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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 23 pages long: 1 2 3 4 5 ... 10 ... 19 20 21 22 23 · NEXT»
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 16, 2007 10:54 AM bonus applied.
Edited by Doomforge at 09:09, 14 Nov 2007.

Alternatives comparison

EDIT: ToTe is out for some time now, so time for my long & boring analysis!

All the numbers concerning damage and survivability are taken from my chart. Don't forget that the chart is flawed by default because of the way the game calculates the damage depending on the def or att. THe chart would be more accurate if the damage and survivability scores were an arithmetic mean of calculations using different defaultATT and defaultDEF score (for 0, 10, 20, 30, 40 and 50 def, respectively). Right now it uses the score of 10 def and 10 att only.

Well, back on topic..

HAVEN

TIER1 Conscripts vs. Brutes: Well.. conscript has 1 point def more and brute has 1 point of att more which is in fact nearly completely irrevelant. BOth have decent specials, but they lack strong stats to back it up, and they are probably much more useful as training material (if I really HAD to choose, I'd pick conscripts, their bash works nicely with their large weekly HP, but they will most likely remain unupgraded in most of the games.

TIER2 Marksmen vs. Crossbowmen: Even though precise shot has many uses, especially for taking utopias down within first weeks of play), no-range penalty is superior in both short and long games, making crossbowmen a fairly obvious choice.

TIER3 Squires vs. Vindicators: While vindicators lack the speed and initiative to become true kilerstacks, their survivability and damage is way above average lever 3 unit. You can be surprised by the amount of damage they dish, in fact. In case you're not truly afraid of enemy ranged fire, squires offer little in comparison: their tankish nature doesn't mean much for an offense-based hero. With knight's natural DEF, Vindicators are sturdy enough, and it's hard to ignore their almost 2,5 times better offensive power. A small stack of squires may give you the shield allies feat if you need it that much, in fact.

TIER4 There are three kinds of units: fast damage dealers, slow damage dealers (units that hit hard and have good survivability, but lack speed or initative.. or both) and tanks (poor damage, amazing survivabilty). The first two are best for melee heroes, while tanks are great for magic-based heroes and rushes.
Well, it's not hard to say what has become of our alternative griffin. Battle griffins' stats are truly tankish, and therefore, not wery suitable for first-strike orientated haven army. Their special is weak, and with only 10 points of init, it takes forever for them to dive, meaning they will most likely miss their targets. They are sturdy, but deal low damage and act rather slow compared to imperials. They would be a great unit for warlocks, but for knights, imperials are definitely better, with their powerful specials and 15 initative.

TIER5 Inquisitors vs. Zealots: Their stats vary so little it's almost pointless to compare them that way.. the biggest difference are , obviously, spells they cast. Zealot cleansing works wonders if your hero doesn't have that spell. You no longer need to use small stacks of paladins. Also, righteous might is a good offense booster. In my humble opinion, the choice depends on spells your hero can cast; if you have mass haste and mass divine strength, you don't need inquisitors. Extra cleansing is always handy, though, and that's why zealots have a small advantage when it comes to usefulness.

TIER6 Paladins vs. Champions. Champions are the hardest hitter in the game, topping even executioners.. well, if they are jousting, of course, but that's usually not a problem. They also have a breath-attack-like ability, which makes them perfect for their first attack strike. Why to use Paladins, then? Well, laying of hands, the only reliable frenzy counter, comes to mind. Small stack of palas is always a good idea on the battlefield. In general, I'd stick to Champions, though. Their offensive nature fits the haven town better.

TIER7 ARchangel vs. Seraph: Probably the toughest choice for many players - quite obvious for me, though. I'm not a big fan of resurrection: using it, you waste a turn with a powerful damage dealer, which could be spent on OHKO another stack. Now if you calculate the damage of the OHKO stack, it most likely will top the resurrection score, which simply means its beneficial to kill instead of resurrect, since it prevents taking damage, rather than reverting it, and is more efficient overall.
Which means you should obviously use Seraphs. Especially if you can bless them.
Seraphs deal more damage, and are useful even in tiny numbers: it works well in the end of combat, when their numbers are greatly reduced and they can no longer score good damage. Divine vengeance works perfect against sylvan units, capable of killing hundreds of units with their first strike - excellent if you can't kill arcane archers with a normal melee attack. For me, Seraphs are obvious choice.


