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Rex Little
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High Men--the magic immunity of the Paladins makes them awesome. I agree with aaglo that Trolls' regeneration ability rocks (their Swordsmen and Shamans will wipe up the battlefield with the equivalent units of any other race), but their population takes forever to grow, and the useful choices are limited (why would anyone build War Mammoths?).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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I vote dwarves. They give lots of gold, get double bonus from gold/iron/mithril etc. and have tough units. The hammerhands are especially good and come pretty fast. Golems are useful against black mages, but not outstanding. I really love the double gold revenue.
Also I like highmen for the mighty paladins, and nomads for their mounted archers and hippogryphs (fly/first strike - excellent to tear up paladins). It always does some good to conquer one or two halfling towns in order to get lots of food.
As for races that suck, I think klackons come in first. They cannot build any decent temple, and are always unhappy. I feel barbarians are too limited as they don't move fast and aren't as tough as dwarves, so slingers mow them too easily. And beastmen never seemed to be worth much, even though their minotaurs are cool, they take too long before you can get them and are too slow.
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Bleyn
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Draconians. I like their flight ability. I tend to like to get out and explore my map pretty quick, and that helps. The fire breathing is also pretty nice.
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captaincurt
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calgary, alberta
Apr 2002 time: 05:19
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Being a Diplomatic Perfectionist , my favorite has always been the High Men because they are the only race able to build every building, and have the broadest mix of units (e.g. catapults, priests, magicians, Paladins, warships).
Being a warmongering builder (as opposed to a building warmonger, big difference), I hate not being able to build all buildings. Plus the happiness effects and mana generation is significant. Also, cities of no other race can grow as large as my glorious High Men metropoli.
It's nice to have those priests to remove corruption. The 6-figure magicians are fairly powerful... combined with catapults they form my late-game garrisons (while my Paladins are off vanquishing evil).
IMHO, Paladins are the best unit in the game, essentially only vulnerable to Great Wyrms, Sky Drakes and Cracks Call (unless they are flying, that is). And once you've built ultra-elites (req. Crusade global enchantment) with adamantium on Myrror... you never want to go back.
The main problem is that you have to survive long enough to actually be able to build them. But that suits my play style: expand and standoff until I can get a Paladin army going.
My main difficulty with the other races is their lack of a similar, truly killer unit. No other racial unit can compete with Magic Immunity, First Strike, 2 moves, and strong stats.
Inevitably the AI wizards build these terrible ugly monster stacks of enchanted/summoned beasties, and I have found that most other races top units are just not sturdy enough against magical threats... same regarding exploring the tougher nodes and temples/caves/ruins.
I'm spoiled on Paladins, what can I say?
I have played other races. My second favorite is the halflings... as was already mentioned, you get slingers pretty quick, and a stack of veteran slingers can chew up most early opponents, allowing you to gain advantage... but they are still vulnerable to magical foes.
One of the most fun games I played was with Trolls and Death Magic... I built up an army of undead Trolls (Black Channels --- their regeneration still works!) and almost never took a casualty. 
Last edited by captaincurt on 18-05-2002 at 04:45
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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Barbarian throw weapons, but they get mowed by arrows and sling stones before they close. And first strike is about as efficient, or the draconian's fire breath.
I tend not to like klackons mainly because unless you play the klackons as your race, you don't have the happiness bonus, so all conquered cities have lots of riotting citizens. That is why I like to raze them, but yes, the beetles are quite powerful.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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I can't see any strategy inwhich orcs are interesting... Their best units are wyverns and magicians. They only have shamans, not priests, halberdmen, not pikemen. They can develop their cities a lot. They have very little disontent when occupying other races. But that doesn't give any edge. For magicians and fliers, you have better with beastmen, elves (both), draconians and nomads.
Elves and myrrans in addition give bonus to mana, nomads to gold, and they all have additional more powerful units the orcs lack.
Btw, I tried playing barbarians today, just to chec because I consider them total crap while aaglo seems to love them. I realize that my preference is very dependent on my strategy: I almost never cast spells on units. I usually keep mana production to 0, putting all in research and ability. Thus all races that need enhancement to be effective do not appeal me. The same is true for mana-generating races. I don't need them. But I need gold, thus dwarves and nomads. Considering my regular units are not very important, as I take over the world with heroes, the main point with the race is what else they provide (research and gold).
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