but cool)

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Deathy
Deathy


Known Hero
Angels Galore
posted May 03, 2007 10:19 PM

Angels and Archangels.

really pretty graphic design and the always so useful resurrection ability. and pretty decent fighter too :3
____________
Haven player.

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Lesij
Lesij


Famous Hero
posted May 03, 2007 10:41 PM

Geeeezzz kinda hard question...
Anicents Treants ( for their image- moded ofc )
Warlords (for being universal)
Bear Riders (Cuz I do love bears )
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nickkkk
nickkkk


Known Hero
Necro fan since 1988
posted May 09, 2007 01:17 PM

Well I have to say that my favourite armies are:
Necro- The whole castle except the first 2 armies and the last one
Sylvan- Master Hunters
Fortress- Magma Dragons
Academy- Titans + Raksha Raja
Haven- By far the Paladins
Dungeon- Black Dragons and Grim Riders
Inferno- Pit lord and Arch Devil
       But if I have to chose beetwen all of them then it would be a tie beetwen Titan and Archlich, the primary armies I wanted to gatter, in Heroes 3 first and now in Heroes 5 as well.


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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted May 09, 2007 01:58 PM

Academy: Golems (since Heroes II)
Dungeon: Minotaurs (I like the Brevery and the Double Attack)
Fortress: Berserkers (ability, appearance, voice, movement,attack,...)
Haven: Inquisitors (arttack, appearance)
Inferno: Pit Lords (Vorpal Sword, voice, the spells)
Necropolis: Wraths (apeearance, ability, sounds, his weapon)
Sylvan: Treants (appearance, Take Roots, movement, huge hit points)

Overall favourite: Golems (because I am the "Golem Crafter")

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sgjedi
sgjedi

Tavern Dweller
posted May 21, 2007 02:47 AM

Favourite units:
level 1 -Assassin
level 2 -Blood Fury
level 3 -Master Hunter
level 4 -Grim Raider or Succubus Mistress (depending on the situation)
level 5 -Archlich
level 6 -Shadow Matriarch
level 7 -Big Black Lizard.... or Archangel (for the resurrection ability)
-
So basically I'm a hardcore Dungeon fan, and my second fav. castle is Haven.
And yes, I love ranged troops>>> melee. Why? You just need an amo cart, an unicorn horn bow, and some extra initiative by using either artifacts or mass haste (I always try  to get expert life magic with all my toons) or both, and your ranged troops can kill almost anything WITHOUT ANY loss...
- This does not mean of course that mine is the ultimate tactic. We are different people we play different ways, so no offense.
Peace and respect. Ohh yes, and : Griffin eternal!

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted May 21, 2007 03:46 AM

Plus the new golems are "decked out". All-ranged armies cannot storm forts- they lack the firepower, unless you have "no melee penalty" shooters. I still like an all-ranged army, though- call me crazy. Unfortunately, they're simply not effective- *sigh*

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sgjedi
sgjedi

Tavern Dweller
posted May 21, 2007 05:02 AM
Edited by sgjedi at 05:28, 21 May 2007.

Quote:
Plus the new golems are "decked out". All-ranged armies cannot storm forts- they lack the firepower, unless you have "no melee penalty" shooters. I still like an all-ranged army, though- call me crazy. Unfortunately, they're simply not effective- *sigh*

-
-
-- I might be slow on the uptake, but I don't understand what you mean by "storm forts" and "decked out golems" (It's 4 am now in my country.... I'm pretty tired. ) And I'm not an English native so I don't understand all your special expressions.
- So do you mean you can't attact a castle with ranged troops or you can't defend one with ranged units, or neither of these?
- Cause I think ranged creatures are perfect for either an offensive or defensive siege... Of course supported by an expert light magic caster (Haste,Blessing, R.Might, Endurance, Deflect Missiles - and all these with MASS effect.) If' you're lucky and can put your hands on a Unicorn Horn Bow, then you do maximum damage from full range as well. And if you're playing Dungeon (My favorite with the 2 shooters -Assa. and Shadow Matriarchs , and the fast moving no retal. Blood F-s.)And at higher level when you have enought gold you can also buy the Black dragons. All in all you have 2 shooters and 2 fast mellee fighters, but when playing against a computer I usually use only the 2 ranged troops (divided into multiple stacks while I don't deploy my dragons and BloodF-s on the battlefield only if going agains a hero or a castle.) Against the computer it is absolutely effective, tho I haven't tested it against a real player yet. And it is true that even agains a "computer hero" I use my B.F and Dragon Support just for safety reasons so in that case it is not a "pure" ranged army.
- To tell the truth I usually don't even buy the GrimR-s, Deep H-s and Minotaurs, so that I can spare money on the shooters and the rest of the money goes for purchasing artifacts that increase Initiative/damage/luck/morale. I think my usual "end-game" army where a Shadow Matriarch has an initiative of around 18 (Base init 10, ring+20%, other ring +10%, Shield +5% necklace +10%, expert haste +40%), with luck and morale both 4 (With the lion cape and the stupid peaked  cap . ), Unicorn Horn bow (No range penalty.) and of course Offense skill with Archery and Battle Frenzy is rather effective... Even if I lose some units I can resurrect them before the end of the battle with Resurrection. And if on the map there is an artifact merchant you have double the chance to get these items, so it does not take so long (cause as you know you also have an artifact merchant in the Dungeon castle). My favourite map is the "Warlords" - 8 players large map. I set 4 castles to Dungeon, the other 4 to random... once I get the control of the 4 dungeons I can produce more than enough ranged Dungeon units... An it even has a "neutral" artifact merchant as well at the upper right corner. But as I've said before I only play against the computer, and not live players, so in that case it might not be that efective. I'll have to find it out sometimes myself.
- Ah and you say that it is a problem if your unit does not have a "no-melee penalty" skill. Well I wouldn't say that. Cause if you have let's say 90 Shadow Matriarchs and 300 Assassins you divide the Matriarchs into 3 groups of 30 each, and the Assassins to 2 groups of 150, each group can "cover" the others (And you still have 2 free places left in your army for either Black Dragons or GrimR.s or BloodF-s against sronger foes). The other reason for dividing your troops in multiple stacks is that that way they shoot more often and thanks to that the bonus form the moral 4 and luck 4 kick in more often. So even if a fast moving enemy unit gets next to my stack that stack of mine automatically defends  or casts a spell (it would be pointless to attack with a Shadow Matriarch since she has a melee penalty) and the others quickly take care of the attacker so the next turn that Shadow Matriarch stack might attack again a distant enemy. It is all about how you place your troops on the battlefield I think. Not too many creatures can attack an enemy on the last grid, mostly some of the level 7 units only (Not all of those either)..... All other creatures need at least 2 turns to get in range and by that time I usually kill the stronger and more dangerous ones, and even if the weak ones get near, they can't do any harm, and even if they do, I can resurrect my troops with expert light magic. At least this is the way I play.
- Peace.
-
-P.S: And I suspect you intended to say: "unless you have "no RANGE penalty" shooters"  - and not MELEE... and as I've said, the "UnicornHornBow" fixes this problem.

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