INFERNO

TIER1 VErmin vs. Familiar: THis one is rather obvious. Vermins drain only half of mana Familiars do, meaning their main usage - draining mana - is not very efficient. Besides, they give mana to casters, which are rather weak in infernal army (With Pit Spawns being a better choice than Pit Lords.. well, on most occasions ofc.).

TIER2 Grunt vs. Overseer: Thanks to their special,Grunts' speed and damage greatly increased, meaning they can score at least a few peasant kills before going down. Compared to nearly totally useless overseers, it's always a bonus.

TIER3 Cerberi vs Firehounds: Firehounds' breath 3 headed attack is a slight overkill. I had little occasions to hit more units then cerberi would, and inferior physical stats really hurt, especially for an unit that has poor stats by default. Still, these units are 1st turn exclusive: they are meant to score big, possibly lucky multihit with their first turn charge and die. So unless you want to save them using archdemons' summon other right after they do their first strike, firehounds may prove a bit better. Even one extra hit is better than +1 max damage or so.

TIER4 Mistresses vs. Seducers: Seducers' special is really good, even if it lasts for a short time. Gaining control of enemy unit is nifty, and mistresses are poor shooters by default, so you don't lose that much. I'd say use seducers.

TIER5 Nightmare vs. Hell Stallion: Stallions' aura deals decent damage and helps them to do what they are meant to do: dealing as much damage as possible before going down. Their offensive stats are also altered, making them more suitable for their first turn charge. They are slightly better than nightmares, in my humble opinion of course.

TIER6 PitSpawns vs. Pitlords: Not a very tough choice, since Pitlords were often called the worst level 6 unit in the game. Pit Spawn gives a slight initiative and speed boost, a major survivability boost, and decent damage boost, making them extremly useful as melee units. All you lose is the ability to cast spells, which wasn't too strong anyway. Their special makes them great against creatures like wind dancers - which are suprisingly though to take down by normal means. Best part is that you can use both on battlefield thanks to Archdevils' special - I'd use Pit Spawns myself.

TIER7: Arch Devils vs. Arch Demons: Stupid name, eh? Well, anyway, the loss of speed and initiative isn't worth the extra attack and defense. Arch Demons come to action late, too late - while Arch Devils can make a first turn strike with tactics or windstrider boots,
Arch Demons need both of them, making them not only slower to act, but also much more realiable in their first strike. They are also weaker in terms of specials - summon other would be good if they could reach enemy shooters in 1st turn, but they obviously can't because the target needs to be in their area of movement, which is quite limited. Arch Devils are much, much better.


SYLVAN

TIER1 Dryads vs. Sprites: Not much to say here. Both of these units are meant to do first-strike attack, and dryads work a bit better with better offensive stats. Sprites have spells, yes, but their wasp swarm is totally useless, and cleansing is not reliable against high-level darkmagic caster. So I'd say dryads.

TIER2 War dancers vs. Wind dancers: Wind dancers are so much better it almost feels unfair. They have extra point of speed, which enables them to do 1st turn strike with windstrider boots, tactics or familiar ground, and their defense after doing such a strike matches level 7 units. They do more damage, too.. War dancers die like flies, but Wind dancers are extremely persistent if you remember to move them at least 7 tiles each turn. For me it's obvious which of these are better.

TIER3 Master Hunter vs. Arcane Archer: This one is a joke. Arcane Archers are ridiculous: their no range penalty and defense reduiction perfectly fits sylvan's playstyle. Imagine an ordinary battle: Dragons, unicorns, dancers and dryads act first, scoring multiple kills and blocking the way for enemy's remaining hard hitters.. the enemy can't reach you and is stuck on the other side of combat grid.. No range penalty is a blessing here. Check the chart if you don't believe, Arcane Archers score nearly as much damage with 1 shot as master hunters with TWO, even if both score a non-penalized strike.. and keep in mind that the difference is smaller when high def is included. For very strong enemies, like magma dragons, Arcane Archers may score more damage even when both arcane and master hunters can score a non-penalized attack.

