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Heroes Community > Heroes 5 - Temple of Ashan > Thread: haven creatures analysis
Thread: haven creatures analysis This thread is 2 pages long: 1 2 · NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 11:40 AM
Edited by radar at 12:10, 22 Apr 2007.

haven creatures analysis

HAVEN CREATURES ANALYSIS


Peasant: One of the weakest lvl 1 creatures in the game. Has no useful combat ability, and very low stats. Typical cannon meat. His only ability is Taxpayer, which is not so superior, but helps with upgrading budget, due to Peasants high growth rate. We can hire Ellaine and keep Peasants in town with her, but after 2.1 patch and nerfed training the batter way is upgrade them and embody into regular army.
1/5

Conscript: Having twice more HP points then Peasants, they are much more durable, but still very weak in combat. They shoud attack the enemy which will not retaliate (for exaple attack first with Squires), if you do not want to lose them faster than you gain them. In this way they will not die and maybe stun the enemy (Soldier's Luck perk nicely seen).
1/5

Archer: As the lvl 2 shooter Archer is very useful in early game. Buying second hero and building their dwelling first grants a lot of Archers in the game beginning. Scatter Shot ability is not much used and do not provides a lot of profits. The cumulative damage is higher then normal shot' when we can damage three creatures in one attack, which is able very rarely. It can be useful when we shoot to clones created by Phantom Forces and normal creatures, killing the clones and dealing damage to others.
+3/5

Marksman: A very nice creature in set with Light Magic! While battle they sholud be blessed with Divine Strentgh (2-8 dmg), which makes them extremally deadly. Is siege (as defenders) they can be blocked with Paladins, Archangels (on both sides) and Squires (on the front). In this case they will be unreachable, and Pals will take off any curse for them without uncovering. And if an attacker will be close enough, Precise shot will do all the work itself. Precise Shot ability is nice with Teleport spell also. Unfortunately Marksmas are often damaged by enemy shooters in regular battles, so they should be covered with Squires.
-5/5

Footman: Purely defensive creature, has a lot of HP points and defense (8 - highest for lvl3, except Squires). Footmans are great to take a reatliation strike on themselves (even better if they stun the enemy), having great survivability. Their weak sides are low speed and, of course, low damage, which are very annoying. An Enrage ability makes them more balanced among attack and defense, thus Footmans die late and have time to raise their offence. We cannot forget about Large Shield, which decreases ranged damage dealt to creature by half.
-4/5

Squire: A Squire has all the things that his non-upgraded version has, but in addition he gains Shield Allies. This great ability grants friendly creatures which are near Squire to recive only 50% ranged damage. Besides, Footman's upgrade has increased HP points from 16 to 26, making him even more durable than he was before!
-5/5

Griffin: An offensive creature with very high initiative and nice speed. Haven flag unit is unable to train in town, and there is no way to quick complete their waste. Besides they have no horde building, so Griffins should be first to ressurect with Archangels. Unlimited retaliation is not so superior, due to Griffins' low defense (only 5) - they could be killed fast. Overall they are average creatures.
-4/5

Imperial Griffin: Imperial Griffin has much higher cost than a Griffin (+100), but he worth it. With sighty increased stats, Imperial Griffins can easy compare other level 4 units. They do great usage in siege battle (as attacker) battlediving into enemy ranks (mostly shooters and casters, of course) and dealing double damage to the target. Very high initiative with the Battle Dive ability is one of the greatest perks in the game, making Imperial Griffins a machine to devastate enemy shooters. Strike fast, strike hard. As an inperfection we can notice their damage (5 - 15), unable to increase by spell before Battle Dive, thus those creatures acts mostly before a Knight hero.
-5/5

Priest: A below-average creature, has no interesting battle skills to offer, except high HP points and No Melee Penalty ability. While weak as a shooter, he cannot be a good meele fighter thanks to his low initiative and speed. In addition Priest deals very low damage (9 - 12).
-3/5

Inquisitor: An Inqusitor has acces to powerful Light Magic spells, all on advanced mastery. This creature is a better fighter than Priest (thus it is Priest upgrade :-) ), with increased attack & defence (both by 4) and life from 54 to 80! He is indeed tough, but damage is still low. Inquisitors' spells are great with Haven army, especially Divine Stretgh is extremally useful (Marksmans, Imperial Griffins). It is good idea to split stack of Inquisitors and support, for example, Paladins with all of spells. If our hero specializes in Dark Magic, this creature will become great complement, and shooter with No Melle Penalty is aways welcome.
4/5

