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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Strongest tier 1 creature?
Thread: Strongest tier 1 creature? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
tann_141
tann_141


Known Hero
posted September 01, 2008 09:39 PM

well for early meat shield i usually use stacks of 1 peasant so 3 hp or 6hp wont make much of a difference

again i will upgrade the building when it will help me get to town level 9 or 15 or something like that

still i dont see the building as being of a very high priority
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 01, 2008 11:30 PM

well how long does early meat shield go on for? one week two weeks? And after that how do you play your pesants I know that you talked about upgrading them and keeping them for the money. Any other ideas for those lovely fat farmers?
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tann_141
tann_141


Known Hero
posted September 01, 2008 11:35 PM

the shield can go on for about 3 weeks (depending on the map too)

and then u keep someone with expert trainer in the castle (preferably ellaine) and train those fat farmers into archers

i would rather have 2 inquisitor stacks than 1 peasant and 1 inquisitor (final battle wise)

so basically i use them as shield for week 1-3... then train 20 and keep rest for money

(ive said that like 1000 times XD)
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 02, 2008 12:30 AM

good idea 'bout the incqisitors. could you repete the second last lin I don't think I got it all.
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tann_141
tann_141


Known Hero
posted September 02, 2008 12:55 AM

"so basically i use them as shield for week 1-3... then train 20 and keep rest for money "

what that means is... i use archers as my main force.. and 1 peasant stacks to shield them so they dont get hit

this works for up to 3 weeks... then i need to start getting some real army XD

once i stop using peasants in my army... i keep them in the castle.. and use the training grounds to train 20 archers per week (paladins r too expensive imo) then whatever peasants are left stay nice and comfortably in the castle.. and paying my taxes
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 02, 2008 01:58 AM

thanks for the explanation but i was being sarcastic lol I asked because you said that you had repeted it like a thousand times
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tann_141
tann_141


Known Hero
posted September 02, 2008 09:57 PM

LOL my mistake its hard to detect sarcasm when it is in text...

still i shouldve caught on to the smiley
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 03, 2008 06:18 PM

as a first lvl unit do you think that skellys are better as mercinaries or archers?
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 03, 2008 06:21 PM

Skeleton Warriors are simply A LOT better than Archers. They have higher stats, and a lot of important and powerful abilities like Bash, Large Shield, Shield Allies and Magic Proof 25%.

What have the Archers better? Only an ability called Shooter, which is not even a bonus IMO. As I said in the other thread:
Quote:
Don't overestimate the shooting ability: in fact, it's not even a bonus for me, because it deals 50% damage from far range and there are very rare cases when you can shoot in close range and not being blocked (you deal 50% damage when blocked as well)

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MarcusX
MarcusX


Known Hero
*happyface*
posted September 03, 2008 06:28 PM

good point. I actualy just played a duel match and the skelly warriors were really annoying and effective. so I guess I answered my own Q.
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jwallstone
jwallstone

Tavern Dweller
posted September 03, 2008 07:22 PM
Edited by jwallstone at 19:23, 03 Sep 2008.

I agree with what has been said. But I think shooters are infinitely more useful for creeping, and can do so without losses, whereas relying on melee causes a continuous attrition of troops. (granted, raise dead negates some of this for necro, but I mean in general).

However, the skellie warriors are much stronger for those grueling, long, down-to-the-last-man type fights with more equally matched opponents (and where the advantage of shooters is quickly negated). It's easy and cheap enough to use archers for creeping, then re-upgrade to the warriors for a final fight. This is another plus to skeletons as a whole: this type of versatility is very powerful.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 03, 2008 07:26 PM

As a matter of fact, I agree fully that shooters are better at creeping So what you said about regrading is perfectly reasonable

But if I were to choose between Warriors and Archers at the start without any regrades, I would choose the Warriors.
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Kryeengjell
Kryeengjell

