[Poll]Strongest town excluding Conflux

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.

What's the stongest town in Homm 3 without Flux

Castle
26
41%
Dungeon
8
13%
Fortress
2
3%
Inferno
0
No votes
Necropolis
13
21%
Rampart
9
14%
Stronghold
1
2%
Tower
4
6%
 
Total votes: 63

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Jolly Joker
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[Poll]Strongest town excluding Conflux

Unread postby Jolly Joker » 13 Oct 2008, 09:50

Just for the heck of it.
ZZZzzzz....

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Muszka
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Unread postby Muszka » 13 Oct 2008, 11:01

With or without it, I'll go for Dungeon. (If a real vote is needed I'll say Castle, with or without Conflux)
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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 13 Oct 2008, 14:25

Hope you won't mind if I cut-and-paste what I already said. :)

"Among the original 8 towns, and without any patches/mods applied, RAMPART is the strongest town. Highest HP per week of all towns, and those units are cheap individually. Higher Lv 4 & 5 unit growth. Treasury. Kyrre the logistics specialist. Lots of magic resistance specials for units. Very strong combo of level 1-2-3 units (centaurs captains, battle dwarves, and grand elves dominate the other factions' early units). No weak points. What's not to like?

Castle's Portal of Glory costs too much gold and the Cavalier dwelling, too much wood for them to be able to get their stuff early enough. "

I will also add:
Tower costs too much rare resources to get level 4-5 units, and most of their heroes suck
Dungeon lacks damage output until Dragons
Fortress & Stronghold are fun as hell to play, but the former needs too much wood and the latter too much crystal.
Inferno's units are too fragile
Necropolis... 3/7 of their units suck

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Gaidal Cain
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Unread postby Gaidal Cain » 13 Oct 2008, 15:30

Castle. It has good or excellent units at every level execpt for the Monks/Zealots, and it has both two fliers and two shooters. It has the crucial fourth level of the Mage guild, which sometimes is as high as it's worth trying for. Neither Knights nor Clerics are bad hero types, even if there is only one really outstanding hero
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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 13 Oct 2008, 18:03

Gaidal Cain wrote: Neither Knights nor Clerics are bad hero types, even if there is only one really outstanding hero
I can name a few outstanding ones... Orrin, Loynis, Adela, and Sir Mullich when he isn't banned (he is always banned from all my maps)

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Muszka
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Unread postby Muszka » 13 Oct 2008, 22:22

UHO wrote:Dungeon lacks damage output until Dragons
Minotaurs and medusas have a real good damage. Plus dungeon is rather damaging spell oriented.
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HodgePodge
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Unread postby HodgePodge » 13 Oct 2008, 23:01

For this poll, voted Castle; even though it doesn't have a Level 5 Mage Guild. The Troop lineup is great: Two shooters, three great tanks & two fliers, one that can resurrect fallen troops. Not bad. Even though I enjoy playing the Nature Town better, I think the Castle is more powerful than the Rampart.
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Unread postby Deadguy118 » 14 Oct 2008, 03:47

Wow, we had to go this far? Anydangways, Castle. All units are exceptional except perhaps zealots and champions. Best lvl 7 stat wise. Only real weaknesses are bad special buildings, no Lvl 5 mage guild, and somewhat mediocre heroes (excluding sir mullich of course.).
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Unread postby UndeadHalfOrc » 14 Oct 2008, 03:52

Meh.
Angels/Archangels may be badasses stat-wise, but a simple BLIND spell takes them out of the action. Can't say the same for Green and Gold Dragons.

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Muszka
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Unread postby Muszka » 14 Oct 2008, 09:52

Don't forget that they can be slowed/mass slowed.
But still it's a good thing to have your Marksman back after every siege, even without Resurrection.
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Unread postby Corbon » 14 Oct 2008, 11:00

Castle.

Zealots are the only units you can consider sub-par within their level, but I never feel like playing without them, since having a second shooter is always nice to have. 1 Zealot is not better than 3 Marksmen though. All other units are easily within the top 4. Another Castle weakness is a missing Lv 5 Mage Guild and many heroes with poor starting talents.