Cavalier: A swift creature, with high damage ratings. His initiative and speed makes him very mobile on battleground. Having second lowest HP among unupgraded 6 lvl creatures and no such high defense, Cavalier aims to be an offensive unit. Jousting bonus increases the damage perfectly, but Cavalier is not able to get across the battlefield in one turn, so Tactics would be good choose for hero with those creatures. The second problem is lack of other abilities.
4/5

Paladin: Paladin has increased all the stats except damage value, but it is absolutely enough to create a killing machine. They are able to get across the battlefield in one turn now, which with their high initiative makes them excellent creature to eliminate enemies for great distance, dealing even 40% more damage! Paladins are able to dispel various curses from allies, which helps if hero chosen Dark Magic instead of Light'. Probably Lay Hands is the one which can take off Frenzy spell.
5/5

Angel: Instead of lot of abilities, an Angel offers us very high combat skills like attack, defence, HP and initiative. Probably she would defeat Spectal Dragon herself. Sadly Angel has very low speed, but her cost is quite satisfactory.
-4/5

Archangel: Having even batter stats than Angel and being a quick creature, Archangel is one of the mightiest creatures in the game. Her damage can be noticed as flaw or merit, thus she cannot be cursed with Weakness spell and blessed with Divine Strentgh, but it is still quite good. Ressurect abilty works perfeclty, especially with Paladins (1 Paladin/ Archangel), but we are often choosing betweeen attack or ressurecting. In addition she is still cheap as lvl 7 creature.
5/5

AVERAGE NOTE: -4/5

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 21, 2007 12:58 PM

paladins are 6/5.. nuff said

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executor
executor


Famous Hero
Otherworldly Ambassador
posted April 21, 2007 01:44 PM
Edited by executor at 15:17, 21 Apr 2007.

I agree with everything aforementioned, save for two things:
1. Footman's hp is 16.
2. I think squires are overrated, I'd give them +4/5 and 3/5 for footmen. Good tanks, but haven does not lack hit points, and to use shield allies you do not need abundance of them. As well, if they are to shield marksmen(and they are), they have to stay in the same place for whole battle, so they are highly inoffensive.
BTW: Can't wait for offensive version of squire(mentioned to have no shield and two-handed sword ).
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sdfx
sdfx


Famous Hero
posted April 21, 2007 02:13 PM
Edited by sdfx at 14:14, 21 Apr 2007.

Paladins' strength is insane for sure. It's funny how haven's overall strength can be screwed by a simple fact that enemy has tactics. Then a "poor" knight can't split his paladins into 3 stacks because there will be no room for griffins or marksmen+squires.
With tactics, however, he will be albe to place all his stacks: 3 for paladins, 1 for AAs, 1 for Griffins, 1 for Marksmen and 1 for Squires.  
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 02:17 PM

@doomforge: yeah, paladins are indeed great, but why anyone do not blame for example champions from h3? I do not understand that. maybe we should stop talking about paladins coz with next patch they will have 1 HP

@executor: thanks! I'll correct that HP.
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 21, 2007 03:03 PM

Quote:
maybe we should stop talking about paladins coz with next patch they will have 1 HP


Hmm palladins... yeahh .. palladins this ... palladins that ... nerf nerf
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executor
executor


Famous Hero
Otherworldly Ambassador
posted April 21, 2007 03:20 PM

Quote:
Quote:
@doomforge: yeah, paladins are indeed great, but why anyone do not blame for example champions from h3? I do not understand that. maybe we should stop talking about paladins coz with next patch they will have 1 HP



Because champs in HoMM 3:
1. had less dmg
2. did not reach enemy in 1st turn without spells
3. there were nagas and dread knights
and finally:
4. There was NO training
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ChaosDragon
ChaosDragon


Famous Hero
posted April 21, 2007 03:25 PM

executor is right, that's why champion in homm 3 is not imba, those 4 point executor said explain all things why paladin in homm 5 is very imba.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 03:43 PM

what, you could get only 9 of paladins per week...
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TemjinGold
TemjinGold


Known Hero
posted April 21, 2007 04:03 PM

If the Priest is a "below-average shooter," why did you give him an above-average rating?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 04:14 PM

because of no meele penalty and high HP
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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 21, 2007 04:15 PM
Edited by GenieLord at 16:16, 21 Apr 2007.