Tavern Dweller
posted September 05, 2008 06:13 PM

Disscusion

I think Assasins.They can poision their target with the crossbow they use and they are much resistant.Yet there is to know that when they become Stalkers(at Tribes of the East),they get a great number of abilities.Say where can i download for free(without paying)the Full version of Heroes of Might and Magic V:Tribes of the East.
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tann_141
tann_141


Known Hero
posted September 07, 2008 12:33 AM

stalkers are simply the greatest tool for creeping... as for the skelly archers vs warriors... id say that the warriors are actually better for creeping

theyre damage output is better and they dont need to be protected... if you can raise dead at the end to bring losses to 0.. then great

also the warriors take 50% damage from shooters.. and 25% from far... so much sturdier in this regard
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zhengman
zhengman

Tavern Dweller
posted September 07, 2008 11:23 PM

Quote:
stalkers are simply the greatest tool for creeping... as for the skelly archers vs warriors... id say that the warriors are actually better for creeping

theyre damage output is better and they dont need to be protected... if you can raise dead at the end to bring losses to 0.. then great

also the warriors take 50% damage from shooters.. and 25% from far... so much sturdier in this regard


yes, but if you have a whole stack of skely archers with 1 skely warrior to defend against ranged, archers become a lot better, since they can start dishing damage earlier (warriors need to move to get close) and they take only 25% damage from most shooters, which is great since most shooters will focuse on the archers. this leaves room to charge with your vampire princes

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MarcusX
MarcusX


Known Hero
*happyface*
posted September 10, 2008 06:53 PM

This is true those tactic prob work best for creeping but I prefer a full stack of warriors in the big battles.
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tann_141
tann_141


Known Hero
posted September 13, 2008 03:55 AM

yea ive tried that.. the archers with 1 warrior thing

but i find it unreliable because once your archers cant shoot.. their damage is pathetic... HOWEVER

with all this being said... archers are really great if you have blade barrier spell ^^
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zhengman
zhengman

Tavern Dweller
posted September 13, 2008 04:04 AM

Quote:
yea ive tried that.. the archers with 1 warrior thing

but i find it unreliable because once your archers cant shoot.. their damage is pathetic... HOWEVER

with all this being said... archers are really great if you have blade barrier spell ^^


thats why u sorround them in the corner with stacks of zombies

of course, this is in the first week or so. once you get vampires (which u should, if ASAP, around end of week1/beginning of week2) then the enemy will usually go after them. and then you go a-creeping

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 13, 2008 05:18 AM
Edited by blizzardboy at 05:21, 13 Sep 2008.

#1 = Assasins are overall the best simply because their stats rock even for their low production and invisibility opens up tons of possibilities.
----

Imps get an honorable mention for the mana drain in hero vs hero combat. It might not be enough to matter against a high knowledge hero, but it can be devastating against a knight or some low mana hero. And of course siphon mana is usually even better.

Sprites get an honorable mention for early game combat since you can break them up into multiple stacks and take advantage of wasp swarm, and their no retaliation + high initiative makes them flexible. I would rather have assasins guarding a mine than sprites anyday. But they become a pretty crappy unit late game.

Peasants are good simply because they pay for themselves and then some in time. They may suck, but you get boatloads of them. I disagree with the people that leave them in town; they are more than worthy to upgrade and keep with your hero.

Defenders are an impressive unit and the only tier 1 that I feel comfortable mainline tanking with. Overall a decent unit.

Goblins kind of suck.

Skeletal archers are a nice creeping unit, not very impressive damage, but what can you expect. Skeletal warriors are also a tough unit and the large shield lets them charge forward without much fear of the enemy wasting their time targeting them. I prefer warriors late game over archers.

Master gremlins are an overall decent unit. Healing your golems is nice, or sabotage can be awesome against a hero that has invested levels in war machines.






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tann_141
tann_141


Known Hero
posted September 13, 2008 05:48 AM

the peasants are only useful for early creeping.. to block archers.. after that.. just let them make you money instead of take up a valuable slot in your army.. besides how silly is it to have angels fighting beside farmers
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