What's the best non-World unit?

What's the best non-world unit?

  • Immortals

    Votes: 6 6.7%
  • Keelyn's Archmages

    Votes: 12 13.3%
  • Balseraph Druids

    Votes: 3 3.3%
  • Dwarven Druids

    Votes: 8 8.9%
  • Stygian Guards

    Votes: 7 7.8%
  • Horselord War Chariots

    Votes: 2 2.2%
  • FireII Golems

    Votes: 6 6.7%
  • Flesh Golems

    Votes: 1 1.1%
  • Mounted Mercenaries

    Votes: 3 3.3%
  • Vampire Lords

    Votes: 24 26.7%
  • Shock Warriors

    Votes: 6 6.7%
  • Other

    Votes: 12 13.3%

  • Total voters
    90

cabbagemeister

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Jun 26, 2008
Messages
517
Which of these units do you think is most effective for conquest?

Immortals—great city-breakers because you don’t really care if they die
Keelyn’s Archmages—out of control powerful, if you can keep them alive against assassins
Balseraph Druids—upgraded from Harlequins, they can Dominate from mountain tops
Dwarven Druids—with Crush and a few Earth mana, these guys are like mini-Chalids
Stygian Guards—stronger than any other non-national unit (so you can put them out in quantity), plus they show up relatively early, plus they have water-walking
Horselord War-Chariots—with Warcry, they can kill up to eight units per turn and gain xp at an absurd rate
FireII-Promoted Golems—a Fireball per unit per turn is difficult to stop
Flesh Golems—can be made almost arbitrarily strong, if you build them right
Vampire Lords—all the benefits of Immortals, plus Death and Body spells, plus they can make their own Flesh Golems and sacrifice themselves to it. You need a ton of XP to get to Vamp Lords, but it’s not difficult to get them, just time-consuming.
Mounted Mercenaries—if you have the cash-flow, you can cover the world in 7:strength: 3:move: units
Shock Warriors—can be built out of the gate for Aggressive leaders with Apprenticeship. There’s simply no counter for them.
Other—There’s so much cool stuff in this mod; what am I forgetting?


My vote is for Vamp Lords.
 
I'd go for a govannon trained army with all mana types that he can teach taught to them. If a stack of 20 units is coming your way, you certainly don't want them to all be able to summon 20 more units to wear you down!
 
Plain Vampires. Ability to wear down defenders via Spectres or skeletons and heal extremely fast (Regen) while moving like lightning because of haste. They're by far the most powerful unit for their time period.

Edit: haha wow, I forgot to mention that they can get disgusting amounts of XP without fighting as well.
 
Unless they've been nerfed (haven't played in a couple patches), Keelyn's archmages. Twelve puppets every turn, if you want them, means you hardly ever have to fight another army ever again. Exceptions are of course demons, angels, and undead, but you can always pick up your army from some other civilization before you move against those.

Vampires are close second. They're not quite as powerful at the same stage of the game, but they're available much earlier.
 
Do you mean best if you just had them, or best including getting them? If it included getting them, id say horselord horse archers with raider and flanking 2.
 
Do you mean best if you just had them, or best including getting them? If it included getting them, id say horselord horse archers with raider and flanking 2.

The best if you had them and had to fight someone at about the same tech level as you.
 
i personally have had the greatest success with dwarven shadows. They gather exp ridiculously easy (close to vampires) by picking off the weakest units, and after about 100 exp they're tough enough to kill off most city defenders, you just need 1 weaker unit to get the collateral damage going. After you've cleared most of the opponent's defenders, you declare war and take the cities.
 
If only you'd said defense, mutated OO warriors turned into Eidolons with cannibalize.
 
i personally have had the greatest success with dwarven shadows. They gather exp ridiculously easy (close to vampires) by picking off the weakest units, and after about 100 exp they're tough enough to kill off most city defenders, you just need 1 weaker unit to get the collateral damage going. After you've cleared most of the opponent's defenders, you declare war and take the cities.

Yes, my vote would go with Shadows - any civ.

With their HN (a Poisoned Blade helps) and Stealth/Invisibility, the AI just has no way to react to them. I think in one game a civ had Empyrean and was able to target them, but every other game my Shadows had free reign.

In my last game, my four Shadows all had over 300XP and with Blitz could decimate civs without having to declare war.
 
The War Machine is a World Unit, and thus not an option.


I can't really say what the best unit in non-modded FfH is, as I change it so often. Right now I'm kind of liking how my Eaters of Dreams become Immortal every time they Consume a Soul. By itself that wouldn't be a an overwhelming advantage (as the Sheaim can't get actual Immortals), but with with spells that increase summons' durations (I'll probably get rid if this when I move to having Dimensional sphere promotions boost duration) and Djinni that have all the abilities of mages it is pretty awesome.
 
Then I'd go with the Beastmen or Sons of Asena I guess.

I have such a good time wiping out civs in the early game with the Doviello.

I usually have the two nearest Civs to me conquered within 100 turns.
 
Tasunke's Horsemen shoulda been up there, since I think they are, compared to when you get them, the strongest units in the game. Vampires are pretty close though.
 
How about a fully Govannonized Druid promoted from up the Disciple line?
 
I love Mimics. Their graphics, their abilities. I go crazy with them mumbling "why so serious?" all the time. ^_^
 
Keelyn's archmagi. Assassins? Ha! They prioritize puppets! And being able to hurl your Tier 3 summon of choice in stack-of-doom quantities, even if they are a bit weaker than average (with the puppet promo), is not something to laugh at. Oh, and to top it off? Throw in Mind III for risk-free Domination, and you'll have free defenders for your newly-conquered empires!
Keelyn's magi are nothing to laugh at either. No national unit limit means you can flood the world with specters if you don't mind your early-game defense being near entirely skeletons and adepts.
 
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