Posted June 28, 2013
Now, I feel like in Vanilla, most towns have choices that are more or less no-brainers. SO I figured I'd put my views out here just to see what people think. I start by assessing from Tier 1 up because sometimes that influences strategies like number of heroes.
a) This is opinion. Pure and simple.
b) This is from PvAI observations. PvP would probably change some of the valuation
Starting with probably my favourite: Chaos
Tier 1: Bandits and Orcs. Both relatively inconsequential, but I often forgo bandits entirely as a stack to replace with either a Hero or a high-tier stack of allied alignment.
Tier 2: Minotaurs v Medusas. Missile against a relatively solid melee unit-Game to the medusas. The 50% negation is cool, but the minotaurs aren't going to participate in the first round.
Tier 3: Nightmares v Efreeti. Flying melee vs Walking melee.... with a suprise!-game to the Nightmares unless you're purely fighing death and/or order due to high chances for negation. Taking a stack of ANY power out of the game for two rounds is BIG man.
Tier 4: Black Dragons v Hydra's. Game to Black Dragons. I don't think I need to explain that one.
Nature:
T1: Sprites and Wolves. I often end up dropping wolves once I get higher tier troops due to being too slow to impact the early combat. Sprites look flashy with their no retaliation but are very squishy.
T2: Elves v Tigers. I always go Elves, but I think here's one of the few *very* tactical choices. Elves are slow growing and easily lost, AND are the hardest T2 building in the game to build thanks to the obscene wood requirement to build prerequiisites, but are far better missile troops than T2 has any right to claim. Tigers are walking melee-but very effective due to first strike. In a tight race campaign the tigers may be the choice, but elves are superior if you can avoid losing them to attrition.
T3: Unicorns v Griffins. Flying Melee vs Walking melee... with a suprise! (sound familiar?) Now, Griffins can be good shock troops because of unlimited retaliation, but in my experience the only way to use them in this regard would require several rounds of defensive buffing, otherwise they get murdered too fast to significant after the second attack. Unicorns have a chance of blind, which is a very significant debuff. Game to Unicorns-see comment about nightmares though.
T4: Faerie Dragons v Phoenixs. This one's tight. I tend to prefer Faerie Dragons, because I prefer them. One's a spellcaster with some direct damage, and one very fun disable-although it's arguable about getting value from t4 troops to use it. Phoenix's are fast, slightly squishy for a t4, but resurrect when the stack gets dropped. Very useful if you're confronting the main army-also useful as shock troops on troublesome heroes.
Since the first reply concerned it, Necropolis! (Death)
Heroes seems to love the necropolis. In H2 I think it had the reputation as the best faction, although I feel that H3 nerfed it a little (still very competitive, I think H3 did a good job with town balance overall), H4 allows a good player to bring it back to the powerhouse position-probably competing with might as best overall.
T1: Skeletons and Imps. Skeleton's only strength is in number, but Imps have none really. The only thing these adorable evil munchkins have is the ability to steal mana from enemy casters, which I've never found more than an annoyance to me-so I tend to turn them into skeletons to free up a stack.
T2: Cerberi vs Ghosts. Cerberi have the cool ability of a multi-attack with no retaliation, although the change from hex-based has made it harder to trigger reliably. That said, glass cannons. Ghosts are flying, and have reasonably good defense, as well as annoying little debuff that goes off on any target it can. Easily the Ghosts win here-especially since your undead converter AND your hero get to make more!
T3 Vampires v Venom Spawn. Oh the glory of this tier. Vampires are amazing even for Tier 3. No retaliation, solid hitters, a touch weak on defense maybe, but they can resurrect themselves just by attacking. PLUS YOU GET TO MAKE MORE OF THEM. On the other side, you have the venom spawn. These horrific looking piles of goo are deadly ranged attackers, hitting VERY hard, and applying poison on top of it. Vampires are probably the better option, but its hard to go too far wrong here-although see Post two about how easy they apparently are to get. And if you run a necromancer, you're going to be making more.
T4: Bone Dragons v Demons. Bone Dragons, fly, hit hard, and have a fear effect that gives them no retaliation against anything that that works on. Demons summon Ice Demons and teleport. Demons make good shock troops if there are squishy stacks, but they'll get slaughtered due to lack of defense. Bone Dragons clear advantage here.
Onto Death's enemy, Life.