TIER4 Elder Druids vs. High druids: I'm not very fond of power channeling. For me, the extra 3-4 SP doesn't matter that much, especially for a light magic orientated spellcaster. High druids are inferior casters, and their endurance is cast at advanced mastery, only (elders cast it at expert, and it's their best spell anyway). I'd use elders myself.

TIER5 Silver Unicorns vs. Pristine Unicorns: This time it's a matter of taste. Their stats are nearly the same, and they both can blind enemies. I'd go with Pristines whenever I don't fear dark or destructive spells, since they absorb light spells.. even if the enemy doesn't cast them, you can at least get a free expert endurance when your druids cast it at other stack. It's also great for magic immunity if you wish to cast it, and maybe resurrection, but I don't value that spell high myself.

TIER6 Savage Treant vs. Ancient Treant: Check my chart. Savages , after they activate their special, become decent and quite fast offensive stacks - with insane survivability. Excellent as a backup for your first wave of speedy attackers. Ancient Treants just don't fit Sylvan's army - you should rather think of finishing the remains of your first turn attack quickly rather than trying to tank, since there is nothing to tank against, usually And even if it is, it's blocked and weakened anyway. Ancients would be great for warlocks, but for elves.. nah.

TIER7 Emerald dragons vs. Crystal Dragons: Hail to the best tier7 unit in game. Crystals are like Thanes, having pretty much the same "chain lightning" strike on hit, only that they are much stronger, faster and powerful in general.. and that their chain lightning strike does full damage, rather than half. While their damage/week isn't very impressive, they guarantee a first strike that can hit multiple units - if luck and favored enemy triggers, you can more than half of enemy's army in your first blow!! It's also perfectly safe (I never killed my own unit with their breath attack). Emerald dragons are sad little wimps compared to mighty crystal dragons, and there isn't a slightest reason to use them when you have such powerful toys available.



DUNGEON

TIER1 Stalkers vs. Assassins: I can't imagine why anybody would want to use assassins with stalkers around: their invisibility special makes dungeon creeping so powerful that you can take 100+ level 6 units around 5-6th week, sometimes even faster, depending on your spellpower progression and artifacts. only green/emerald/crystal dragons have enough speed and initiative to act first and kill them before they make themselves invisible and grant your warlocks three free turns of mayhem. Wonderful unit that is one of the most useful alternatives available.

TIER2 Blood fury vs. Blood Sister: uhh. While sisters have their survivability increased, they STILL die extremely fast - too fast to make any serious use of them in a serious battle, which means you should stick with the faster and stronger ones. If they are meant to die after their first move, they should at least score as much damage as possible. Furies are better for that kind of action.

TIER3 Mino guards vs. taskmasters: Guards are considered pathetic. Even though their HP is high, their defense is so terrible they die ultra-fast, and they are simply too slow for a good offensive unit. Taskmasters don't die THAT quickly, which is always welcome if you play a warlock, and that is in fact their only benefit, since they do pathetic damage. Your choice, I think both of them are rubbish.

TIER4 Grims vs. Brisks: Brisks' special is worse than Grims' special, and these units are special-based, so I don't see a reason why to use Brisks... well, maybe when you're afraid of Puppet master, since Brisks won't kill your hydras like Grims would, at least..

TIER5 Deep Hydras vs Foul Hydras - Hydras are the key stack of dungeon's army, because they allow warlocks to cast spell longer. So, if their only use is their wall-like survivability, what's the point to weaken it by taking their regeneration and replacing it by some weak acid blood special, along with -1 DEF? None if you ask me. Use deep hydras.

TIER6 Matriarchs vs. Mistresses: Dungeon needs tanks. Mistress can turn invisible, and offer a better survivability.. do you need more? They can score a bit better damage too, if you wish..

TIER7 Black Dragon vs. Red Dragon: While most of the community was thinking Reds will become superior to blacks before ToTe got released, it turned out that they aren't that much of an improvement. Incinerate isn't that good, since you need an enemy stack adjacent to yours to use it (in other words, you need to charge, and you know what remains of charging dungeon troops, I think..), and the fact that Reds are not magic immune is really a bad thing, especially since they can be used against you with puppet master or blown to pieces by destructive. Since warlock is all about magic, I'd keep using the more sturdy black dragons. You need tanks, survivability and reliability, not some random points of damage more.. along with casualties when your frenzied red dragons turn against your own troops.


