Okay, you win; a castle with seven pikemen is an impregnable thing.
Thank you. I realize you are being sarcastic, but your statement is true - to a point.
Once again, you assume many things. In the end, that's a risky strategy. Surely, the Stronghold should developp the Roc as soon as it can, but Inferno is not doing so bad with Hell Hounds at the start of a game. Unless the map screams for it, an Inferno played by Nucleon should have its Efreet Sultan one week after you do, along with many other forces and stronger heroes.
(As a sidenote; Nucleon favors Pit Lords development over Efreet Sultans, because Pit Lords plus Imps equals more Demons, the backbone of the Inferno.)
Tell me what I have assumed. Tell me also how it's risky. Stronghold will devlop Thunderbirds because they're fast and powerful. Hell Hounds are neither. You go ahead and build Hell Hounds - I will run circles around you like you do with Korbac and Dragonflies on Swamp terrain. I cannot understand how you claim to use only fast units yet prefer Hell Hounds to early Efreet Sultans.
In reply to your sidenote, I agree that that is a valid and effective strategy. Proves nothing - the early Efreet Sultan strategy is just as effective. I think Demon-raising comes into play only in very long maps.
You do not hesitate to advance that a faster scouting re-inforce your army, yet all you see in my decision to make my courrier effective is that it lacks 2 Efreet Sultans, causing Nucleon's assured defeat. Come on.
I do not understand what you are talking about.
Faster scouting (and thus faster expanding)
will make my army stronger than yours.
Your courier is not lacking two Efreet Sultans, it has them.
Your courier is not ineffective - in fact, it is slightly more effective than mine. This comes at a cost; your main army becomes significantly weaker than mine.
You lose because of a combination of two things. One, your main army is weaker because you spend level 6 units on courier duty; two because your army moves slower than mine.
"Earthquake" is a risky thing, because the game might well decide that all walls are down before a single arrow tower is eliminated but "Ressurection" will assure victory with no loss, no matter how long it will take.
And nucleon usually equips his courrier with Earth Magic, Air Magic and Wisdom in the hopes that He will get one of the transport spells like "Town Portal", "Fly" or "Dimension Door".
Resurrection will allow you a victory without loss
if and only if you meet certain criteria, which simply will not happen on a transport hero:
1. Pyre must learn Advanced Earth Magic.
2. Pyre must have as many spell points as is necessary to keep casting Resurrection.
3. Pyre must (because of the above two prequisites) be at a high level.
If your point is that all your courier heroes can be level 10 and above, I will say only that you play in fantasy land and nothing more.
As for Town Portal, Fly and Dimension Door, I should note that all three spells are extremely powerful. If you have them I will too. But - again, this is to be stressed - your courier hero should not be able to cast them more than once.
Sure, here it is; Arrow towers do 22-33 pts of damage, doubled for the main one, with an attack skill of ten -you just have to right-click them in a combat to see. The higher damage you constated may be due to creatures with lower defenses.
Allow me to rephrase my sentence.
Can anyone aside from Nucleon back up his / her statements?
Comes a time when sharing experience is a better choice than stacking it onto your main hero (It takes at least 2 good heroes anyway, one general and one defender, everybody knows that). 2000 pts of experience is trifle for a hero at level 20, but it means much more to the 3rd lvl guy.
If you're using one general and one defender, I assume you're splitting your main force?
2000 experience is a trifle for a level 20 hero - congratulations, you've just proved that Gold >>> Experience when it comes to treasure chests. And, I do not think your courier hero will have much time to pick up treasure chests. A level 3 courier is reasonable, but level 10 is extremely improbable.
Is that typical of HOMM3? Some will assuredly say yes. For His part, Nucleon thinks that the game has much more to offer than that. The best games are those with development, quests and events.
No, it is not. Good To Go is the map I play when I look for a quick battle (like I said, it is decided within two weeks). But you've conveniently ducked the other two maps I mentioned.
It's kinda like a guy who cuts his finger off because his nails were too long. If you think that a ballista would be nefarious, Nucleon suggest you don't take one in the first place, as crazy as it sounds.
OK, I don't take one. Would Cyra like do duel now?
HOMM3 is a game where you should capitalise on your ennemy's small mistakes.
OK, I bring my ballista. Would Cyra, now with 16 Naga Queens, still like to duel?
You do not have 50 Naga Queens. You CANNOT have 50 Naga Queens. If you continue to insist that you can, I rest my case.
PS: I will note that I did not really make a mistake then, because I specifically noted in that post I would not bring a ballista. The only "mistake" I made was unequipping the ballista, which can't be done. I'd realize that at once and give it to a courier hero. Therefore, in a real game (though in a real game you won't have 50 Naga Queens) Cyra would not catch Solmyr with a ballista.
His second impression is that many players stop playing once they got a setback, thus aborting the game.
That depends on how large the setback is. If you've just lost a main-to-main army battle, would you continue the game?