Quote:
Originally Posted by Zechnophobe
Actually, archers do about the worst damage in the game. The only advantage they have is of course that opponents have no way to retaliate against them.
Also, Turn back Time is a great ressurrection tool for level 5 units (Still no black dragons though). And you can rezz trolls and archdemons with inquisitors.
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They are a "decent" alternative to skeleton archers, whom I cannot resurrect with paladins.
It is all situational. My most "effective" unit being the hunter, but with raw damage, who wins? Assuming no range penalty (e.g. they are close enough), assuming I will max out the attack / defense gap (helplessness against the tough defenders, plenty of attack buffs), we have
Archer Leadership / Avg Dmg = 3.5/50 dmg = 7% damage per leadership.
Hunter Leadership / Avg Dmg = 9.5/150 dmg = 6.33% damage per leadership.
Throw in astral bow and whip of fire, +2 damage
Archer = 5.5/50 = 11% dmg per leadership
Hunter = 11.5/150 = 7.67% dmg per leadership
Both range units always do critical hits (barring double negative effects) with my setup too.
Also, even if you do more damage (the skeleton archers actually do the most damage per leadership, but I can't do mass resurrect with paladins with them), the hunters are probably better.
But you can't quite say the archers do the worst damage. The lowest damage units benefit the most from the +X damage items. The setup matters the most. The no-retaliation girl power team probably does a ton of damage too with the right items too.
Of course there are so many other factors to consider as well. That's also why I said "with my style of game play" in my previous post to hopefully preemptively dissuade claims of what is normally a piss-poor damage/leadership unit.
Yes, you can also resurrect level 5 units with demonologists too. I think we have proven quite thoroughly that you really can't put a universal weight on the units since one man's garbage is another man's treasure.