Dream Team
- erased. over. out
- Pixie
- Posts: 108
- Joined: 07 Jun 2006
Here's my list:
1. Assassin
2. Crossbowman
3. Vindicator
4. Vampire Lord
5. Archlich
6. Rakhshasa Raja
7. Archangel
My rationale for picking the above is as follows: I picked two low level, yet effective shooters in the Assassin and Crossbowman. With poison and no range penalty, respectively, the opponent can't ignore them for long.
Vindicators are simply amazing level 3 units, in that they have good all-round stats and their cleave skill is a b*tch, especially when you have them in large numbers.
The Vampire Lord and Rakhshasa Raja were picked for their no retaliation traits. The Vampire Lord is also effective during sieges, as it can teleport past castle walls. The Rakshasa Raja has a solid attack and great health.
Archlichs were chosen for their Dark Magic spells (love casting decay on high level units) and cloud attack, which can pester the enemy during castle raids. Last but not least, the Archangel was picked 'cause it's a flyer and has the ressurection ability.
What do you guys think?
1. Assassin
2. Crossbowman
3. Vindicator
4. Vampire Lord
5. Archlich
6. Rakhshasa Raja
7. Archangel
My rationale for picking the above is as follows: I picked two low level, yet effective shooters in the Assassin and Crossbowman. With poison and no range penalty, respectively, the opponent can't ignore them for long.
Vindicators are simply amazing level 3 units, in that they have good all-round stats and their cleave skill is a b*tch, especially when you have them in large numbers.
The Vampire Lord and Rakhshasa Raja were picked for their no retaliation traits. The Vampire Lord is also effective during sieges, as it can teleport past castle walls. The Rakshasa Raja has a solid attack and great health.
Archlichs were chosen for their Dark Magic spells (love casting decay on high level units) and cloud attack, which can pester the enemy during castle raids. Last but not least, the Archangel was picked 'cause it's a flyer and has the ressurection ability.
What do you guys think?
- winterfate
- Round Table Hero
- Posts: 6191
- Joined: 26 Nov 2006
- Location: Puerto Rico
Hmm....
1. Imps
2. Zombies
3. Hunters
4. Druids
5. Unicorns
6. Cavaliers
7. Shadow Dragons
Off the top of my head, that's what I would have for my dream team (upgraded, obviously ).
1. Imps
2. Zombies
3. Hunters
4. Druids
5. Unicorns
6. Cavaliers
7. Shadow Dragons
Off the top of my head, that's what I would have for my dream team (upgraded, obviously ).
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Proud creator of Caladont 2.0!
You need to take the pain, learn from it and get back on that bike... - stefan
Sometimes the hearts most troubled make the sweetest melodies... - winterfate
Proud creator of Caladont 2.0!
You need to take the pain, learn from it and get back on that bike... - stefan
Sometimes the hearts most troubled make the sweetest melodies... - winterfate
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- Leprechaun
- Posts: 24
- Joined: 31 May 2006
hmmm
1. Imps (mana steal)
2. Marksmen
3. squire (shield block)
4. vampire lord (ez money)
5. Fire Mage or Inquisitor
6. Treants (hard to pass up thanes) but treants protect mark n fire n imps if u got tactics and squires protect from range..
7. Devils if summon pitlords work once a devil has been killed or Black Dragons if that's not the case.
blackdragons r nice cause they r magic resistant soooooooooo :0
lata
2. Marksmen
3. squire (shield block)
4. vampire lord (ez money)
5. Fire Mage or Inquisitor
6. Treants (hard to pass up thanes) but treants protect mark n fire n imps if u got tactics and squires protect from range..
7. Devils if summon pitlords work once a devil has been killed or Black Dragons if that's not the case.
blackdragons r nice cause they r magic resistant soooooooooo :0
lata
Of course you can go all ranged. You just need a couple than can handle melee conflict when necessary (Titans, Inquisitors).Banedon wrote:Lyan I think your choices are a bit too focused on the Ranged side. It's normal, it's natural, but for an army to be viable you can't have all Ranged creatures only...just like you can't pick the best creatures of every level and throw them together, you have to consider which units benefit the rest of them.
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
I decided to make a whole melee town just as a contrast:
1 - imps
2 - furries
3 - bear riders(I didnt use them,but from what I read here and their stats,theyd complement this lienup very nicelly)
4 - raiders(to complement the furries)
5 - nightmares
6 - paladins
7 - angels(if you want to make it a pure walker town,just toss magmas here instead)
Interestingly enough,this lineup is very similar to my initial one,even though I always preffer range over melee fighting.
1 - imps
2 - furries
3 - bear riders(I didnt use them,but from what I read here and their stats,theyd complement this lienup very nicelly)
4 - raiders(to complement the furries)
5 - nightmares
6 - paladins
7 - angels(if you want to make it a pure walker town,just toss magmas here instead)
Interestingly enough,this lineup is very similar to my initial one,even though I always preffer range over melee fighting.
