Why? I mean even with 7 speed you need a necklace of swiftness for they to be able to reach other side of the field (with haste), or native terrain. +5-6 attack and defense isn't much.Jolly Joker wrote:Seconded.BigThingWithHolesInIt wrote:I've always liked Sorsha for some reason. Having Crusaders with 7 speed is really neat, and unlike the other Knights she doesn't look like a pushover.
Valeska, Orrin and Tyris share 2nd place.
Heroes 3: Favorite Knight
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- Jolly Joker
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Agreed, the tin-heads are a threat on their own, pity they are slow.
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If you want to call a unit speedy, than I would vote for units with 8 speed at least since those are the ones who can cross the field in one with a haste. But true speed is 13 and above for 1-hex units and 12 for 2-hex units.BigThingWithHolesInIt wrote:It seems to me (though I have never collected any evidence of this) that 7 is the speed from where ground units can be considered "speedy". It's true though that a 2-hex Crusader would be even more deadly in Sorsha's hands.
As for those crusader.... It hard to imagine a 2-hex tin-head what isn't comic.
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- Leprechaun
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Voted Lord Haart, because he's extremely handy as a secondary Hero. Sir Mullich is clearly the most powerful among these, but the +2 speed is way too cheap for my tastes.
Sylvia could be game-breaking on a map that's mostly water though. It's a shame that most maps only include water as a small additional "hey, sail on this lake and get some extra goodies" or as one of a few possible means of transportation.
Sylvia could be game-breaking on a map that's mostly water though. It's a shame that most maps only include water as a small additional "hey, sail on this lake and get some extra goodies" or as one of a few possible means of transportation.
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- UndeadHalfOrc
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I don't understand Ballista specialists. So what if it does big damage on later levels, with 250 health ballista is the first thing getting destroyed if enemy hero has that specialty. On top of that the hero needs to trudge back to town which sells another one. Logistics and Armorer specialists are the best ones to have. Sir Mullich gets +2 speed, which not only makes combats much easier, but increases adventure map movement by 2 squares per day...
I agree - most logical sollution is that Lord Haart from HOMAM III is son of Lord Haart from HOMAM I. I think the same with Yog - Yog from HOMAM I (I know he is blue, maybe warpainting?? ) is father of Yog wizzard/barbarian from HOMAM III (Maybe his genie wife like him for his blue face )Corlagon wrote:You know it's strange, but from the timeline it seems Haart was over 60 years old in Heroes III. He doesn't look that old to me. Plus he is only ever credited with serving Roland Ironfist, not Morglin. I think maybe Haart from Heroes II and III was the son of the guy in Heroes I?tress wrote:Also haart apears in h1 and h2. I pretty much hated they made haart bad guy in h3 considering he is only reccuring knight from previous homm.
Of course, I voted for him
I voted for Tyris
- ThunderTitan
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If it wasn't for SoD Yog wouldn't be a problem... Genies are immortal, so a half genie should at least be very long lived... And Haart is a secret Necro... he doesn't need to look old...
But seeing how it's a SF setting, i'm betting they're all clones...
But seeing how it's a SF setting, i'm betting they're all clones...
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