by LichKing » Thu Jun 09, 2011 12:39 pm
My ratings for units (not only allies), even if with beta4 everything will change:
Scout 4: rarely useful
Light Infantry 8: cheap to buy, cheap to maintain, not much weaker than a heavy infantry for town defense and attack, faster, and can let you save a lot of gold during the game. Good for preliminary strikes and sea control too.
Crow 7: excellent scouts, hero mobility (including saving his neck sometimes) and not much more.
Heavy Infantry 8: good all-purpose unit.
Orc 6: swamp movement and critical can come handy. If there's a lone strong unit and you have a couple of these and have nothing else to do, you can hope in a critical (if the winning chance get over 10%). Also against strong neutrals, in company of a hero, they should be put first in the fight order.
Light Cavalry 6: useful, but very high upkeep. To have a 1-2 towns producing them is ok, but if I don't need them I pillage them.
Elf 6: occasionally useful for anti-air, forest movement and bonus are welcome, but very situational. Good to pillage.
Dwarf 9: my second favorite unit. Hill movement is crazy, so is their strength for a 1 turn unit. Half the movement rate of giants, but move twice as faster on hills, where you use them. So it's a 4 STR 1-turn unit against a 5 STR 2-turns unit and the dwarf wins all the time.
Wolf Rider 8: my favorite 2-turns unit. Good all around and very low upkeep too, strength is a bit low but more than enough to make it dangerous when with heroes.
Pikeman 9: my favorite unit. Slow movement, but you can send them ahead on open terrain and they're not too likely to be attacked. Support for heroes and everything, best town defending unit (with dwarves), there's nothing they can't do, except moving fast and flying. They just need some additional preparations.
Giants 5: weak in comparison to dwarves. There are better units.
Heavy Cavalry 8: I never buy them, but I often find them and they're always useful. Weaker than pikemen, on pair with HI, but sometimes you need speed. The same comparison giants-dwarves is valid for HC-pikemen, but I find HC much more useful than giants.
Minotaur 6: I prefer them over spiders: faster, cheaper to maintain.
Battering Ram 6: catapults are better. If I find them ok, then I could even pass on buying catapults, but if I don't I'd buy the latter instead.
Spider 5: they're slow, so apt mainly to defend, not to attack, but: in a town with +1 strength walls they have 8 STR, two pikemen (or dwarves) have 2x5 STR (that becomes 9 vs 2x6 with a pegasus), that is better, and 2 pikemen cost the same upkeep, and are much cheaper to buy. Moreover pikemen have many other uses, and spiders can be weakened by unicorns in towns. If you can use them offensively with a hero, they're good, but it's hard with that low speed, and I prefer griffins for that.
Elephant 5: occasionally useful to protect a stack on open, but when you have dragons you don't need them.
Catapult 8: it's good to have them. To buy them is a bit of a waste, but sometimes a necessary investment.
Pegasus 9: good to have 1-2 towns producing them, worth to buy if I don't find any, even if dragons are usually my priority.
Elemental 6: they have their uses, they have more or less the same problem of spiders (slow speed), but can save you a lot of units when attacking, if you put them first in the fight order.
Griffin 7: good unit, even if I have a slight preference for demons. Maybe it's better to have them both, griffins are slightly better to defend and are a 3-turns unit, not 4.
Medusa 9: negative stack for a 3-turns unit, means I always buy them, if I don't find them. Good for everything, albeit slow. But there are many slow units, so you can stack them together.
Wizard 7: very useful as scouts and against dragons, if I can't find them I miss them and sometimes I'm tempted to buy them. Awful as ally in hero offers by the way, being a 2-turns unit.
Demon 8: a very strong unit, and I usually buy 1 or even 2 if I have spare money.
Ghost 6: it has its uses, and it's not terrible, being a 3-turns unit. Good for city defense with a lot of other units or for nasty tactics like the one described by KGB.
Unicorn ?: I'm not a fan of them, but I recognize they can be very useful at times. I never used really, since I always prefer other units.
Devil 9: imho cancel stack and +1 stack is a too strong combination. And they're rather fast too.
Archon 7: sometimes essential, sometimes not, but more often yes than not. I usually buy them.
Dragon 9: usually the first thing I buy if I have the money, and the sooner the better, but one is enough for me.
As for allies in hero offers, I prefer in order: dragons, devils, archons (these positions are interchangeable, depending on the units I already have), then demons, then the 3-turns units and lastly wizards. That is, I prefer them on the base of the number of turns needed to build them.
Also, I prefer to have a diversified army, instead of having tons of (expensive, above all LC) 1-turn units and nothing else. I'd say optimal for me is: 60-70% towns 1-turn units (LI, HI, pikemen and dwarves mostly, all of them), 10-20% 2-turns units (wolf riders, HC and minotaurs), 10-20% 3/4/5-turns units, with accent on 1-turn units early in the game, on stronger units later. To have stronger units can help you also by letting the adversaries underestimate you, since all they can see in statistics is the total number of armies.
Last edited by
LichKing on Fri Jun 10, 2011 5:58 pm, edited 3 times in total.