T1: Squires and Crossbowmen. They've given you a T1 Ranged unit that can actually keep pace with higher tiers thanks to no ranged penalties and decent growth. Yep, they're great. Squires are very good early game, but later on I sometimes trade them out for maybe a third hero or keeping two stacks of T3/4 because the computer didn't build the same ones I did-they just don't have any ability to shape combats after the early game.
T2: Ballistae v Pikemen. I used to be biased very heavily towards Ballistae, but Pikemen aren't bad either. Pikemen negate first strike, have reach (which effectively gives them no retaliation), don't die too easy, and hit pretty hard. But then there's Ballistae. These things hit at full power even over walls in a Siege, and they hit HARD. Weak on defense as you'ld expect, but being mechanical gives them a nice set of immunities. Ballistae have the advantage here.
T3: Monks vs Crusaders. Oh, the cruelty to have to pick only one! Crusaders inherit their doublestrike from H3 (and before?) and have Death Ward (or is it death immunity? to boot). They're a bit on the slow slide, but tactics can help to fix that, and their staying power and damage output (especially offensive damage) make up for it. On the other side, you have monks. Deadly range troops that fire bolts of energy, once again they are Warded against Death, and can actually survive some suprisingly heavy hits. It's up to you here, I tend to lean towards monks.
T4 Angels vs Cavaliers. Angels are fast. They fly, and they resurrect. And still hit pretty hard. Cavaliers are also pretty fast, and get bonuses based on how far they move. I think Angels are the clear winner here.
Last of the aligned town, Order. I find that this is arguably one of the weaker towns, but there are some very simple ways to change that-Nobility, one of your trademarks, and the Treasury, which with a bit of management can give you lots of extra cash.
T1: Dwarves and Halflings. Dwarves are amazing... but slow. This lack of speed can sometimes lead me to leave them out inf avor of that 3rd Hero once I get T4's. Halflings are weak missile troops that make up for it by being extra nasty to T4 troops. You work with what you get.
T2: Gold Golems against Magi. Gold Golems are magic reistant, have tons of defense, and hit hard. But are somewhat slo :(. Magi are one of the softest T2 units in the game-you sneeze at them, you kill half the stack. But their magical attacks make them great at countering enemy missile stacks... if they fire first. They also have poison, which can be cast without line of sight. I tend to build Magi.
T3: Naga's v Genies. Naga's are nice melee troops with no retaliation. Not that special though. Genies have reasonably hard hitting magic, as well as Slow, Mirth, and Song of Peace, allowing them to be a very versatile spellcasting stack. Don't expect them to stand up to sustained hitting though. Genies definitely do it for me here.
T4: Titans vs Dragon Golems. I need to play with Golems more, but they're fast, and they have first strike, and they're mechanical. They also hit hard, and take hits alright. In the red corner, the Titans. Big bulky missile units, their sizzling bolts hurt anything. They're also suprisingly able to mix it up in melee with most other stacks. Titans for me.
The final town-Might. This town gives you one of the fastest growing raw armies, presumably to compensate for the lack of magic. Oh well, build your melee hero that can stand up to black dragons and laugh at the puny spellcasters!
T1: Berserkers and Centaurs: Berserkers are deadly. They hit twice, they hit hard, they're fast for T1... and the AI controls them. This makes them very hard to preserve, and if you use them, dictates a certain amount of your strategy-I often end up swapping them out due to lack of numbers. Centaurs are crappily average missile troops that hit hard if you actually get into their range.]
T2: Harpies v Nomads. Harpies have a no retaliation hit-and return, wheras Nomads are simple cavalry.. with First strike. Nomads are also suprisingly hard hitters and have more defense. I tend to prefer Harpies, but see Post 2 for reasons to go with Nomads.
T3: Cyclopes vs Ogre Magi. Cyclopes. Cyclopes, Cyclopes, Cyclopes. AoE ranged, hurts like anything, reasonably tanky for a missile unit.... against... casting bloodlust and walking round.
T4:Thunderbirds vs Behemoths. Thunderbirds are the second fastest unit in the game as far as I know, and hit their enemies with a bolt of thunder after a weak for T4 melee attack-but it's still definitely a T4 hit. They're also rather weak on the defense side. Behemoths reduce their enemies defence, meaning that they hit like anything, especially against traditionally tough targets. It's a close one here, but I tend to go for the Thunderbirds, as their speed and flight can allow them to deal with problem stacks before they become a problem.
