I really don't think Blood Furies qualify as Killer units. To be a good ranged killer there's only one criterion, damage. To be a good melee killer you not only have to have damage, you must also have the HP to withstand a few hits or the sheer numbers to shrug off some losses, or the ability to regenerate, or the ability to (somehow) take little or no damage in return. Blood Furies satisfy none of those. They cannot take damage; they must hit without taking it - and that is the problem. Finesse can only take you so far. An army built with just finesse-style creatures will fail miserably.The Furies ARE real killers. The Raiders as well. You shouldn't forget the Raiders' special (no, not Lizard Bite but Rider Charge which means that if you move at least 5 spaces with them the opposing defense will always be 0 which means they will kill the high level 7 units of the opponent with the same ease as the low level ones. I mean, their base attack is 10. That means that they will even under a hero with attack 0 do 10-20 damage per Raider to ANY unit.
What if you don't have Hydras yet? Once again the other races can, with some luck, win without losses (or negligible losses). Haven would deploy only the Imperial Griffins, Battle Dive and then physically take out all that remains of the Marksmen stack(s). Necropolis again doesn't care, just Animate dead all you lose. Inferno can split the Cerberi and rush them over (a crucial difference here with Blood Furies is that Cerberi are rather more durable). Sylvan would hope their Master Hunters get to act before the Marksmen, which would drastically reduce the Marksmen numbers and therefore the damage Sylvan takes.Against a Horde of Marksmen you can alternatively go in with 5 single Hydras and kill the Marksmen with the hero as well.
Battling what neutrals with what creatures depends on many things and is a question of experience and testing, but believe me you have a lot of attack power with the Dungeon.
There're other problems: what if you don't have enough Hydras? Or if it's a human you're facing, with whom you've had to (for some reason) fight a decisive battle before the level 7s come into play? Without level 7s Dungeon has (in my opinion) no killer units at all, unless the hero has Teleporting Assault (wherupon like I said, the Ranged creatures in the opponent's team would have a field day against the Hydras at full damage).
It's not so simple. Blood Furies grow at a slow pace, and so while you can deal heavy damage to the Marksmen stack(s), you can't really incapacitate them (I hazard you might, for example, kill half of them in a hit; or about 1 Marksman to 1 Blood Fury).DaemianLucifer wrote:Why would the marksmen hit the furries in melee?First,furies will incapacitate one stack of them on their first go.If they get high morale,thats another stack.If not,the raiders come in and incapaciate the other stack(and block the third if there is one).Third stack(if there is one)is being killed by the hero(because they have such a pitifull initiative).
And then there's the matter where you're assuming you already have Tactics. What if you don't? Even if you prioritize it, you might not be offered it so soon, and the Warlock has to quickly learn Destructive Magic as well. If you don't have Tactics you are going to suffer. It's just not something that happens to the other races.
I didn't have Tactics, so they will get in one action. That was probably a mistake, but the basic problem Dungeon has against Ranged creature is still there. You need Tactics, yet even after you have Tactics you might still lose something.32 furries kill at least 10 succubi,and 70 assasins kill at least 10 more.20 grim raiders can charge also at least 10 of them to die.So unless you are really unlucky and they manage to both act first before those three creatures and your hero,I really dont see how you manage to loose.I remember that 30-60 succubi and succubi misstress stacks were quite a common fight there,and I never lost a single unit,especially because of aaeglrs special.
Odd you and I agree on almost everythingwimfrits wrote: Nice analysis! I'll argue that:
- familiars are killers
- archliches deal too little damage to be killers and are more finesse to me.
I can't see Familiars as killers though; I've always used them as Cannon Fodder. Place them in battle, start Gating and then you have 2x the Familiar stack to sacrifice. Archliches don't deal a lot of damage, yes, but then they're Ranged. If they were melee I would have classified them as Supporters.
That's another thing I lacked, Teleport. You's need quite a few Teleports to regenerate 5 Deep Hydras though. It costs mana, and it's sad how the other races can burst through the Succubi with relatively little problems while Dungeon has to maneuveur so much as well as require certain skills (Tactics, Teleport).wimfrits wrote:Dungeon has deep hydras. You can usuallly have the hydra's wait (the button) and regenerate while the ranged units/magic users use up their shots/mana. Depending on the number of opponents, you might need to cast some spells. In fights like the 7 hydra's vs 40 succubi you mentioned I remember I used 1 or 2 teleports to have the hydra's regenerate fully. But that's because I lacked decent dd spells at that point.
Boring battles, but it pretty much eliminates dungeons problems with ranged units.
Well generally what I meant is the early-game expansion phase where Dungeon suffers significantly compared to the other races (except possibly Academy; I've not used Academy yet). If you run into Succubi Mistresses at this point every race (except possibly Necropolis) is going to lose some creatures, but the critical thing is that Dungeon suffers more than normal. Suppose the battle takes place when everyone has level 4 dwellings (of course this is also oversimplification, but I can't imagine Dungeon going for Deep Hydras instead of Grim Raiders). Now:A key to fighting succubi mistresses (alone) is limiting number of troops. They hit hard, but their power lies in the ability to hit multiple units. Take that away from them and they hurt a lot less.
Haven would deploy the Imperial Griffins and then use Battle Dive, either constantly or after the initial Battle Dive, attack the Succubi Mistresses at close range.
Necropolis would - again - engage in a Ranged duel and cast Animate Dead.
Inferno will suffer. Rush the Cerberi over, Gate some creatures and fire with the Succubi Mistresses. If the Succubi Mistress stack isn't that large and for some reason they target the Familiars / Overseers, I might refrain from charging and instead wait for the Gated creatures to arrive.
Sylvan would also suffer, but the Master Hunters / Druid Elders would seriously reduce the Succubi Mistress stack's numbers before they get to retaliate.
Dungeon will have problems. Dungeon can't reach the opposing line in the first turn and must therefore take some shots. In the meantime, they don't have the Ranged creatures to kill some Succubi Mistresses with.
Anyway I did not intend to use Succubi Mistresses as the main example; in my original post I referred to Succubi (the unupgraded version) alone.