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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Choosing the underdogs in Equilibris
Thread: Choosing the underdogs in Equilibris
AnkVaati
AnkVaati


Famous Hero
Nighonese National Front
posted June 21, 2015 01:46 PM
Edited by AnkVaati at 13:47, 21 Jun 2015.

Choosing the underdogs in Equilibris

Haven't played H4 for a log while, but when I do, I play with Equilibris. I've developed this little hobby of picking the least popular choices in vanilla H4, out of sympathy for the underdogs. I've tried to come up with viable reasons for it:

Ogre Magi instead of Cyclops.

The most infamously imbalanced choice in vanilla. I don't often play as Might, but as Equilibris made Ogre Magi somewhat worthwhile in both their sturdiness and as a spellcaster, I do end up picking them now and then. They are also cheaper and have better growth. The lack of a powerful shooter should ideally be compensated with powerful flyers, luckily Might already has two of those.

Choices: Harpies, Ogre Magi, Thunderbirds

Venom Spawn instead of Vampires

Even though both necromancy and Vamps receive a much needed nerf, turning them away isn't easy as their survivability through life drain is still quite fearsome. With that said, Spawns are easily the best level 3 shooter, even outclassing Titans in this behalf (IMHO) thanks to their poisoning ability and HP. I prefer to try using Necromancy to raise a horde of zombies instead, as a replacement for Imps (used for scouting). I find the more advanced homeless death creatures hard to raise in any meaningful numbers anyway, though both mummies and gargoyles could be welcome additions to my army.

Choices: Ghosts, Venom Spawn, Bone Dragons

Champions instead of Angels

Equilibris made Angels somewhat OP with their ability to resurrect themselves. But thanks to first strike, jousting and large numbers, as well as low cost, I often end up taking Champions anyway. Jousting is a bit situational, but often comes very handy in big battles. Crusaders and Balistae became more worthwhile with Equilibris, and seem like a sturdier alternative to pikemen and monks in my experience.

Choices: Balistae, Crusaders, Champions

Naga instead of Genies

Teleporting Nagas to the other side of the battlefield is a viable alternative to the Genie's cloning spell, and can be a life saver when facing powerful ranged armies. Academy is supposed to expel in their ranged and magic capabilities, but I actually find their melee units even more worthwhile. Only problem is the Gold Golem's relatively slow speed, but that doesn't compensate for the Mage's general fragility.

Choices: Golems, Naga and Dragon Golems

I play Chaos a lot, and I never chose Minotaurs or Nightmares so no need to justify that. I never play Nature so I can't say much about their choices either. Thoughts?

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BrennusWhiskey
BrennusWhiskey


Bad-mannered
Famous Hero
The quickest H4 player
posted June 22, 2015 02:55 PM
Edited by BrennusWhiskey at 16:32, 22 Jun 2015.

This matter has two aspects. You can multiply your army vs PC and in this type of game every choice will be good. Or you can try real power of creatures vs human player. I can only say few words about the second case.
I never chose ogres and I really doubt if they are worth something. Cyclops just so beatiful ruin opponents units.
The same with champions, you can destroy them easy before they hurt you.
As for the rest creatures you mentioned IMHO "underdogs" are better. Venoms are quite strong creatures but too slow to take them on long travels. But they are really helpful in the early game. Nagas are useful even in "final battles" making beautiful combo especially with teleport.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted June 27, 2015 12:54 PM

Nice topic. I've never used equilibris but I have some comments about these alternatives.

Cyclops for Ogres is a big handicap, despite the changes you mentioned. Enemy Heroes will use magic if available to them, your Cyclops keeps em, or at least 1 of em, busy quaffing resurrection potions. If you're playing Might and your Heroes are also learned in magic, then I suppose trying Ogre Mages as a handicap may even be warranted unless you like the extra cheese that magic adds to your already overpowered Cyclops unit.

Venom Spawn are my preferred choice, Vampires are gained through necromancy in a sufficiently large map, otherwise I don't bother. In an army like Deaths, having that one ranged unit is a welcome addition especially earlier on in the game vs neutrals, where you can use Fatigue and the Venom Spawns poison damage over time effect on larger stacks to devastating effects. Both 3rd level Death units are pretty OP though, but Venom Spawns shine from the moment you acquire them, while Vamps need a while to grow.

Champions are the better choice obviously as you've stated. Tho the Martyr spell can be used somewhat in combination with the Angel's ability, allowing for the Angels to retain their or at least more of their number. Two Lifemagic casters prolly needed in case of dispelling from caster opponents. One of them should be a Crusader to ensure faster turn/later opportunity to buff Angels with Martyr after enemy casters have had their turn, the Martyrs being the Squires by the way, possibly resurrected if they can survive the punishment directed at the Angels, which should be on the offensive naturally, and not too many Angels or other, more important units, have perished. Meh.. Champions are just better and you could protect them in the same manner. Bottom line.... you need a Crusader hero if you're playing Life :-)

Naga's for Genies. This one's up there with Cyclops and Ogres. If only Naga's were mechanical, then I could justify their use over Genies in a mechanically focused Academy/Order build. Teleporting them into enemy territory is an option, but be prepared to lose your precious 3rd lvl units, since you're begging to get dealt with quickly with such an aggressive move. Assuming this is the first spell you'll cast. If enough dwarves to sacrifice, I'd rather use them to teleport to enemy ranged units and heroes for a little harassment, let the enemy deal with them while the Naga's move in closer normally. Teleport is possibly one of the best spells in the game, with 2 Order mages you can wreak havoc just by using this 1 spell exclusively.

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