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Unread postby Pol » 14 Oct 2008, 19:42

I'm also pro Dungeon, when you're in underground. On the surface it can be Rampart who would dominate but much easier on crush are Stronghold and Fortress. All of that will depend on resources, terrain, allies, enemies, your good luck, atomic number...

And yes, I'm against Castle. It's a very simple town, second in that line after Conflux...
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Unread postby Muszka » 14 Oct 2008, 22:37

My only problem with Castle is that it's a noob-town. If somebody asks for advice, I recommend Castle, because it's has strong and stable lineup.
Zealots are the only units you can consider sub-par within their level, but I never feel like playing without them, since having a second shooter is always nice to have. 1 Zealot is not better than 3 Marksmen though. All other units are easily within the top 4. Another Castle weakness is a missing Lv 5 Mage Guild and many heroes with poor starting talents.
The Zealots are a very important part of Castle army. They be poorer in some stats than other lvl 5 units, but they are shooters and that makes up for the difference. Plus they have no melee penalty, so they won't get useless from close range either. Don't underestimate them.

The lvl 5 mageguild is near useless anyhow. There are three spells which worth building it. Fly, Dim Door and Implosion. The first two would make a Castle army much too powerful, and the third is not a big deal considering the spellpower the Castle heroes get.
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Yurian Stonebow
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Unread postby Yurian Stonebow » 15 Oct 2008, 12:33

"What's the stongest town in Homm 3 without Flux?"


In my humble opinion, that would be the Castle. Be it for the noobs or not,
I still chose this faction as my number one. Do not let the fact that the vast majority of my Heroes III gaming experience comes with this town fool you. ;)




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Unread postby JackintheMox » 15 Oct 2008, 17:07

I'm going to take the road less traveled and say Necropolis. Given time, this is the most powerful town, due to sheer numbers. Units immune to some spells, contains a level 5 guild, and a powerful level 6 unit that acts as though it is a mini level 7 unit, it can be a handful late game if given enough time. Sure I'd rather have another town in most situations but I feel Necropolis can take over at the end.

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Unread postby Corbon » 16 Oct 2008, 11:59

The lvl 5 mageguild is near useless anyhow. There are three spells which worth building it. Fly, Dim Door and Implosion. The first two would make a Castle army much too powerful

That's totally contradicting...well the point of a Lv 5 spells is to get those "overpowered" spells. And there's also Summon Elementals, for Heroes with Int.

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Muszka
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Unread postby Muszka » 16 Oct 2008, 12:10

That's exactly what I've said. Castle is way to powerful because of AA, so a fly/dim door would be too much. Summon Elementals is a nearly worthless spell. It was put to the 5th lvl just as fodder. I only use that in campaigns when on not-first maps I have a strong hero and no army, and I want to loot some Griffin conservatories and such.
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Unread postby Chai26 » 16 Oct 2008, 12:24

seriously, i mean no offense guys, but didnt we have like a bazillion of these threads already?

anyways, voted necro, vamps and Dknights own ass :D
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Unread postby Muszka » 16 Oct 2008, 22:18

Hey.. we try to keep this site alive :tongue:
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Unread postby Banedon » 17 Oct 2008, 07:58

Without Conflux I consider the races fairly OK, with some races I'd say out-and-out weak - Tower and Fortress, and to a lesser extent Stronghold and Dungeon.

@all the Castle lovers - while no one can argue that Castle units are excellent, it must also be said that their TeCH tree expansion is slow. Inferno in the second week can easily mass 6 Efreet Sultans against the map on Hard Difficulty, and even on Expert you can bring 5 Sultans to bear. This Sultan-only army will move fast and will utterly devastate any Castle force in this period. By the time Castle armies catch up the Inferno player can already have a stranglehold on the map. Dungeon armies can do the same if they get good spells, and Stronghold armies as well with 9 Thunderbirds (9 Thunderbirds < 6 Efreet Sultans though). Castle and Rampart armies will fare well against the map in the meantime with their almighty shooters, but they will have to give ground if confronted by the Inferno / Dungeon / Stronghold player.

I don't really like Necropolis; the units take rather a long time to pull together, although they certainly have the strongest mid-game (should have Black Knights at least by the end of the second week). There's also the Skeleton part of it, if you raise enough of an army you can overwhelm anyone.
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