Whew! Enjoy the discussion wars to come!
a) This is opinion. Pure and simple.
b) This is from PvAI observations. PvP would probably change some of the valuation
Starting with probably my favourite: Chaos
Tier 1: Bandits and Orcs. Both relatively inconsequential, but I often forgo bandits entirely as a stack to replace with either a Hero or a high-tier stack of allied alignment.
Tier 2: Minotaurs v Medusas. Missile against a relatively solid melee unit-Game to the medusas. The 50% negation is cool, but the minotaurs aren't going to participate in the first round.
Tier 3: Nightmares v Efreeti. Flying melee vs Walking melee.... with a suprise!-game to the Nightmares unless you're purely fighing death and/or order due to high chances for negation. Taking a stack of ANY power out of the game for two rounds is BIG man.
Tier 4: Black Dragons v Hydra's. Game to Black Dragons. I don't think I need to explain that one.
Nature:
T1: Sprites and Wolves. I often end up dropping wolves once I get higher tier troops due to being too slow to impact the early combat. Sprites look flashy with their no retaliation but are very squishy.
T2: Elves v Tigers. I always go Elves, but I think here's one of the few *very* tactical choices. Elves are slow growing and easily lost, AND are the hardest T2 building in the game to build thanks to the obscene wood requirement to build prerequiisites, but are far better missile troops than T2 has any right to claim. Tigers are walking melee-but very effective due to first strike. In a tight race campaign the tigers may be the choice, but elves are superior if you can avoid losing them to attrition.
T3: Unicorns v Griffins. Flying Melee vs Walking melee... with a suprise! (sound familiar?) Now, Griffins can be good shock troops because of unlimited retaliation, but in my experience the only way to use them in this regard would require several rounds of defensive buffing, otherwise they get murdered too fast to significant after the second attack. Unicorns have a chance of blind, which is a very significant debuff. Game to Unicorns-see comment about nightmares though.
T4: Faerie Dragons v Phoenixs. This one's tight. I tend to prefer Faerie Dragons, because I prefer them. One's a spellcaster with some direct damage, and one very fun disable-although it's arguable about getting value from t4 troops to use it. Phoenix's are fast, slightly squishy for a t4, but resurrect when the stack gets dropped. Very useful if you're confronting the main army-also useful as shock troops on troublesome heroes.
Since the first reply concerned it, Necropolis! (Death)
Heroes seems to love the necropolis. In H2 I think it had the reputation as the best faction, although I feel that H3 nerfed it a little (still very competitive, I think H3 did a good job with town balance overall), H4 allows a good player to bring it back to the powerhouse position-probably competing with might as best overall.
T1: Skeletons and Imps. Skeleton's only strength is in number, but Imps have none really. The only thing these adorable evil munchkins have is the ability to steal mana from enemy casters, which I've never found more than an annoyance to me-so I tend to turn them into skeletons to free up a stack.
T2: Cerberi vs Ghosts. Cerberi have the cool ability of a multi-attack with no retaliation, although the change from hex-based has made it harder to trigger reliably. That said, glass cannons. Ghosts are flying, and have reasonably good defense, as well as annoying little debuff that goes off on any target it can. Easily the Ghosts win here-especially since your undead converter AND your hero get to make more!
T3 Vampires v Venom Spawn. Oh the glory of this tier. Vampires are amazing even for Tier 3. No retaliation, solid hitters, a touch weak on defense maybe, but they can resurrect themselves just by attacking. PLUS YOU GET TO MAKE MORE OF THEM. On the other side, you have the venom spawn. These horrific looking piles of goo are deadly ranged attackers, hitting VERY hard, and applying poison on top of it. Vampires are probably the better option, but its hard to go too far wrong here-although see Post two about how easy they apparently are to get. And if you run a necromancer, you're going to be making more.
T4: Bone Dragons v Demons. Bone Dragons, fly, hit hard, and have a fear effect that gives them no retaliation against anything that that works on. Demons summon Ice Demons and teleport. Demons make good shock troops if there are squishy stacks, but they'll get slaughtered due to lack of defense. Bone Dragons clear advantage here.
Onto Death's enemy, Life.