Peasant:
The weakest 1st level creature. He is killed easily, with only 3 HP. The enemy gets to him, before he gets to the enemy, with only 4 speed and 8 initiative. As a fighter, he isn't good at all, with minimum attack, defence and damage. He has no combat specialities.
There are three positive things can can be said about the Peasant: He is cheap, has high growth, and he has the ability Taxpayer, that gives to kingdom gold as the number of the creatures with the ability.
All that means that the Peasants are quite unuseful creatures on the battlefield. The only useful role is locating them as protectors of the Marksmen and the Inquisitors, next to the Squire in the tactics mode, and attack nearby enemies, when they come. Keeping them as protectos won't help you a lot. They are not tanky units, and the enemy has no problem to kill them quickly in order to kill your shooters.
However, keeping the Peasants safe might be a good choise, too, if you have a lot of them and you need some extra gold.
Mark: 2/10

Conscript:
With double HP (6), a better damage (1-2), the lost of the Taxpayer ability, and the new Bash ability, the Conscript is a fighter. He can be used on the combat, too.
The lost of Taxpayer ability is sad. It's a lost of gold per every turn.
However, the new ability Bash is very nice one-There's a chance that after the attack, the enemy will be stunned, so it will lose initiative and won't be able to retaliate.
The best role for the Conscripts on the battlefield is the Peasants' one: Locate them as protectors of the Marksmen and the Inquisitors, next to the Squire in the tactics mode, and attack nearby enemies, when they come.
Mark: 3/10.

Archer:
Quite average 2nd level shooter. It does nice damage of 2-4, quite low HP (only 7), 4 attack, 3 defence and 9 initative.
Anyway, he's good at creeping, at the earilier part of the game.
He has not very useful ability, the Scatter Shot. It's area shot (3X3) that does only half of the normal damage to every creature in the selected area (including friendly units).
He doesn't have high growth rate, and he isn't very cheap.
Mark: 4/10

Marksman:
Excellent upgrade for the Archer. The maximum damage is doubled, and the damage range is now 2-8 (!), which is incredible for 2nd level creature. The low HP is increased to 10, which is reasonable. There as also more shots, +1 defence, but lost of 1 initative.
The Scatter Shot ability is replaced with Precise Shot. Since the Precise Shot ability (When shooting at close range [less than 3 tiles from target], creatures inflict heavier damage because the target's defense is not effective) is much better, the lost isn't big at all.
The Marksman is definitely the best 2nd level creature (Except of the renegade version), and it's pretty cheap, compared to other 2nd level creatures.
Mark: 7.5/10

Footman:
The Footman is heavy defensive unit.
He has great defence (8), but fairly poor damage (2-4), speed (4).
The HP is average for 3rd level tanky unit: 16, and he has 8 intiative.
Large Shield ability makes the Footman suffer only 50% damage from ranged attacks.
He has Bash ability, as well (There's a chance that after the attack, the enemy will be stunned, so it will lose initiative and won't be able to retaliate).
Enraged ability is pretty nice (attack is increased after friendly creature dies), and might be useful, in certain situations.
The Footman is used as a tanky unit, that protects Haven's shooters (The Marksmen and Inquisitors), Bash ability helps him with that-he can stun enemies that come to attack the shooters.
The Footman does quite good job with his role on the battlefield.
Mark: 4.5/10

Squire:
Great upgarde for the Footman. Improves it a lot and makes is pretty good tanky unit.
First of all, there's addition of 10 HP, and now the HP of the Squire is 26 (!), which is enormous HP for 3rd level creature, even for tanky creature.
With he's new ability, Shield Allies, the Squire makes the friendly creatures arround him to suffer only 50% from ranged attack, like himself. What means that his defence on the shooters (Marksman and Inquisitor) isn't only physical blocking the path of attackers, it's also weakening enemy's shots on them.
There are tiny bonuses to the attack, defence and maximum damage. The attack is 5 (Footman: 4), defence is 9 (Footman: 8), and the damage is 2-5 (Footman: 2-4).
Mark: 6/10

Griffin:
Pretty good offensive 4th level creature.
This creature go ahead and strikes quickly. It has 15 initiative and 7 speed, that work for it.
It has very nice HP (30), and average damage for 4th level creature (5-10).
It's very hard to stop the Griffin. It has Unliminted Retaliation ability, so it retaliated to every attack (except of creatures with No Enemy Retaliation ability), It plays frequently, with this huge initiative, it's a flayer, that can pass obstacles, it has immunity to Blindness spell, so you cannot blind it, etc.
Good growth and low cost, help as well. There is no problem to hire huge amounts of Griffins.
Mark: 6/10

