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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My suggested H6 line-ups
Thread: My suggested H6 line-ups
moonshade
moonshade


Known Hero
posted September 04, 2010 05:02 PM

My suggested H6 line-ups

Here's my suggested line-ups for H6, for the released factions- Haven, Necropolis and Inferno. Opinions would be welcome!

1. Haven

Core: Crossbowman (Marksman), Guardsman (Pikeman), Griffin (Imperial Griffin)

Elite: Paladin (Templar)- spellcasting melee unit, Cavalier (Champion), ???    

Champion: Angel (Archangel)

2. Necropolis

Core: Ghoul (Rabid Ghoul)- fast and weak melee, Skeleton Warrior (Skeleton Legionaire)- tank, Wraith(Banshee)- anti-spellcaster flier

Elite: Vampire (Vampire Count), Lich (Defiler), Sphinx (Immortal)- flier

Champion: Spider Lady- Fate Spinner- spellcasting melee unit

3. Inferno

Core: Gog-Magog- melee unit, Succubus- Concubine- ranged unit,
Hell Hound-Cerberus

Elite: Juggernaught- Dreadnought- heavy melee unit, Efreet- Vizier- spellcasting flier, Hell Knight- Chaos Knight- fast melee units, ride Nightmares

Champion: Devil-Archdevil
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serptico
serptico


Adventuring Hero
posted September 05, 2010 11:48 PM
Edited by serptico at 03:00, 07 Sep 2010.

My "wished" line-up

Heaven:

Core = Archer (range), Soldier (melee), Griffin (fly)
Elite = Marksman (range), Knight (melee), Warrior Griffin (fly)
Champion = Inquisitor (range) or Paladin (melee) or Archangel (fly)

Dungeon:

Core = Medusa (range), Minotaur (melee), Manticore (fly)
Elite = Medusa Queen (range), Minotaur King (melee), Scorpicore (fly)
Champion = Shadow Witch (range) or Hydra (melee) or Black Dragon (fly)

Stronghold:

Core = Orc (range), Berzerker (melee), Whelp (fly)
Elite = Cyclops (range), Warmonger (melee), Drake (fly)
Champion = Bloodeyed (range) or Chieftain (melee) or Azur (fly)

Asylum:

Core = Drow (range), Assassin (melee), Young Phoenix (fly)
Elite = Shadow Hunter (range), Blade Dancer (melee), Dark Phoenix (fly)
Champion = Matriarch (range) or  War Dancer (melee) or Shadow Dragon (fly)


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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted September 06, 2010 04:34 AM
Edited by Aosaw at 22:31, 06 Sep 2010.

I believe Necropolis has the manticore and chimera as confirmed creatures, though I'm not sure which tier they fall into.  I seem to recall that being one of the things mentioned in the pdf.

For myself, if I had to make a "wish" list, having no bearing whatsoever on what I think will happen...

Haven:  I look at the basic Haven units as existing in the lower echelons of a feudal society.  They have enough to get by, they can eat, they can clothe themselves; but they have none of the perks or the zeal of the Griffin family's main force.  Upgraded Haven units are the ones that truly show how far gone is Anton's fervor.
Core:
Peasant (Conscript):  You have to have them.  When they briefly didn't have them in Heroes 3, it felt out of place - as good as that game was, it lacked the peasants that, to me, felt iconic to the series.  Upgrade them to Conscripts to make them a viable unit; also, putting a peasant in armor, to me, shouts the themes we're looking at in H6, with archangels trying to start up an old war.  How do you do that, if not by stirring up the populace?
Marksman (Longbowman):  A bit unorthodox, but I imagine a marksman being someone who's really good at shooting enemies who are close; a Longbowman, in my opinion, would be really good at long range (maybe even eliminating the range penalty for this unit).  The whole idea that archers could shoot in an area but marksmen were best at their tactically least advantageous point on the battlefield seemed off to me.
Pikeman (Inquisitor):  Reviving an old favorite here; could easily be translated as Spearman.  A bit tougher than peasants, but also slower.  On a battlefield, if you imagine the conscripted army as being the overzealous tends-to-run-into-the-spears-rather-than-around-them type, the spearmen are the more cautious, "We'll go ahead and build a wall and let you run into it" type.  Really good at defending, probably.  Inquisitors have a more religious flavor to them, and probably have an enhanced retaliation strike.  "Rebuke", I'd call it.

Elite:
Griffin (Imperial Griffin):  Anyone who puts these at any tier below Elite is being silly.  This is the tier where we depart from standard medieval warfare, and begin to look at magic as an everyday presence rather than the stuff of stories.  Upgrade to be more "imperial", which basically just means that they're of a "nicer breed".  Eliminate the stupid armory for the griffin's beak that makes it so it can't see.  Give them silver feathers, or the nice white we saw in H3.  If it weren't for Angels, I would wonder why these aren't the Champion of the Griffin Empire.
Monk (Zealot):  Elite is also where we see units that have a direct connection to the top-level of the faction; in this case, angels.  The monks in Haven live quiet lives of meditation, emerging primarily to support morale.  It's when you upgrade them to Zealot status that they receive their ranged attacks, calling brimstone down from the heavens and smiting their enemies with offensive magic.
Knight (Crusader):  Again we see a division between the iconic medieval character in the knight, a chivalrous swordsman who rides on a horse fighting for his lord; and the crusader, who drops everything going on in his life and travels nine hundred miles to fight on behalf of a higher power.  Knights are strong, but Crusaders are frightening, because they are truly undaunted  (In terms of gameplay, I imagine Crusaders always have at least Good Morale).