I'd like to see you crack this nut:
lvl 1 - Shieldguards
lvl 2 - Obsidian Gargoyles
lvl 3 - Squires
lvl 4 - Vampire Lords
lvl 5 - Deep Hydras
lvl 6 - Ancient Treants
lvl 7 - Magma Dragons
Not the most deadly rooster but would be fun to see them in action.
The Grim Raiders could have gone instead of Vampires, but I wanted to keep the "3 large units per faction" rule.
And yeah, let there be a knight hero
lvl 1 - Shieldguards
lvl 2 - Obsidian Gargoyles
lvl 3 - Squires
lvl 4 - Vampire Lords
lvl 5 - Deep Hydras
lvl 6 - Ancient Treants
lvl 7 - Magma Dragons
Not the most deadly rooster but would be fun to see them in action.
The Grim Raiders could have gone instead of Vampires, but I wanted to keep the "3 large units per faction" rule.
And yeah, let there be a knight hero
Last edited by Agnus Dei on 16 Dec 2006, 11:06, edited 1 time in total.
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- Peasant
- Posts: 73
- Joined: 21 Jun 2006
I'm guessing this was suppose to mean one creature from each Faction. Looking back at my list, I wasn't that far off but I didn't take anything from Inferno and two from Sylvan.jorko80 wrote:You all miss something that the topic-starter said : ONLY ONE CREATURE PER TIER!
Replace Unicorns with Nightmares: Lose MR and Blind for the Fear affect. Not as good as Nightmares are only offense and are much easier to kill.
Replace Treants with Pit Fiends: Lose the hold and Take Root abilities for casting power and offense. Vorpal Blade? Ok.
Ok, revised list:
Shieldguards
Marksmen
Minotaurs
Vampires
Unicorns
Pit Fiends
Titans
I would have to use Unicorns more often now but I think my lineup would be more flexible offensively with the Pit Fiends.
Hehe all these teams make up for some very crazy town line ups!
Ok until now this is my team:
Tier1: Assassin (poison)
Tier2: War Dancer (their combo is quite useful if surrounded and as a finish blow on multiple weak stacks)
Tier3: Spectre (their incorporability
Tier4: Imperial Griffin (diving)
Tier5: Silver Unicorn (blind and magic aura says it all)
Tier6: Warlord (thunder and lightning, yeah!)
Tier7: Magma Drakes (It says it all, these things are darn though!Not even blackie beats such fire poer and health IMO)
Ok until now this is my team:
Tier1: Assassin (poison)
Tier2: War Dancer (their combo is quite useful if surrounded and as a finish blow on multiple weak stacks)
Tier3: Spectre (their incorporability
Tier4: Imperial Griffin (diving)
Tier5: Silver Unicorn (blind and magic aura says it all)
Tier6: Warlord (thunder and lightning, yeah!)
Tier7: Magma Drakes (It says it all, these things are darn though!Not even blackie beats such fire poer and health IMO)
By the way, this proposal has a little problem. As you know, the cost for all units is not the same. I am not trying to criticize the idea, just thinking about making it better. IMO it would be more interesting if you had to build your team with a limited amount of gold and resources. Or even with a limited amount of XP.
It is still interesting to pick the best creature for each tier without worrying about costs
It is still interesting to pick the best creature for each tier without worrying about costs
1. Sprites - Annoyances with ridiculous speed and a useful cast against ranged enemies.
2. Blood Furies - 'nuff said.
3. Master Hunters - IMO the best shooters for damage and cost.
4. Vampire Lords - Complement the Furies and have limited self healing.
5. Arch Liches - Useful spells and an area effect to their ranged attack. Turtle Killers.
6. Pit Lords - Comes in with a magical smackdown, and protects my shooters.
7. Black Dragons - This one was tricky; I'm fond of both the Titan and Emerald Dragon. Given all my shooters and speedy melee fighters, this antimagic tank won out.
Throw in a Warlock hero with Light magic buffs, and I'm pretty happy.
2. Blood Furies - 'nuff said.
3. Master Hunters - IMO the best shooters for damage and cost.
4. Vampire Lords - Complement the Furies and have limited self healing.
5. Arch Liches - Useful spells and an area effect to their ranged attack. Turtle Killers.
6. Pit Lords - Comes in with a magical smackdown, and protects my shooters.
7. Black Dragons - This one was tricky; I'm fond of both the Titan and Emerald Dragon. Given all my shooters and speedy melee fighters, this antimagic tank won out.
Throw in a Warlock hero with Light magic buffs, and I'm pretty happy.
- Bandobras Took
- Genie
- Posts: 1019
- Joined: 06 Jan 2006
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