You have to get out of this mindset. It's very conceivable that fielding an entire army can actually be weaker than fielding a partial force. This is apparent in Heroes IV especially when split Genie stacks all casting Song of Peace can be far, far more useful than extra Halflings or Dwarves. I think yuritch makes a very good point. If 1 Squire can do for you what 100 can, there's little point spending the extra gold to purchase those 99 Squires.aaelgr wrote:Buying 1 Squire means that I have to give up another unit in my hero's army. I prefer to field the whole Haven army, so as to take advantage of Haven's versatility.
@Topic:
1. Peasants. Haven does not need Conscripts or Enforcers to win early-game fights; at that point it's just a matter of barricading the Crossbowmen / Marksmen and shooting it out. And since you do not need them (not even when you are rolling in cash; that's when you train your Peasants into Archers) you do not have to upgrade them.
2. Crossbowmen. Marksmen are much superior at close ranges, but close ranges do not happen often enough.
3. Squires for the reason yuritch gave, though I will say that there's no need to get Vindicators at all. The same role can be achieved with Peasants or even split Inquisitors / Zealots.
4. Imperial Griffins. Battle Dive is a fine ability; if you Battle Dive your opponent's casters / shooters he either moves them (= no shots, which can be a very good trade [think stopping Master Hunters from firing], especially when Imperial Griffins have such high intiative) or let them take the pain. Either way Battle Dive beats Rush Dive no problem. Battle Griffins have much superior HP, but Imperial Griffins much superior initiative, giving them the upper hand.
5. Both. I probably need to patch my version of Heroes V since my Zealots don't have purge (no idea what that is, too) but judging from the list of abilities given you quite obviously want both. Get them, split them (that's why you don't need to upgrade Peasants, or Squires for that matter) and then mass the buffs on your allied units. Since you can switch units from one form to another easily, there's little excuse not to have both casters in your army.
6. Champions; Champion Charge is just very deadly. Though of course if you know your opponent is going to throw curses around, you'll want Paladins.
7. The Seraphs I see don't have Divine Vengeance or Righteous Might; they have Life Drain. Weird. I don't know just how strong Seraphs are, though they are relatively fragile and need to be blessed by Divine Strength (Inquisitors). Divine Vengeance is strong, but then so is Resurrection. I can't tell for certain, I need to use the Seraph more to judge.