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Thread: Archers' contribution | |
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SirNicolas
Adventuring Hero
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posted January 22, 2003 01:32 AM |
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Archers' contribution
Archers contribution in game/battle is great, esspecially at the begining of the game. Without archers is as without a hand for me. I simply can't play without them; all my strategy is based upon archers effective use and it's defence, made by other troops. What are your thoughts on this matter, guys?
Let's make a scale of archers(HOMM3), begining with the best range troop and finish with the worst. who's on the first place? second?
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Only the brave enjoy a glorious death!
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EvilLoynis
Famous Hero
The Dark Shadow
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posted January 22, 2003 02:18 AM |
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Well I think they go in this order;
1. Titans
2. Cyclops Kings
3. Zealots & Power Liches- (I like the PL over the Zealots)
4. ArcMagi & Medusa Queens- (ArcMagi over MQ for the low sp)
5. Grand Elves, Beholders & Orc Chieftans- (Grand Elves for the 2 shots then Orc Chieftans for the high hp)
6. MarksMen, Magogs & Lizrd Warriors- ( Marksmen for the 2 shots and Magogs for the fireball)
7. Master Gremlins.
Oh!!! I forgot about the Storm and Ice elementals. The IceE would only rate in my books between the GE and the OrcChieftans, and the StormE would be below Marksmen but above Magogs. So now they would rate;
1. Titans
2. Cyclops Kings
3. Power Liches
4. Zealots
5. ArcMagi
6. Meusa Queens
7. Grand Elves
8. Ice Elementals
9. Orc Chieftans
10. Beholders
11. Marksmen
12. Storm Elementals
13. Magogs
14. Lizard Warriors
15. Master Gremlins
Whew!
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"I am both selfish and instictive. I value nature and the world around me as means to an end as well as an end in itself; at best I ... too long to display...
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LordLazy
Promising
Famous Hero
Wood cleaner
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posted January 22, 2003 08:52 AM |
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Quote:
1. Titans - wow....how many Titans u've got?
2. Cyclops Kings - yea right.....u often doesn't even have this unit....
3. Power Liches - yea...theyre good
4. Zealots - not so good
5. ArcMagi - great unit!
6. Meusa Queens - I wouldnt place it as one of the best shooters.....together with beholders...they score better on the overall.....coz of the no melee penalty and relatively high hp
7. Grand Elves - shoot be rated highest man!
8. Ice Elementals - below the storm elemental...plz....
9. Orc Chieftans - ya
10. Beholders
11. Marksmen - LMAO, only four units below these nasty men....
12. Storm Elementals - much much much higher up!!!
13. Magogs - important unit in the start for inferno.....else...agree....
14. Lizard Warriors.....man....these ones are good!
15. Master Gremlins - well...last place...plz..
U cant only see on theyre stats an say...that one sux!!! that one rules!
Think of the growth rate...and how early u can get it.........this is what makes GE extremely useful!
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Tagged officially as Noobegian two years ago. This typographic material is strictly copyrighted. All situations containing abuse will be brought to court.
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Apophis
Known Hero
Creeping Death
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posted January 22, 2003 10:45 AM |
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Archers with melee penalty suck. Once you get close they are useless. GE do heavy damage from distance but they die pretty fast. On the battlefield the fastest enemy's units goes for the GE and sometimes you can use them only in the first round. I think the best archers are the evil eye, medusas and cyclops(even if they have melee penalty) and of course the titans.
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Ars Moriendi
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ouse
Adventuring Hero
old man river
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posted January 23, 2003 07:27 PM |
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hummmm... what of the enhancers, or rangers and such that are in the expansion pack, i guess fairy dragons are included but im not sure.
anyway, archers are an invaluble resorce to any army, i agree.
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Odvin
Promising
Famous Hero
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posted January 23, 2003 07:56 PM |
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Yes, those enchanters and especially sharpshooters rule, but you'll rarely be able to have them (unless you're playing a Dracon/Gelu campaign). Though I still love them both (enchanters casting mass spells... ummm that's great! ).
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Sir_Stiven
Honorable
Legendary Hero
banned
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posted January 24, 2003 04:15 AM |
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lol this is like comparing trogs to black drags, off course the higher lvl creatures are usually better.
i will just add some points that i think you miss:
titans, are off course the best ranged unit concidering its a lvl 7 creature and really tough to beat without great magic.
Clops kings are a joke - dont get those. Upgrade Ancients instead and go for attack early. Strong is an attacking town, id rather clear creature banks and have them in my army than clopses.
Power liches are good, usually never play with em tho since no necro rules on random. But death cloud can come handy, use fodder to link enemy stacks together and then shoot.
Zealots are bad too, prolly the worst unit for its town depending on lvl. But since caste so expensive i dont buy these first week if i try out for angels.
Arch magi are kewl, reduces spell cost which is great early and add ups nicely as 2nd shooters in tower town.
Medusa Queens - usually dont buy them early in game if playing dung if i dont get dwelling. But then later i game i usually cant afford em anyway lol =P
Grands - great unit to have first week with rampart since you can take out many slow creatures with em. When fighting for example walking dead these creatures are a bless. Also is great for main fight, if high in numbers they can deal good dmg for their low HP:S
Orcs - Usually dont get those until main fight with strong, if i get em. t-birds and beths can do good work anyway =)
Evil Eyes - can use em as fodder early if taking cons, usually buy out some since they attract walking units.
Storm eles - a great lvl 2 unit...to great in my opinion which just adds to the conflux toss. 25hp and 2-8dmg...toss.
Marksmen - if playing castle i usually have 2 tactics, if i concider map rich i try and go for angels first week... which means no buying archers (unless dwell pre built) early...you strictly go for buildings needed for angel dwell and castle. If i concider map poor i get MM day 1 or 2 depending on starting dwell or not. These creatures are great in clearing map.
Magogs - for me magogs is demon fodder.
Lizards - ok unit with kinda good ratings, like em early in game.
master gremlins - updgrade day1 if tower, many master gremlins are good then. Useful unit early in game.
conclusion, you cant judge ranged units against each other on paper, you need to look after your need for them in battles and what they can do good for you.
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