Imperial Griffin:
The Imperial Griffin is an incredible upgrade.
It comes with much more damage (5-15, while the Griffin has 5-10), with +5 HP (it has 35), big attack and defence changes; 9 attack (Griffin has 7) and 8 defence (Griffin has 5).
But the biggest change is the new ability: the Battle Dive (The creature performs delayed air attack on selected tile on the field, causing double damage to any creatures, including friendly ones, which happen to be on the tile at that moment. Following the attack, the creature returns to a randomly selected location on the field).
With this ability, the Imperial Griffin can destroy enemy's shooters, with ignoring all the protectors and blockers. While he uses this ability, he's out of the battlefield, so the enemy cannot hit it.
This ability does the Imperial Griffin to unstoppable creature.
Mark: 8/10

Priest:
The Priest is the 5th level creature with the lowest damage. The thing comes across usually when he shoots to long ranged; the damage isn't felt, comparing to the damage of other 5th level creatures.
Atleast he has the No Melee Penalty ability, so he's able to preform good melee attacks.
The status is reasonable: 12 attack and defence, 10 initiative, 5 speed and 54 HP.
Well, the Priests don't have any "strong spot". They are definitely not the best shooters, but not excellent good at melee attackers, as well.
Atleast they don't cost much.
Mark: 3/10

Inquisitor:
The Inquisitor is quite good improvement for the Priest.
First of all, the Inquisitor is a caster. He has three spells: Haste (4 mana), Divine Strengh (4 mana) and Endruance (6 mana). The Inquisitor has 12 mana.
Being a caster gives the Inquisitor a better role on the battle field. He helps the other creatures much more with blesses than with causing poor damage, that he's able to cause.
Spliting the Inquisitors into a few stacks might be a smart thing, so they will be able to cast more spells.
There's a huge improvement to the HP; It's 80, instead of 54. This impressive HP does the Inquisitor to much stronger creature.
There's also addition of 4 attack and 4 defence.
Mark: 6/10

Cavalier
The Cavalier is very good 6th level creature.
It has excellent damage range, of 20-30. It has good speed (7), and 11 initiative.
The thing that makes the Cavalier to be so powerful unit is the ability Jousting-The creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
However, it has quite average HP (90) for unupgraded 6th level creature, and pretty low attack and defence.
Mark: 7/10

Paladin:
The Paladin isn't the best upgrade. Only a few small things change. However, those small things sometimes have very large effect.
It has 8 speed (the Cavalier has 7). With 8 speed, the Paladin can reach to the enemy in one turn. The Jousting ability will give him +40% damage to his attack.
There's improvement of 10 HP (the Paladin has 100 HP), The Paladin has 24 attack and 24 defence, The Paladin has 12 initative, instead of 11.
Anyway, the main change between the Cavalier and the Paladin is the new ability: Lay hands.
This actived ability enable the Paladin to heal selected friendly unit (the HP will raise to the maximum and all the negative magical effected will be canceled).
Well, this ability isn't amazing, and usually it will be better to attack with the Paladin then to use it, but there are situations that it is needed. For example, when dark spells like Frenzy, Puffet Master, Blindness, Decay, etc.
Mark: 9/10

Angel:
The Angel is definitely not the best unupgraded 7th level creature.
It has only 6 speed and 45-45 damage (that isn't affected by good or bad effects).
However, it has a lot of HP (180), 27 attack, 27 defence and good initative (11).
Except of being a flayer, it has no special abilities.
Mark: 5/10

Archangel:
The Archangel is great upgrade for the Angel.
First of all, he has 8 speed (Angel has 6), and he's able to get to the enemy in one turn.
The HP is increased by 40-the Archangel has 220 HP, which is very good for upgraded 7th level creature.
The Archangel has 31 attack and 31 defence-pretty good.
The damage is increased to 50-50, and still isn't affected by good or bad effects.
The Archangel has new ability: Ressurect Allies. This awesome actived ability enables the Archangel to ressurect friendly unit once per a battle.
Mark: 8/10

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 21, 2007 05:18 PM
Edited by Doomforge at 17:21, 21 Apr 2007.

Here we go again ;P

GL, you don't like lay hands, don't you?

But hey, cleansing has 50% chance to pop up.
So, do you want to see your paladins blinded or puppeted half of the time? (no cleansing?)

This ability, underestimated, is actually 10/10 and a HUGE lifesaver. Another brick in the wall that makes haven so powerful: They are a faction that is almost completely immune to puppet master due this.

I also can't wait to see haven's alternatives, albeit I fear that, again, haven is the faction that will benefit from alternative upgrades the most, since it will change some of the tanky units to more offensive, and they will kill even faster than before

Squires' alternative with 2handed swords just has to be crusaders
remember their *clunk*clunk* walksound of h2/h3? Aww, I miss it

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 05:20 PM
Edited by radar at 17:28, 21 Apr 2007.

