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Main_Brain
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Economic World Center
Jul 2002 time: 06:21
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Well with Tower you tend to loose alot less Troops as they wield the Best Distance attackers in the Game :=)
that can make quite a Difference in the beginning if you dont have to return to get new troops..
question can I Force a RangeAttacking Unit to go into Close Combat? I want the Medusen (hey what the plural ofg Medusa in English?? to fight HandtoHand instead of by Bow? Not possible unlike HoMM4?
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Heresson
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of frogs
Jun 2000 time: 06:21
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My first favourite was death. I always liked the vampires, but here I'd rather take those poisoning things. They were great. Perhaps some other units suck, especially that small
red things, and necromantion isn't as fruitful as in H3,
but it later gives You vampires, which is very very nice.
Now I use order;
-those little silly men can attack on distance which is very good when it comes to type 1 units
-magicians and genies can attack on distance with magic and except for those fairy Dargons (fight with them isn't nice, esp. whem there is 100 of them in one city) no-one can repy them.
-Genies can make an illusion. I think that it's not welll balance, because You not only can make a copy of foreign unit, it can be bigger than the copied unit, and sacrifice unit can be used on it. Unless You're fighting with really, really strong thing, it means that You can spare yourself from any losses.
-titans attack on distance.
-those little guys, I don't use them in a game usually,
because my tactic if to finish everyone off until they reach me, or to fight with illusions..
Of course, it means that I'm qeak when they reach me, but You can use golems instead of magicians and it will
be more balanced, then.
I think Life is good too, it has units to aand chaos has its good points too. Well, nature too, but I'd never play it.
When it comes to advances, at the start I was choosing:
-fight
-nobility
-tactics
-magic of death (because of necromation)
-magic of life (because of resurrection)
Now I tend to use magic of order in place of one of those.
I work in pairrs anyway, I mean, two heroes in one army.
One can specialise in defence magic, other in attack.
I want to check in one play a heore with all magic abilities,
but I'd miss fight and tactics and nobility then.
I never choose reconaissance.
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:21
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I'm uncertain how people can say that the conflux magic heroes are weak. That's the one hero type where you're guaranteed not to get a useless skill. As for the creatures, they are very good if (and only if) you get the spell Bless. The damage ranges, as far as I remember, are really wide for the first three levels of creatures, and they can pack quite a punch with Bless. I've never used fire/ energy elementals much, and earth/ magma elementals are too slow to bring with you. The psycic/ magic elemental is very good, though, and the magic imunity can be very useful when fighting unicorns etc. It is rather anoying that you can't Haste it, though, but with expert tactics and one or two of the speed boosting artifacts (many ifs here) the can often take out two or three stacks the first round.
Tactics and Bless are absolute musts for the conflux hero, but it seems really hard to get for them for some reason. 
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Reporting for duty! 
HOMM3 and SMAC are the two older games that have never been removed from my HD! LOVE 'em!
Favorite town: Dead-even tie between Dungeon and Rampart.
Reasons: ALL of Dungeon's creatures sport a special ability:
Trogs - Immune to blinding...so what if they suck, you get a metric TON of them!
Harpy Hags (no retailation). Gives Dungeon effecively THREE shooters out of seven levels of creatures.
Beholders (Evil Eye): Shooter that doesn't mind going hand to hand (full damage).
Medusa: Shooter that doesn't mind going hand to hand AND can paralyze hand to hand. Sweet.
Minotaur: Relatively fast, and good movement range. Packs a TREMENDOUS wallop. (okay, so not a special ability per se, but it's the ONLY exception!)
Scorpiocores: Weaker HP's than they oughta have, but still awesome, and their special (paralysis) makes up for the HP deficit.
Black Dragons: Nothing needs to be said about the awesome nature of this particular critter....
In all, their units have fat hp totals and can take a punch. This, IMO, is where they beat Castle. Crossbowmen can't fight if you park next to them, and Crusaders die if hit back, and ArchAngels don't hold a candle to Blackies....
Rampart:
AWESOME synergy, especially if you have either haste or teleport. Your elves are invincible....what....somebody is *actually* gonna walk over and bother the elves with the 'roids standing guard? Pah!
Dwarves. Rampart gets more level 2 guys than some towns get level ones. They're cheap, can take a beating, can deliver a solid punch, and can stand toe-to-toe with higher level ground pounders and make a good showing (I'll trust my Dwarven horde to give at least as good as they get on those Crusaders any day of the week, and we're talking about a lvl 2 critter squaring off against a lvl 4!)
Gold Dragons...nice, but relatively weak....Rampart doesn't win or lose by virtue of her level sevens tho....
If money is no object, Tower is the most powerful overall, IMO....but money is *always* an object, so I'll stick with Rampart or Dungeon....
-=Vel=-
EDIT:
Dungeon = Deemer....'nuff said!
Rampart = .....that dude with the movement special....'roids on the offense? Ohhhh yeah! 
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