Money, you can always produce; That's what towns do.
Wood and Ore you can always
produce. That's what mines are for.
You don't appear to get it. A single Sawmill produces 2 Wood a day, more than a Resource Silo. A single Capitol produces 4,000 Gold a day, less than the price for a Resource Silo.
Yes, sure, always, moreso at game start, like He does with every town's beginning shooters. Yet still they die as the game becomes more competitive.
So exactly what is your point? Griffins die too as the game becomes more competitive.
Predictable is, by definition, easier to counter.
Predictable (adj) -
A: That can be predicted, eg. predictable behaviour, results, weather.
B: (of a person) behaving in a way that can be predicted, eg. I knew you'd say that - you're so predictable!
I don't see what you mean. The Fortress strategy of Mighty Gorgon teleporting is completely predictable, yet by no means easy to counter.
They die almost at the same rate, thought. Both are often targeted by the ennemy, for good reason, be it AI or living.
I have shown you what to do against normal walkers. wimfrits and csarmi have shown you what to do against fast flyers. There is no recourse for Lightning Bolt hit-and-runs, and neither is there one for Castle sieges, but aside from those situations there should be very little wear-and-tear on Marksmen.
All of them exist to kill the other side. Meaning that is too broad a definition. Now that being said, yes, units accomplish different task, hence the irrelevance of an Archangel/A-Behemoth fight or a Griffin/Evil eyes, when compared to a Marksmen/Lizard Warrior or a Horned Demons/Crusader one, where their respective role is similar.
I don't get what you mean at all. Archangels and Ancient Behemoths, by your same post, exist to kill the other side. Why then is it irrelevant, if a Marksmen / Lizard Warrior fight isn't?
Anyway, I must stress that sending creatures 1v1 is irrelevant to this discussion, or it would be conclusively proved that Ancient Behemoths are stronger than Archangels.
Easy; By playing on a lower difficulty. What does Nucleon wins?
I did it that at Hard, I'll admit. But the difference between Hard and Expert is a mere 5,000 gold, and assure you I had more than enough resources to compensate. That 5,000 gold will be of concern though in the earlier parts - but again I believe I could have compensated.
Nucleon demonstrated, with hard numbers, the task that awaits you if you stick with your scheme, and He was being very conservative. With an additional Hero and some swordsmen, you have a 12000+ gold deficit at day seven, as a costier second week begins, with a production to buy at day eight, and no Town Hall yet! In the unlikely possibility that you do find 12000 golds on the map in the first week, you will have to repeat this feat and more if you are to follow your plan. And on week two, loose ressources are getting scarce.
You have not proved anything. I won't buy Swordsmen at all if they are not needed (I tend never to buy unupgraded creatures anyway). Finding 12,000 gold on the map in the first week is a challenge, but not an impossible one - this can be done very simply on All For One, I might add. And you did not appear to note that I built the Town Hall on day 1.
By Week 2, I can reasonably expect to have conquered extra towns, be it from neutrals or from the AI (in fact, this is quite possible in week 1). The problem of resources starts to diminish.
(Your heroes will also be spell-less for the whole duration of the first week, also, which negate the possibility to effectively work with Clerics, by the way. Constructing the Marketplace in the second Week also nullifies your trading options)
Not having spells is a handicap, but it can and will be nullified. All the examples wimfrits, csarmi and I mentioned can be done without spells. Only come the harder fights - in Week 2 - do spells gain in prominence. Completing the week 1 build isn't that hard, and the Marketplace is not necessary then. It's in week 2 that trading occurs.
And yet you flinch for 3000 golds and 10 ore to quickly fully develop your first fast creature. Yes, it takes three days, but these days can be taken when ressources for others builds are scarce, as they are in harmony with the heavier wood expenditure that Castle requires.
If the map is completely barren and no resources of any kind are available, I would still not get Royal Griffins. Crusaders more than suffice. And I assure you I don't flinch over the resource cost, it's the time I'm flinching over.
In short, your method, albeit excellent on average difficulty, encompasses too many "ifs" in Expert. And Nucleon does not like to rely on "ifs". Nucleon likes to rely on concrete assets.
Once again you underestimate the powers of resource gathering. This method suffices on Expert. It's on Impossible where it's impossible.
Nucleon prefer to recruit as many troops as his funds permit; many creatures is good; It helps you winning fights with fewer losses, and can intimidate neutrals to join you! You are much more prepared for a variety of threats with Pikemen, Marksmen and Griffins than with Pikemen and Maksmen alone.
No wonder you have no cash. You recruit creatures you do not need. Marksmen are generally sufficient for Castle to win battles with no losses; Griffins are simply not necessary.
If can afford buying them while respecting your building schedule, maybe. You under-estimate the importance of money in the early game, as astounding as it may sounds. In some cases, the ennemy may take your town with all these goodies inside the walls, un-recruited.
If you are fool enough to let your opponent capture your town, you deserve to lose. NEVER, EVER, let your opponent capture your town without a fight. NEVER!
On all the others... you won't! As a loose rule of thumb, the larger the map, the scarcier the ressources and treasure chests.
I have mentioned a map - All For One. I'll remark that you did agree to a duel on this map, believing it is a good one to show that Logistics specialists are not overpowered. I can show you that achieving this build on All For One, on Expert Difficulty, by week 3, is not impossible. But then you argue that All For One is literally laden with resources. What gives, when Logistics specialists rise in power if resources are abundant? As well. State a map then where you believe it is not possible.
And as a rule of the thumb, the larger the map, the more abundant the resources and treasure chests.
It is a certitude that Nucleon's army would include all the Crusaders you could afford in that week. Having them 2 days in advance isn't going to be of a noticeable difference.
In this, you are right. I will point out why. At this point, it is the
Marksmen that make your army strong, and therefore
Marksmen are infinitely useful and superior to Lizard Warriors.