Champion:
Angel (Archangel):  Angels are the warriors of light; they fight because they have to, and they fight with honor.  They are a lot like Knights in this way.  Archangels are fueled by something deeper: a passion for light that transcends peace and seeks to conquer darkness.  While an Angel might settle for understanding between all races, the Archangel would not rest until all "evil" races have been purged.

Necropolis:  Necromancy is the magic of death, but it is also a study of life.  As a result, many of the things a necromancer does and creates are fueled by a desire to understand life in all its forms.  Usually, this leads to monstrosities and abominations; occasionally, the necromancer finds a deeper truth, and learns from it.
Core:
Skeleton (Skeleton Archer):  Another iconic undead unit, not only for the franchise but for stories about undead in general.  Ever since Jason planted those dragon teeth, there have been stories about animated bones taking up the fight, for whatever cause.  For the most part, however, Skeletons are mindless.  Upgrade them to Skeleton Archers, and they achieve enough sentience to aim a bow!
Ghoul (Flesheating Ghoul):  An improvement on the skeleton, the ghoul is the result of animating a still-intact human corpse, perhaps only recently buried.  Usually the ghoul was hanged for unforgiveable crimes such as murder; in some cases, the hanged criminal did not receive his final meal, and spends the rest of his afterlife searching for it...in his victims!  (Flesheating ghouls are faster than standard ghouls, but if they end a turn without attacking and are adjacent to a creature, they attack any viable target within reach; even friendly ones.)
Ghost (Spirit):  When a person dies with unfinished business, that person usually rises as a ghost (especially if there is a necromancer nearby looking for additional troops). Occasionally, a necromancer will attempt to transcend the mortal coils that bind him; in so doing, he tries to achieve lichdom, but falls perilously short and becomes a spirit.  He can no longer cast spells, but he still craves the magic that feeds other creatures and spellcasters, and seeks to steal that magic to raise more like himself.  (Spirits are a bit like ghosts of yester-games: when they kill a stack of spellcasting units, a certain number are raised immediately as Spirits, augmenting the Spirit's stack even without the Necromancer's help.)

Elite:
Chimera (Sphinx):  When a necromancer tries to merge several different animals into one, the result is a chimera: a lion-like monster with wings and three heads: one of a lion, one a dragon, and one a goat.  A common experiment for necromancers is to take the mind of a servant and implant it in one of the heads of a chimera, resulting in a semi-sentient Sphinx, its mind filled with muddled confusions and riddles.
Vampire (Vampire Prince):  Occasionally, a necromancer of sufficient power is executed and entombed; a few days later, if another necromancer is nearby and inclined to help, the executed mage rises as a vampire, filled with dark visions of revenge.  Vampire princes are truly ancient beings who have near-mastery over their dark powers.
Dread Knight (Wraith):  One of the truly iconic undead creatures of the last hundred years is the wraith; the lesser form of which is the Dread Knight.  Dread Knights are like Skeleton Archers, barely sentient, only given enough intelligence to understand their orders and carry them out.  Wraiths have a bit more freedom; though it is typically limited to the amount of pain they are allowed to inflict.

Champion:
Lich (Skull):  Necromancers who truly transcend can become liches, undead forms of themselves.  A lich is a powerful caster unit with a devastating ranged attack.  Upgrading from Lich to Skull is in some ways a downsize: the lich gives up his torso and limbs in exchange for unimaginable power.  (The Lich has the standard area attack; the Skull loses this area attack, but its ranged attack improves, and its spellcasting becomes much more powerful.)

Inferno:  The demon army is a bit like the Haven army; at their most basic, the demon units are ordinary, run-of-the-mill demons, like you'd find in any storybook.  They are tricksters, tormenters, seductresses, after their own ends but ultimately not very dangerous.  Add a little bit more influence, however...
Core:
Imp (Familiar):  Imps are the quintessential trickster; they taunt, needle, and otherwise make your life - if not miserable - then at least very annoying.  When a demonist commands an imp and infuses it with brimstone, the imp becomes a familiar, and becomes a bit more malicious.  (Familiars are fliers, unlike imps, and their attacks deal slightly more damage.)
Hell Hound (Cerberus):  The original dogs of war, Hell Hounds are ferocious even while chained; but the Cerberi, infused with brimstone and let loose (or having broken free themselves), are truly terrifying.
Marauder (Juggernaut):  Marauders are a bit like peasants, but meaner, stronger, faster, and a lot less likely to drop their weapons: their arms end in blades of stone.  The Juggernauts are like Marauders, but their bodies are filled with living flame, and they have a tendency to...explode.  (Juggernauts have a high defense and high damage potential, and they also have the ability to "Explode" themselves; this ability kills half the stack, but deals massive damage to the surrounding units.)

