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Thread: Which unit for town defense? | This thread is pages long: 1 2 · NEXT» |
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 28, 2013 05:11 PM |
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Edited by artu at 18:11, 28 Mar 2013.
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Which unit for town defense?
Usually people leave one of their units for town defense, the empty slot in hero is also good if anybody wants to join you or pop up from a Pandora's box. What's your choice of creature for guarding the town?
Mine are as follows:
Rampart, Necropolis and Tower are easy choices, the slow, high defense units with magic resistance are perfect for defense: Dwarves, Zombies and Iron Golems. (plus, this way they don't slow your hero down)
Castle: Griffins. Because of endless retaliation it's as if you left a whole army for town defense. Very effective.
Stronghold: Ogres. They cast Bloodlust at each other while waiting for the walls to fall. Heavy, slow tank units again.
Dungeon, Inferno and Fortress: Level 1 units, not because they are well suited for defense but because they are weakest. Other units are too valuable to leave behind.
Conflux: Magma Elementals or in some situations Magic Elementals but again, I am not fully comfortable with this one.
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LzR
Hired Hero
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posted March 28, 2013 05:24 PM |
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I am by no means a good player, but as a Fortress user, I think it's either Gnolls or Lizard. And I think Gnolls are overall more important.
And as Lizards are shooters with great defense which usually sucks it might be kinda useful in siege as you get a couple shots off and then you can proceed to "tank". Just pray your opponent doesn't have a lot of flyers.
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master_learn
Legendary Hero
walking to the library
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posted March 28, 2013 05:30 PM |
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For Necropolis I would leave the zombies
Inferno-familiars,magogs
Dungeon-trogs
Fortress-gnoll maroders and lizard warriors
Tower-gargoyles,steel golems
Castle-halberdiers
Stronghold-hobgoblins,wolf riders
Rampart-centaurs and dwarfs
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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LzR
Hired Hero
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posted March 28, 2013 05:36 PM |
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Why would you leave the griffins? Aren't they a vital unit for Castle in midgame?
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master_learn
Legendary Hero
walking to the library
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posted March 28, 2013 05:40 PM |
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Well,grifins maybe sometimes for the reason artu provided.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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LzR
Hired Hero
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posted March 28, 2013 05:43 PM |
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That makes perfect sense, but I would think Griffins are far too important to leave at home. Other than their ability definitely makes them one of the best defenders.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 28, 2013 05:56 PM |
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 28, 2013 09:32 PM |
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Meh, dont like it. Besides what if you used Dimension Door, Fly etc.
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Biobob
Famous Hero
the Bobler
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posted March 28, 2013 10:22 PM |
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Slow units should be taken by side hero and given AT Start of round, depending on Situation as heavy hitters or fodder. Leaving ground units is of no use, enemy can trap Them by blocking gate.
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fred79
Disgraceful
Undefeatable Hero
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posted March 29, 2013 09:14 AM |
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it also depends on the level of accessibility the castle has. if the castle is hidden in the bowels somewhere, i won't worry about leaving it unguarded. i usually have more than enough heroes to take back a castle, besides, it's kind of fun to let your opponent think that they could ever win, by taking your castles, when you can bring your destroyers back and trap them in your castles, where they cannot escape(except stronghold), and subsequently lose their heroes for good(giving you their artifacts).
but if a castle is exposed(and i do not want it taken), i leave a suitable hero with an suitable army behind, or give my wandering destroyers easy access to it, with town portal, or a chain of heroes.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 29, 2013 09:49 AM |
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Quote: Slow units should be taken by side hero and given AT Start of round, depending on Situation as heavy hitters or fodder. Leaving ground units is of no use, enemy can trap Them by blocking gate.
Let him do that. I will destroy his catapult and wait with my tank units for him to come inside while weakening him with arrow towers.
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Biobob
Famous Hero
the Bobler
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posted March 29, 2013 10:14 AM |
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Lets see how you destroy the catapult with ground troops (and one spell possibly) only... Better chain, like Salamandre said
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 29, 2013 10:41 AM |
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You're actually right on that one. I play Wog with tower XP on, so that' s how I destroy it but that is not standard game.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 29, 2013 01:25 PM |
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Biobob
Famous Hero
the Bobler
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posted March 29, 2013 01:28 PM |
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And by the way, if you dont have a formidable spellcaster in the City, you give him the upper Hand by destroying the catapult, his shooters will Most likely outpower your grounders health, and He caps you inside
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master_learn
Legendary Hero
walking to the library
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posted March 29, 2013 01:36 PM |
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The point is destroying catapult when it is the only shooter the enemy has.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 29, 2013 01:41 PM |
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Instead of splitting your army randomly between towns and weaken by this your main, the best defense is a mobile army, which can cover the whole map in one turn. This is if you play an human, which mischievously disguised himself in oak trees and tries to steal some cornered town. If you play AI, you don't have to worry, if he gets one of your towns, read the manual again and learn to play.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 29, 2013 01:46 PM |
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leaving the slow tank units behind has more than one advantage, as i said, you move faster and have room for unexpected joiners.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 29, 2013 01:52 PM |
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As you say, they are tank units, so they are very valuable for protecting shooters and fragile creatures, therefore needed in key battles. Biobob told the trick: the speed is calculated based on the slowest creature at start of the turn, so slow creatures must be given to main hero when turn starts. Requires some good coordination and mobile army.
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Era II mods and utilities
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Biobob
Famous Hero
the Bobler
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posted March 29, 2013 01:53 PM |
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Youre Not slower if you let the side hero take them for the night
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