Is not that easy to gain those extra 5 paladins, it costs from peasants 16425 (with ALL bonuses), and we could choose for example 10 footmans instead of it... and we all know haven is the most expensive town

*clunk*clunk* (a.k.a. brzdêku brzdêku)? my friends called it a 'sound of biker butcher () preparing his knives to cut a ham'
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 21, 2007 05:47 PM

Quote:
Peasant:
However, keeping the Peasants safe might be a good choise, too, if you have a lot of them and you need some extra gold.
Mark: 2/10


Well not exactly, 1 peasant will give 1 gold per day, right? so one peasant cost (sorry but I'm not very sure): 20 gold, so you need 20 days if you want to get your gold back (only for one peasant). You must have 4200 peasants to buy 1 Angel, or you must wait 420 days with
100 peasants. Well you can use the gold for hiring  some archers in the game start... but still no... one archer is 50 gold, the population is 12 per week, with one population of peasants youl get 140 gold = 2 Archers + 40 gold , so not very good ability.

Mark: 1/10 (even 0 this is the weakes creature in the game)

Quote:

Conscript:
With double HP (6), a better damage (1-2), the lost of the Taxpayer ability, and the new Bash ability, the Conscript is a fighter. He can be used on the combat, too...


...protectors of the Marksmen and the Inquisitors, next to the Squire in the tactics mode, and attack nearby enemies, when they come.
Mark: 3/10.


What can I say, better creature, but still the same meat shield, it can not protect anything, but in gigantic stacks it's not so bad
The Conscript have the power of non-upgraded othe Lv 1 creature (even it hasn't it!) Poor creature.

Mark: 2/10


Lay Hands is also one of the best abilities in the game, yeah it's not cool when using on Peasants but on all other is good, it's not needed to use it's heal effect but it's anti-magic effect, It can clean even Frenzy, Blindness and Puppet Master (Lv 5 dark spell!)

@Doom: I have something for you:

Footman/Squire old Walk Sound MOD


Try it
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Homer171
Homer171


Promising
Supreme Hero
posted April 21, 2007 05:49 PM

Now whit new training system ofcurse everyone converts Priests to Paladins but still i alltough they are strongest lv6 creatures they allready nerfed jousting bonus from 10% to 5% per title. Creature is gonna stay like it is now but who knows they exhance the training cost once again...

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 21, 2007 05:55 PM
Edited by radar at 17:58, 21 Apr 2007.

Quote:
You must have 4200 peasants to buy 1 Angel, or you must wait 420 days with
100 peasants


Vokial, Angels havent growth of 7 but 1 per week. It is still high rate, but 600 is more avaible to gain

btw 4200 is Archangel cost

I was playing with my friends few months ago, I had two haven towns and about 1500 peasants with Ellaine in town, so that was 3 gold mines. Thus all of them were trained later, to final battle. I know it is very difficult to have such a lot peasants, but is always better to have taxpayer than not.
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executor
executor


Famous Hero
Otherworldly Ambassador
posted April 21, 2007 06:45 PM

Quote:
remember their *clunk*clunk* walksound of h2/h3? Aww, I miss it


Same feelings here...
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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted April 21, 2007 06:53 PM

Quote:
This ability, underestimated, is actually 10/10 and a HUGE lifesaver. Another brick in the wall that makes haven so powerful: They are a faction that is almost completely immune to puppet master due this.


I think this is a bit overstated. What prevents your opponent from casting Puppet Master directly on the Paladins? They can't heal themselves. Making stacks with a few Paladins for Lay Hands won't help very much as these can be killed easily, and having many large stacks also limits your choices in the tactics phase.
Splitting them in equal stacks could be a solution if you have very many of them, but even then they sometimes can't reach a certain stack... and  there is the target...
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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 21, 2007 07:59 PM

Quote:
I think this is a bit overstated. What prevents your opponent from casting Puppet Master directly on the Paladins? They can't heal themselves. Making stacks with a few Paladins for Lay Hands won't help very much as these can be killed easily, and having many large stacks also limits your choices in the tactics phase.
Splitting them in equal stacks could be a solution if you have very many of them, but even then they sometimes can't reach a certain stack... and  there is the target...

I agree with this. The fact that the Paladin is a tier 6 is a downfall for this ability, because the enemy will cast Frenzy/Puppet Master on them to prevent Lay Hands AND it will be cast on a strong stack. So I don't get it how you can use Lay Hands... without splitting, which is not very good because the splitted stacks (small) can be killed easily and they use a slot in your army.

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