Best level 5 unit
- Metathron
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Best level 5 unit
I've decided to add weekly growth as a factor here, but the numbers are off the top of my head, so please correct me if anything is wrong. I am especially unsure about the stronghold unit here, I just picked that number up from AoH. Seems too high to me, but then I've never really paid much attention to it for some reason. I guess I was just eager to get those bad boys into play ASAP.
For me, this is a win for the Inferno (finally). I just love those super fast fiery horseys!
Second pick would probably be the executioners / chieftains, even though without the support of their native hero they would fall to the bottom of the pack.
Liches are either tied with the above for second place or they're third.
Unicorns follow.
And the djinns ain't half bad, contrary to how some people are making them out to be. Sure they're physically weak and will fall in droves when attacked by even a moderately sized force, but they are fast (both speed and initiative) and you get 8 of them per week which compensates for their shortcomings IMO. So they're fifth.
The rest can divide the final three spots among themselves. I am seriously unimpressed by either the priest family or the rune fellows.
The hydras are just way too slow and clumsy to be of any real use. Yeah, yeah, except if you have teleport assault, yada yada...
What do you think?
EDIT: Ah, I've spotted a mistake already but for some reason cannot edit the poll. The dwarven unit's growth is 7.
For me, this is a win for the Inferno (finally). I just love those super fast fiery horseys!
Second pick would probably be the executioners / chieftains, even though without the support of their native hero they would fall to the bottom of the pack.
Liches are either tied with the above for second place or they're third.
Unicorns follow.
And the djinns ain't half bad, contrary to how some people are making them out to be. Sure they're physically weak and will fall in droves when attacked by even a moderately sized force, but they are fast (both speed and initiative) and you get 8 of them per week which compensates for their shortcomings IMO. So they're fifth.
The rest can divide the final three spots among themselves. I am seriously unimpressed by either the priest family or the rune fellows.
The hydras are just way too slow and clumsy to be of any real use. Yeah, yeah, except if you have teleport assault, yada yada...
What do you think?
EDIT: Ah, I've spotted a mistake already but for some reason cannot edit the poll. The dwarven unit's growth is 7.
Last edited by Metathron on 25 Aug 2008, 20:39, edited 1 time in total.
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- Jolly Joker
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The Nightmares and Unicorns - they're so strong to the point that I would consider them overpowered in comparison with other units from this tier. (voted Nightmares)
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
- Jolly Joker
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Metathron wrote:Oh, come on JJ, don't be shy.
You're a sucker for lists, I know it and you know it, so go right ahead.
Well, the trouble here is that there are so many factors that seem to play a role. Level 5 is generally the best creature you can still get fairly cheap in the basic version and fairly early as well, with the upgrade being rather expensive.
Moreover the hero plays a role - or better, the role the unit would play in a hero's army.
But in general I agree with what you said, for the purpose of this rating, with two additions, maybe:
Executioners/Chieftains are great. Executioners pack an incredible punch - they basically are what the Minos were in H3; the double upgrade gives some tactical flexibility, and their growth is big enough to indeed allow a detail of Chieftains, while retaining an incredible offensive punch with the Executions that has the additional advantage of being a rather fast one-square creature. I really like those guys.
I disagree a bit about the "rune fellows"; they are a serious pain and may pave the way for desastrous follow-up attacks - I think Dwarves aren't all too popular with most, which may be the reason for this, but as opposed to the Priests the Rune fellows got the balance right between solid HPs and attack potential, especially in comparison with their racial fellows.
ZZZzzzz....
- Lord Lakely
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Unicorns: They are durably, fast, strong and have usefull specials (Blinding Attack + Child of Light/Magic Resistant Aura ftw!!!)
Really, the Nightmares don't come close IMO
1) Unicorns
2) Slayers
3) Liches
4) Hell Chargers
5) Djinnes
6) Priests
7) Rune Priests
8) Hydras
Really, the Nightmares don't come close IMO
1) Unicorns
2) Slayers
3) Liches
4) Hell Chargers
5) Djinnes
6) Priests
7) Rune Priests
8) Hydras
OH MY GOD !!!!
