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Author | creatures- who's stronger? |
Clerics, Brilliant Uni`s & Nightmare are good. The best one is definetly Cleric. | why do you have to compare an offensive unit (such as bri unicorn) with an support unit (a caster such as archliches)?
they were playing in different role. you cant just simply justify that bri unicorn is better than archliches because it can be recruited more unit and deliver higher damage per strike.
in other word, is that mean dark spells from archliches wont turn the tide of battle? it is just debatable; just like might vs magic, but you were asking which was better.
of course, it was focus on whether attacker or supporter is better in this topic | for Lausan:
You're right, it isn't really relevant. How is it interesting though? Hunt records don't say anything about which unit is better in your army. The results are too skewed towards (in order of importance): 1) Shooters, 2) creatures with high speed/initiative, *3) creatures with special abilities 4) large creatures
* Fear attack, damaging spells (poison, fireball) | It was just a different way of looking at what creature was stronger. Ofcourse its different what creatures works better in a human army and what works in a AI controlled hunt. | It all depends if you are comparing 1 v 1 or actual numbers which can be recruited (and then you have the problem of at which level). | Brilliant unicorn is simply more brilliant than nightmare because its blinding attack also works on retaliation :p | Brilliant unicorn is simply more brilliant than nightmare because its blinding attack also works on retaliation :p
lol that's true and I found that blind works better than fear
however nightmare can gate so there is actually 15+9=24 nightmares on the ground, that's what makes it powerful... | Could we break it down into categories of these tier 5 creatures:
Damage dealer:
Brilliant Unicorns and Nightmares
Ranged/Magic Support:
Clerics, Senior Genies and Archliches
Tanking:
Ladons, Clerics and Brilliant Unicorns
Speed/Blitz:
Thunderbirds and Nightmares
Random Triggers:
Brilliant Unicorns, Nightmares, Thunderbirds
Combining the ability of damage and tanking (Bri. U) creates a great offensive or defensive (depending on use) unit. Triggering abilities is a good bonus.
Combining the ability of damage and speed (Nightmare) creates a great offensive unit. Triggering abilities is a good bonus.
Combining support and tanking makes good survivability ranged attacker, useful in many ways (clerics) and no melee penalty is great.
food for thought | if what #48 said is right, then is senior archliches, genies and thunderbirds the less "useful" out of others? | 49
i haven't included the other ones in an analysis because i don't think i could really comment on them since i have not really faced them or watched many battles with them involved. but i shall try.
possibly another category would be:
Multi-damage (hitting more than one enemy at once):
Ladons, Archliches
Combination of tanking and multi hit means that Ladons are a very dangerous unit in late game, able take out groups of enemies attempting to surround it as well as no retaliation.Its low initiative count against it since although it has a multi atack, whether it will actually catch up with a target is questionnable and also multi attack will only be useful if there are more than 1 stack available to hit. It has the potential to cause large damage, but is possibly too slow to make it count.
Archliches, can deal useful damage at range to multiple units or cast (won't argue whether which option is better) which can be great in the long run, although the effects may not be felt immediately because of the nature of dark magic, but will not have many turns because of low survivability. However, it does provide a decoy for shooters since many would rather target the liches because of their potential for damage allowing the rest of the army to cause more damage.
Senior genies are useful casters able to debuff enemy units or buff allied units randomly. However, the randomness of the casting does lower its potential and its low health means that though it has decent damage stats, it won't survive long enough to use them. Because of the nature of wizards, they do not have the same decoy potential as archliches.
Combining random trigger effects and speed is good for disrupting enemy lines (Thunderbird). However, its moderate hp means it will die quickly but strike hard. However, the hardness of the striking depends (i believe) too much on whether the lightning triggers. The thunderbirds defensive stats are not brilliant and though it may be fast, because of defence if it does not trigger lightning to wipe out more units then the retal will all but destroy the attack. But again has large decoy potential since it will disrupt enemy lines allowing units to move closer to the enemy and/or deal more damage. | In light of the recent analyses i shall reanalyse the BU, Nightmares, and clerics.
The Nightmare has great stats, good damage, great speed and initiative and a triggering ability making it ideal for blitzing enemy defences, its damage, speed and ability opening up gaps in defences for allies to stream through. its intimidation aura makes sure that despite average hp and large speed and initiative that it can survive with the help of bad morale for the opposing team. It can act as a great decoy however, allowing lower hp creatures (thinking spawns) to close in on the enemy and deal more damage. For very offensive minded players. alternatively, it could be held back in reserve while the cerberi do the first wave of blitzing. once the cerberi have done their work and taken the heat off the nightmares and spawns, they can charge in an do some real damage without worrying about retal backlash.
Brilliant unicorns are quite an all round unit leaning slightly towards defensive play because of its tanking ability and aura of magic resistance. It makes a great pssive buffer for protecting units from magic and because of high hp, and stats will survive for a long time without much damage being done to it, with people reluctant to take it head on so early on in the battle. The Briliant unicorns are often kept in reserve often closer to lower hp individuals to provide magic resistance and a deterrent. It also provides great damage for when the enemy come to close and its blind ability is an added bonus that can disrupt forces. Its initiative and means that it is highly manoeuvrable despite being a large creature, but less so than the nightmares.
The clerics add some high level ranged and magic support for the knight army. Because of generally low damage and high survivability it makes it a defensive orientated supporting late game unit. People are not willing to attack it, firstly of it having no melee penalty giving it some surivability, its high hp (survival) and the fact there are probably higher damage priorities (crossbows) nearby. Because of this, it makes a great body guard for the crossbows. It can buff them and help protect against pesky blitz tactics.the casting also makes it useful for other units such as guardians making guardians even stronger than they already are with defensive or offensive buffs. clerics are often underestimated for their damage and average stats, but it is the fact they are overlooked as a real damage threat which makes them so potent. | As such, because of these analyses, my order would be:
1st Brilliant unicorn (survivability for late game gives it the edge over nightmare)
2nd Nightmare, a great early mid game unit and often decides the outcome of the battle.
3rd Clerics, a late game unit effective because of its huge survivability, bodyguard and buffing factor, but lacking in damage lowering its rating.
4th Ladons, a late game unit with the potential to deal real damage, but its speed in all aspects counts against it.
5th Archliches, an early game unit able to influence the battle although not actually alive for most of it, more of a team player. However survivability is the key that unlocks their great ability. A great decoy though because of its damage potential raises its potential again.
6th Thunderbirds, great disrupters in early game and can transport for rapid attacks, but very low survivability and too much relying on luck result in a low ranking. However, a good decoy for troops to use to gain an extra turn.
7th Senior genies, i did not expect this at first but after examination, its ability seems limited. It adds much needs buffing and debuffing to the wizard army taking the pressure of the regular casters, but its incredibly low hp means it dies quickly before it can actually deal out its random casts. The randomness of the casts makes it too unpredictable as well to be a great support caster. Unfortunately it come last.
however, this is open to debate. Make up your opinions, i am only voicing mine | (in great anger)
ALRIGHT!
since we are getting tier 5 upgrade after lv 12, i will worry about non-upgraded ones. (still angry,)
i think that thunderbirds shoud be recuited 2-3, cuz of only their transport and retal taking. for barbs, i think we should:
get vitality and other defense abilities for talents,
get behemoths max, then cyclops, then orcs, then hobs, then ogrew magis, then raiders with 2-3 thunders left. | /\ Lots of laught. (lol) | Mind is stronger everywere:D
Use it and you are getting winner. |
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