ACADEMY

TIER1 Saboteurs vs. master gremlins: Saboteurs have way superior stats, which makes them much better choice for those who like havez and his warmachine rush with artificed gremlins. Their special isn't too hot, but your starting ammount of gremlins with havez is enough to disable Deleb's ballista, for instance. Not a bad thing.

TIER2 Elemental Gargs vs. Obsidian Gargs: Elemental gargs offer even more insane survivability, so they are a fine choice.. as long as you don't plan using armageddon or you don't play vs. warlocks, taht is. Their special is fun: It works like empowered spells when your gargs are next to enemy troops, so if you want to make use of destructive magic, elementals are fine choice. Obsidians are a must vs. warlocks, though.

TIER3: Steel Golems vs. Magnetic Golems: Magnetic golems make dungeon's life even harder: destructive heals these guys, so they are an obvious pick against dungeon. They are also fun when you want to use destructive yourself: when using meteors or fireballs, you not only damage enemies, but also ressurect your golems. Steels are better choice otherwise.

TIER4 Archmagi vs. Battlemagi: oh well. No matter how hard I've tried, battle magi never managed to become serious killers.. ok, they have no range penalty, but their magic attack is still a hindrance, making them totally useless - most of the time you can't make a shot without hurting your own units. I don't understand how dampen magic works, though, but still, I'd choose archmagi - they are excellent auxiliary units, with cleansing and righteous might later in the game, and fireball earlier, agianst rushes and when rushing yourself.

TIER5 Viziers vs. Sultans: Viziers are slightly tougher, slightly less damaging, and with a slightly better special. Since keeping them alive was the biggest problem, +5 HP seems a blessing for the viziers. Also, if you manage to gamble +3 luck for your titans, things get really fun.

TIER6 Rajas vs. Ksathras: The first thing to notice about Ksathras is their amazing damage potential: 222 dam/week tops many tier 7s, including creatures like cyclopes. The biggest problem is getting them to act - +init artie is a major help here. After their dash, they transform into killing machines, with 20 init (if you've artificed them, tht is..), 222 damage and their whirlwind attack. Quite amazing.. Well, they top Rajas, in my humble opinion.

TIER7 Titans vs. Storm Titans. - There is no point of comparing these guys since they are exactly the same.. well, almost - Storm Titans have a lousy special, and Titans have slightly better one - at least it's useful in sieges and when you don't want to make a melee attack.


NECROPOLIS

TIER1 Skellie Archer vs. Skellie Warrior: The warrior is a great utility unit. When you get vitality and some extra skellies via necromancy, it becomes a potent basher; It also has shield allies and big shield, which works well when creeping heavy shooters.. and reducing the loses of arcane archers' fire. Archers offer little in comparison.

TIER2Plague Zombie vs. Rot Zombie - Rots are not only tougher, making them a better tank (and that's all they can do), but their special is also slightly better.

TIER3Spectres vs. poltergeists: The pink ghosts look a bit funny, but they are faster, tougher and stronger, making them obviously a better choice. Their ammo stealing special isn't the best thing to use, but it may be useful against arcane archers.. if you survive their first turn attack, that is.

TIER4 Vampire lords vs. Vampire Princes: Princes are much much better. With speed that allows them first turn strike, increased survivability and better special, they are quite an interesting unit.. since they cast blind spell when they attack, and it triggers quite often, I'd call them much more useful. Vamplords are a choice only at necro vs. necro games.

TIER5 Archliches vs. Lichmasters: tough decision. They are both horrible shooters, given that they are large units, incredibly easy to block, and they lack both no range and no melee penalty, meaning they do halved damage 99% of the time, but lichmasters are tougher and stronger in general. The lack of death cloud isn't that much of a problem; it never was too good in this part of HoMM. Also, while raise dead isn't the best spell to cast, it's certainly useful at times. Archliches still have decay, making them a better offensive unit overall, though. Take your pick, since it depends on situation.

TIER6 Banshees vs. Wraiths: is this some kind of joke? ~~ Banshees are really weak compared to wraiths, and their special is weak too. Wraiths lack specials, but they are at least strong damage dealers. Oh well.