Liches for me. Granted they aren't very durable and are quite vulnerable to being rushed by fast melee units, but they ARE ranged and have a couple of useful spells to boot. I try to have a small secondary stack of Archliches to cast suffering on the enemy if I have enough space.
Besides, the death cloud is nothing to sneeze at
Besides, the death cloud is nothing to sneeze at
Unicorns are extremely powerful as well, but Nightmares are cheaper and more per week, that's why my vote went to them
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
- blizzardboy
- Pixie
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Inquisitors/Zealots. I think they're the best unit in the haven faction (yes, better than crossbowmen or champions) as well as the best tier 5.
Between the Inquisitor and the Zealot, your bases are covered with all the different buff spells except deflect missiles (that would be broken though), as well as cleansing. So if you go light magic, whatever spells your hero doesn't have, you're inquisitors/zealots can cover it for the necessary stack you want it on. Or if you don't go light magic at all, you still got buffs available to you. Champions and crossbowmen might do awesome damage, but to put it in perspective, a single righteous might from a zealot makes that zealot 1/3rd responsible for all of the kills your crossbowmen or champions would do. They're a tough to kill unit, and offer buffs, ranged, and melee to your force. They're great in player versus player and they're also great to rush for creeping-- once I have 1 zealot and 1 inquisitor added into my army, my creeping abilities are immensely better (bless+righteous might before crossbowmen take their first turn).
Rune Keeprs/Patriachs would be the 2nd best IMO. Deflect arrows is an awesome spell to have in reserve. Both have ranged (and having ranged is always good). One upgrade has fireball, the other has firewall. Firewall is awesome to use on an enemies delicate units shoved in the corner; breaks up the wedge formation.
Aren't I the odd one out.
Between the Inquisitor and the Zealot, your bases are covered with all the different buff spells except deflect missiles (that would be broken though), as well as cleansing. So if you go light magic, whatever spells your hero doesn't have, you're inquisitors/zealots can cover it for the necessary stack you want it on. Or if you don't go light magic at all, you still got buffs available to you. Champions and crossbowmen might do awesome damage, but to put it in perspective, a single righteous might from a zealot makes that zealot 1/3rd responsible for all of the kills your crossbowmen or champions would do. They're a tough to kill unit, and offer buffs, ranged, and melee to your force. They're great in player versus player and they're also great to rush for creeping-- once I have 1 zealot and 1 inquisitor added into my army, my creeping abilities are immensely better (bless+righteous might before crossbowmen take their first turn).
Rune Keeprs/Patriachs would be the 2nd best IMO. Deflect arrows is an awesome spell to have in reserve. Both have ranged (and having ranged is always good). One upgrade has fireball, the other has firewall. Firewall is awesome to use on an enemies delicate units shoved in the corner; breaks up the wedge formation.
Aren't I the odd one out.
- blizzardboy
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- Metathron
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Hehe, yes.blizzardboy wrote:At least I'm not the weirdo that voted for hydras.Asheera wrote:Yes you are
As for your vote, I can't imagine voting for the priests & co., even though you put up a strong case for them, but I will definitely take you up on your idea of having a couple zealots and inquisitors on the field to boost your crossbowmen.
I can hardly remember a time when they were even part of my army.Asheera wrote:lol so true but Hydras are not THAT bad either.
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
Really? They're not that bad IMO, especially because of No Retaliation and the ability to hit multiple opponents.Metathron wrote:I can hardly remember a time when they were even part of my army.
Well, at least they're better than Minotaurs
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
- Lord Lakely
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Hydras are Overkill with Teleport Assault! A Good Righteous might Buff, Teleport Assault them in to the thick of enemy Ranks and attack (or defend if you have Preparation)
OH MY GOD !!!!
You people are insane... unicorns suck. They're weak, have poor attack, excepting their blind attack, which is nice, but is too fickle to do any real good and be dependable.
Their only purpose in my Sylvan army is to stand next to the arcane archers/druids and look pretty and give them a weak level of magic protection.
Their only purpose in my Sylvan army is to stand next to the arcane archers/druids and look pretty and give them a weak level of magic protection.
I swear - by my life, and my love of it - that I will never live for the sake of another man, nor ask another man to live for mine.
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