I have the original English version of the game (the disc was sent by Ubisoft Corporation), but I hope that this will not create any problems during the description process. In this article I will describe my notes on the passage of the missions Heroes of Might and Magic V - Tribes of The East (in Russia the game is released under the name "Lords of the Horde"). This series was first developed by the Russian company Nival Interactive, and the success of the experiment by Ubisoft (the copyright holder of the Might and Magic and Heroes of Might and Magic brands) is evidenced by the fact that the sixth part of the game is already being created within the walls of the Russian developer, who returned "Heroes of Might and Magic" to its former glory. So the second and last add-on for the fantasy turn-based strategy "Heroes of Might and Magic V" has been released. Low tier archer spam probably still "better" (because T2 tomes are super valuable for archers and blowing one on the archer itself is annoying), but these seem pretty cool.Heroes of Might and Magic V - Tribes of the East If you even need a frontline with range 6-7 web on toughish units. If your fat summoned T3 shield unit that comes in the package is too slow for you, here's where mounted Dawn Defenders get their "keep up on strat map" opportunity I guess. Glade RunnersRiders - Much like Spellbreaker, doesnt benefit much from the mobility of just being mounted? But is always in the context of a mount trait and jesus christ, we get a T3 laundering of phys ranged to web. Since they're tanks, if you improbably do a morale drain build with High, Nightmares might be cool. Maybe Unicorns mostly for the benefit of your heroes and to further improve their tactical mobility for usual activities. Not sure on other mounts, seem unimpressive. Mount trait spiders seem really cool? Ranged backline with your frontline spewing immobilize at the enemy to archerize them longer? Yes please, that's some appropriately Lolthy dark elf action. Which is ok? Noone has high expectations for their triple attack damage so for Being There and shielding or engaging someone, the mobility is welcome. Spiders are whatever for the Knights, but having a T1 unit that can inherit phys ranged enchantments onto web like Furies seems really promising for some silly spooder zerg.ĭawn Defender - they have noone to strategically keep up with in the High roster so in general its mostly for battlefield use. Unicorns would be nice for teleport shocks, but not help the Pursuer much. ![]() Mount trait probably more picked for the benefit of the Knight here, but I think Wolves might be REALLY good, with Knights moving up and pursuers following adjacent behind them and getting their weakness in before you do the Knight attacks. Pursuer - just being mounted means they can keep up with Dark Knights to be their weakness provider in later fast map movement stacks, that's pretty neat. Optional cavalry (so looked at in context of being mounted in general first, then at context of some mount options) Also single shooter (if anemic one), so may be able to get some flanks (which will probably still be anemic, but hey, he's trying) Can actually send his pet forward to bother the enemy and keep standing there to provide animal kinship adjacency to your backline. (yeah, I'm TRYING to evaluate them outside the context of Horde/Beast combo specifically) Also more flexibility to keep up with Knights or other late units of usual suspects that may pick them. Houndmaster - single shooters, so being able to get some easier flanks in while their hounds bite the enemy's face off is pretty cool. Can cavalry move 3 before losing another ap, increasing their double shoot range? Mostly useful to keep up on the strategic map if you want to run with Phase Beasts or floaters I take it, so that's pretty neat. Spellbreaker - huh, why? Doesn't seem to benefit much on the battlefield. Pursuers, Dawn Defenders and Glade RunnersRiders get optional mounts, ie like Furies only when you have a mount trait.Īlways on mounts (so mainly looked at in the context of no mount trait) So Spellbreakers, Houndmasters(!) and Wildspeakers(!!) get mounts permanently. Speaking of mount traits, VERY exciting mount changes I want to gush at length about. Spooder scouts getting reeled in a bit, but that double damage was always buggy and not the reason they were cool. Vassal farming getting nerfed, but that was beyond broken, good riddance. they aren't nerfing everything remotely fun? Wow. ![]() ![]() The post-release dev journal dropped with a lot of spoilers for imminent patch/DLC stuff and.
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