TIER7 Spectrals vs. Horror Drags: If you manage to get their horde dwelling, they become quite good in damage in survivability, but come on, how often does that happen? ~~ Horrors are a bit better in damage, but without horde building, it's ridiculously low anyway, so it's all about specials.. well, -1 morale against all units sounds good, and basic sorrow at strike sounds good too. It really depends - against swift army, like Sylvan's, Death gaze seems better - you may not have the time to attack with horrors and get any benefit of their special in taht case. Against armies that depend on certain stacks (paladins, for instance), sorrow may prove better. It doesn't matter that much overall.


FORTRESS


TIER1 Shieldguards vs. Mountain Defenders.. uhhh.. I hardly see any profit in using mountain guards, except their good looks. The lose of shield wall sucks, and their specials aren't that good..

TIER2 Harpooners vs. Skirmishers - it's clearly stats vs. special here. Harpooners' special is rather wimpy, but their offensive stats are way superior. Crippling wound is great, though..

TIER3 Blackbear riders vs. Whitebear riders: Whitbears are better offensively, and Blackbears defensively, Blackbears' special is more reliable, Whitebears's special is more powerful when triggered.. a matter of taste, I'd say.

TIER4 Berserkers vs. Battleragers: Battleragers are much tougher, yes, but they are quite wimpy when it comes to dealing damage. Berserkers may score quite fun damage in fact when they use it in first turn along with rune of charge and get lucky. Battleragers can't.. if you wish a more stable unit, though.. battlerager seems better for you, then.

TIER5: rune keeper vs. rune patriarch: Hey, Keepers look like santa claus And they are much better shooters overall, with fireball spell included. What's not to like? They lose their cross attack, though. But it never made a significant difference in my games, in fact.

TIER6 Thunder Thanes vs. Flamelords: Thunder thanes are our old warlords, remodelled and buffed with better HP. They retain their famous lightning attack, and that makes them - still - a better choice. Flamelords' flame wave doesn't seem that good to me. Their fire punch is fun, though - especially when keepers and lavadrags go after them. Mark of fire doubles both firewall and fireball.

TIER7 Magmas vs. Lavas. Offense vs. defense? Sort of. While the firewall isn't the strongest special around, it adds a bit to already increased damage - and works with mark of fire, so if you've chosen flamelords, lavas seem a natural pick. Otherwise, I'd still stick to magma drags.



No stronghold analysis.. I will do it in a different topic, I fear

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 16, 2007 01:31 PM
Edited by feluniozbunio at 13:34, 16 May 2007.

Id like to do some calculations for bladesinger

6def + 15 agerage from hero +10 average for Gilraens spec =31 def

now lets add 7*30%=210% extra defense

31+ 210%*31 =93 total average defense

Now , my question is does this bonus stay all the time if bladesinger moves each turn or there is a time when he does not have it?

I wouldn't be so sure that sharpshooters are better than master hunters.I dunno thats sharpshooters ability but i think i like master hunters better , still.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 16, 2007 01:41 PM

I guess either herodef will not be considered for bladeslingers or their bonus will vanish after creature's retaliation and will work as retaliation-destroyer only. Otherwise it'd be too good.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 16, 2007 01:42 PM

have you taken warding arrows into account?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 16, 2007 01:44 PM

aww, forgot about them. Well it's a nice little ability. We don;t know what the other sharpshooters' special does, though. Too early for a verdict.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 16, 2007 01:48 PM

In my opinion the sharpshooter will be better against ranged units and the master hunter against walkers.

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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted May 16, 2007 01:57 PM

About the hunters and sharpshooters I'm also not so sure... Of course no range penalty is nice and they also have impressive damage, but they lose double shot and warding arrows, too... I guess it will be decided by their new special

Rainbow Dragon:
I wonder if Rainbow Breath can hit one more tile than Acid Breath.. they would become extremely strong that way... Their cost is probably an error, I doubt they are so cheap

I would really like to know what all the new specials do...
____________
open source for an open mind

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Lesij
Lesij


Famous Hero
posted May 16, 2007 02:01 PM

Trent Union...
Geeeezz...
I was wondering 'bout that, and I think that Dryads hid themselves in Treants leaves on the head (that's why he has so many ) and they become symbiotic organizm with one (summed up) stats...
But what happens when there is 1 k Dryads and 5 Treants?