T1: Squires and Crossbowmen. They've given you a T1 Ranged unit that can actually keep pace with higher tiers thanks to no ranged penalties and decent growth. Yep, they're great. Squires are very good early game, but later on I sometimes trade them out for maybe a third hero or keeping two stacks of T3/4 because the computer didn't build the same ones I did-they just don't have any ability to shape combats after the early game.
T2: Ballistae v Pikemen. I used to be biased very heavily towards Ballistae, but Pikemen aren't bad either. Pikemen negate first strike, have reach (which effectively gives them no retaliation), don't die too easy, and hit pretty hard. But then there's Ballistae. These things hit at full power even over walls in a Siege, and they hit HARD. Weak on defense as you'ld expect, but being mechanical gives them a nice set of immunities. Ballistae have the advantage here.
T3: Monks vs Crusaders. Oh, the cruelty to have to pick only one! Crusaders inherit their doublestrike from H3 (and before?) and have Death Ward (or is it death immunity? to boot). They're a bit on the slow slide, but tactics can help to fix that, and their staying power and damage output (especially offensive damage) make up for it. On the other side, you have monks. Deadly range troops that fire bolts of energy, once again they are Warded against Death, and can actually survive some suprisingly heavy hits. It's up to you here, I tend to lean towards monks.
T4 Angels vs Cavaliers. Angels are fast. They fly, and they resurrect. And still hit pretty hard. Cavaliers are also pretty fast, and get bonuses based on how far they move. I think Angels are the clear winner here.
Last of the aligned town, Order. I find that this is arguably one of the weaker towns, but there are some very simple ways to change that-Nobility, one of your trademarks, and the Treasury, which with a bit of management can give you lots of extra cash.
T1: Dwarves and Halflings. Dwarves are amazing... but slow. This lack of speed can sometimes lead me to leave them out inf avor of that 3rd Hero once I get T4's. Halflings are weak missile troops that make up for it by being extra nasty to T4 troops. You work with what you get.
T2: Gold Golems against Magi. Gold Golems are magic reistant, have tons of defense, and hit hard. But are somewhat slo :(. Magi are one of the softest T2 units in the game-you sneeze at them, you kill half the stack. But their magical attacks make them great at countering enemy missile stacks... if they fire first. They also have poison, which can be cast without line of sight. I tend to build Magi.
T3: Naga's v Genies. Naga's are nice melee troops with no retaliation. Not that special though. Genies have reasonably hard hitting magic, as well as Slow, Mirth, and Song of Peace, allowing them to be a very versatile spellcasting stack. Don't expect them to stand up to sustained hitting though. Genies definitely do it for me here.
T4: Titans vs Dragon Golems. I need to play with Golems more, but they're fast, and they have first strike, and they're mechanical. They also hit hard, and take hits alright. In the red corner, the Titans. Big bulky missile units, their sizzling bolts hurt anything. They're also suprisingly able to mix it up in melee with most other stacks. Titans for me.
The final town-Might. This town gives you one of the fastest growing raw armies, presumably to compensate for the lack of magic. Oh well, build your melee hero that can stand up to black dragons and laugh at the puny spellcasters!
T1: Berserkers and Centaurs: Berserkers are deadly. They hit twice, they hit hard, they're fast for T1... and the AI controls them. This makes them very hard to preserve, and if you use them, dictates a certain amount of your strategy-I often end up swapping them out due to lack of numbers. Centaurs are crappily average missile troops that hit hard if you actually get into their range.]
T2: Harpies v Nomads. Harpies have a no retaliation hit-and return, wheras Nomads are simple cavalry.. with First strike. Nomads are also suprisingly hard hitters and have more defense. I tend to prefer Harpies, but see Post 2 for reasons to go with Nomads.
T3: Cyclopes vs Ogre Magi. Cyclopes. Cyclopes, Cyclopes, Cyclopes. AoE ranged, hurts like anything, reasonably tanky for a missile unit.... against... casting bloodlust and walking round.
T4:Thunderbirds vs Behemoths. Thunderbirds are the second fastest unit in the game as far as I know, and hit their enemies with a bolt of thunder after a weak for T4 melee attack-but it's still definitely a T4 hit. They're also rather weak on the defense side. Behemoths reduce their enemies defence, meaning that they hit like anything, especially against traditionally tough targets. It's a close one here, but I tend to go for the Thunderbirds, as their speed and flight can allow them to deal with problem stacks before they become a problem.
Whew! Enjoy the discussion wars to come!
Post edited June 30, 2013 by Solar1313