Elite:
Succubus (Fury):  Succubi are the shooters of the Demon army, taunting the enemy into making mistakes and throwing balls of flame to distract and boil their opponents.  Furies take a more direct approach.  (Furies, unlike Succubi, can fly, and are very fast; they can cast spells as well, but they have no ranged attack.  Their enhanced defense usually means that they don't need it.)
Pit Fiend (Pit Lord):  Pit Fiends are the iconic masters of torture, and they use their assortment of weapons to inflict the most pain possible.  Their upgraded forms, the Pit Lords, are masters of fire, and their true specialty is their ability to inflict damage from afar.  (Unlike the Fury, which removes its ranged attack, the Pit Lord gains one; and it's more powerful than the single-target attack of the Succubus.  Think Magogs from Heroes 3.)
Efreet (Efreet Prince):  The Efreet is a criminal mastermind; he plans events ten steps ahead of your smartest cousin, and he always finds a way to make even the most balanced situations turn himself a profit.  He also enjoys casting spells to augment the demon army's troops to make them faster and more powerful; but he charges a finder's fee for any spoils of war.  (This may sound like a drawback, but it isn't; at the end of combat, your Efreet consumes a certain small amount of wealth from the player controlling the army you've defeated.  Upgraded, the Efreet Prince gives a portion of this sum to you.)

Champion:
Red Dragon (Black Dragon):  Unusual, I know; dragons are archetypically a Dungeon unit.  But if anyone deserves dragons that hasn't had them yet, it's the Demons.  As worshipers of the Chaos Dragon, it's understandable that they would breed (or even manufacture, forged in the fires of some volcano or another) a lineage of dragons to emulate their icon.  Black Dragons are much closer to the genuine article, being fully immune to mortal magic.  No matter who you are, you don't want to face a Dragon without some serious help on your side.

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danijel1990
danijel1990


Adventuring Hero
posted September 06, 2010 08:41 AM

@Aosaw
Very nice proposal, especially about dragons, I like the idea of demons having them
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JonsJons
JonsJons

Tavern Dweller
posted September 06, 2010 08:43 AM

My suggestion would be

Haven

Core:
Archer/Crossbowman-same
Pikeman/Sentinel-same
Light spirit/Divine spirit-yellow looking spirit from one of the artwork

Elite:
Griffin/War griffin-same
Cavalier/Champion-same
Priest/Archbishop-make priest that can actually heal

Champion:
Angel/Archangel-same

Necropolis-pretty much all units have been shown by either artworks or screenshot

Core:
Skeleton hunter/skeleton marauder
Ghoul prisoner/ghoul guardman
Ghost/banshee-female version i guess

Elite:
Vampire knight/Vampire prince-same
Lich/Lich lord-same
Sphinx/Ancient sphinx-heroes 6 artwork

Champion:
Spider queen/spider goddess-heroes 6 artwork

Inferno
Core:
Hell hound/cerberus-from artwork
Goatman/Frenzied goatman-maybe something similar to diablo
succubus/succubus queen-same, but make them less ugly and more seductive

Elite:
Hell stallion/nightmare-same
juggenauts/juggenauts ravager-from artwork
dread spawn/venom spawn-from heroes 4

Champion:
Devil/archdevil-same, make it more terrifying

Academy

Core:
Stone golem/gold golem-same i guess
apprentice magician/apprentice wizard-from clash of heroes on DS
Gargoyle/Onyx Gargoyle-please a different design from heroes 5 gargoyle

Elite:
mage/archmage-a little less arabian style
genie/master genie-better porportion, make it somewhat casterish like heroes 4
roc/thunderbird

Champion:
Colossus/titan-same, a little better animation

Fotress

Core:
Halfling/Halfling ranger
Kobold, kobold captain
Raptor rider/raptor raider-drawf

Elite:
War maiden/valkyrie
mountain giant/frost giant
Runemage/Runemaster-drawf

Champion:
Mechanical Dragon/dragon golem-like heroes 4

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Mike80D
Mike80D


Famous Hero
Map Maker
posted September 09, 2010 07:03 PM
Edited by Mike80D at 19:05, 09 Sep 2010.

Aosaw, I believe Vampires are "supposed" to be higher than Liches, according to different info linked here recently.  I kind of hope that's true, since I'd love to see how powerful they can be as a champion!

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted September 09, 2010 07:44 PM

That makes sense; since liches are, essentially, just necromancers who made themselves immortal (i.e. their lichdom doesn't grant any special boons on its own).  All right; drop my liches down to Elite status, and raise my vampires to Champion.

I have to say, I rather like the tier system.  The division was already there in a way; this just makes it easier to deal with.

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