What do you think about those brand new specials? Maybe wee could guess and then chcek if we were right?
____________

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 16, 2007 02:15 PM

Yes, in common nature lore, Dryads can hide themselves inside trees. My guess will be that Treant Union means that the Dryad can hide inside the Treant for protection.
____________
What will happen now?

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TemjinGold
TemjinGold


Known Hero
posted May 16, 2007 03:49 PM

Wonder if that makes the Anger Treant gain no retal and spray attack...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 16, 2007 03:57 PM

well it's good most of you like m.hunters. We really don't want the "better and worse choice" problem. Not again, after heroes IV. Although, honestly, the blade singer seems vastly superior to the old war dancer atm.

Geez, can't wait for the rest of the lineups

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted May 16, 2007 04:00 PM

no only you I am most interested what they will do with footman & cavalier upg (coz I am haven player and you all know it )

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emilsn
emilsn


Legendary Hero
posted May 16, 2007 05:12 PM

Sharpshooters or Master hunters ? If you get the Unicorn horn bow ill choose master hunters and if i didn't have it. Ill choose Master Hunters. If SharpS... ability is really good.. Ill choose them... This choice is ALL ABOUT Unicorn horn bow
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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betruger
betruger


Known Hero
empowered mind
posted May 16, 2007 06:48 PM

Quote:
Id like to do some calculations for bladesinger

6def + 15 agerage from hero +10 average for Gilraens spec =31 def

now lets add 7*30%=210% extra defense

31+ 210%*31 =93 total average defense




It doesn't work like that. It doesn't take hero defense in account, take a look at dwarven rune of dragonform - it increases both attack and defense by 100%, but when you cast it you can see that hero stats were not taken into consideration. That's why this rune is more or less useless, because it's only beneficial for high tier troops, and dragons can't use it anyway

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 16, 2007 06:54 PM

Quote:
take a look at dwarven rune of dragonform - it increases both attack and defense by 100%, but when you cast it you can see that hero stats were not taken into consideration.


OMG so that rune is even crapier than i thought it is.. lol and this is lvl 5?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 16, 2007 06:57 PM

uhh you didn't know that it does not take hero att/def into consideration? ye the rune is bad imo. I'd rather use different runes.

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 16, 2007 07:01 PM

I used it once and i saw that the effect was pathetic so i didn't even use it again. I didn't know it doesn't take hero stats into consideration. I thought that my hero had too few attack for the rune to make more difference.. but i guess it was not the issue.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 16, 2007 07:33 PM
Edited by GenieLord at 19:35, 16 May 2007.

In my opinion, it doesn't really matter which creature is better.
What matters is to know how to create the "pefect army" that contains offensive units, desfensive units and shooters that work good together.

The question from now on should be how to combine the new upgrades with the old one, to make a better army.
These new troops were not made for us to use them as a constant army. They were made to replace the old upgrades, where they don't fit well, with other kind of upgrades that might.

Anyway, I think that there are some basic things that should be kept, and they are good as they are.
For example, the Treant, in my opinion, should stay an defensive unit, because that's what he does the best.
The thing is how to find the most suitable parts of the army, to the part that we would like to keep as it is.

I think that it's going to be very long road to reach to a specific decision of "that's the best variation for me".
Ofcourse that everyone will have a different variation that he prefers, that he's good with.
Anyway, in the moment that TotH is out, the best thing to do is to try different variations with the army you like the best.

I think that we should see every creature in the army as an option, that can be replaced if it doesn't fit well with the other options, that can be replaced, too. We shouldn't see those units as an entire new army.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 16, 2007 08:37 PM

unless the stoneskin spell and the power feed ability are really good there is no contest at tier 4
regarding the blade singer - we don't know for sure how agility works
taking roots vs rage of the forest (def vs att my guess)
maybe rainbow breath will do less damage than the acid breath but it will decrease the attacked stack luck(-1 or -2)

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 16, 2007 09:29 PM

I will replace my old minotaurs with whatever i get

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