Well, this post ended up being a lot longer that I expected I hope some of you will have enough patience and stamina to read it all.
I have been running some tests with level 3 units, using stacks of 8 and FC.
Combat units:
Warlords and Titans:
These 2 are far stronger than any of the other level 3 units, against each other they are pretty even, Frogman's 60 % win to thewarlords is about the same as what I got.
With 10 more movement point, first strike and fire immunity, the Titan is a lot better than the Warlord.
Titan = Excellent
Warlord = Good (it is close to be excellent, but it is too slow, and a level 3 unit need to be more than just a good combat unit, because level 4 units are usually much better when it come to heavy combat)
Bone horrors:
I have never liked bone horrors, but even I was surprised how bad they did in my tests. They (of course) lost badly to titans andwarlords, but they also lost every time against cavaliers, giants and yetis. Even centaurs and demons would often win against bone horrors and one time a group of Valks won!
Bone horrors is also slow, a big minus, but wall crushing and regeneration is nice.
Bone horrors = Good (maybe excellent in PBEM, because they are very good to take down walls in FC).
Yetis:
This unit did better than i had expected. Most of the strong level 3 units have only 4 0r 5 resistance and that allow the cold strike of the yeti to freeze it opponents often enough to win against everything, but warlords and titans. Yetis are slightly faster than bone horrors (28 v 26 mp) and mountaineering is as good as regeneration IMO.
Yetis = excellent
Giants:
Giants will sometimes beat yetis but in FC they usually lose to cavaliers and are hopeless against titans and warlords because they always use their hurl bolder attack (in TC they do a lot better) Being one of the strongest melee level 3 units combined with a long ranged wall breaking attack and mountaineering, the Giant is the very best of all the level 3 units.
Giant = Super
Cavaliers:
Cavaliers will lose in combat to warlords, titans and yetis (not always but most of the time) that make them pretty equal with warlords (weaker but faster).
Cavaliers = Good
Trolls:
You guys greatly overestimate the troll. It loses badly to all the above units and will also lose (most of the time) to centaurs, demons and beholders. The only thing a troll can be used for is combat and they is not very good at it. They are also slow, and very vulnerable to ranged units. The only good thing about them is regeneration, but that hardly make up for all the bad.
Trolls = ok
Executioners:
Some people like Executioners, I don't really understand whey, they lose badly to any other heavy hitter. The only good thing about them is their speed, that help them against ranged units (they are usually able to win against centaurs and beholders) and won't slow down your heroes, and unholy champion at gold medal is nice too, but generally they are too weak in combat and can't be used for anything else.
Executioners = ok
Salamanders:
This unit is a joke, I don't think I have to tell you whey....
Salamanders = bad
Ranged units
Beholders:
I was very surprised how well beholders did in my tests, they easily won against the slow moving trolls and yetis, and would also win against centaurs and giants most of the time. They also had an easy time taking down all the flyers, with the exception of the demons of course, beholders is hopeless against units with death immunity. Their low movement also make it hard for them to
catch flyers.
Beholders = Good
Centaurs:
Centaurs is one of my favorite units, high speed combined with a good ranged attack and ok melee strength, make a very
versatile unit that can stand up pretty well against the level 3 combat units and even win against the weaker ones
Centaurs = Excellent
Djinns:
Djinns is not worth much in combat but they is pretty good for taking down flyers, although they have problems against the strongest flyers. Their good movement and ability to go everywhere make them good at actually catching the flyers. They are also very cheep, and excellent for killing wraiths, incarnates and air elementals.
Djinns = Good (but they are close to be only ok)
Musketeers:
Not worth building because of balistas
Musketeers = bad
Flying units
Demons:
Demons are clearly the strongest of the level 3 flyers, although they will lose now and then against valks, green wyverns and nordic glows. Demons is very good against melee ground units and will often win against bone horrors (that was kind of a surprise to me!). The also have little problems in killing Trolls, Executioners and Salamanders. They are pretty slow for a flyer, so they are not very good against ranged units, and they are not very good as scouts. Regeneration is very good on a strong flyer, Angel Draco has already pointed out whey..
Demons = Excellent
Green wyverns:
IMO Green wyverns are the best level 3 flyers in the game IMO, they are almost as strong in melee as demons and with high speed, ok defense (4) and 12 hit points they are very good against ranged units. Their low attack make them less good against units with high defense though. Against valks and nordic glows they win
about 50 % of the time, and they beat the crap out of any other level 3 flyer. Their higher speed make them much better scouts than demons.
Green wyverns = Excellent
Valkyries:
Valks have about the same melee strength as green wyverns but with only 8 hp they are more vulnerable to ranged units. Holy strike allow them to kill units with
physical immunity.
Valkyries = Excellent
Nordic glows:
Nordic glows are very good against ranged units with normal missiles but against priests and other units with magic/holy/black/lightning bolts they have major problems. Their physical protection (+ poison, fire and cold immunity) is both their strength and weakness, it make them good against units that can't get past their protection. and bad against those they can. They do well against demons and green wyverns but lose badly to valks, Djinns and beholders. Also if someone cast enchanted weapon on his flyers, even the weaker flyers will have a good chance against a nordic glow. Their magic strike make them good for hunting down units with physical immunity.
Nordic glows = Excellent
Wyvern riders and eagle riders:
The only difference between this two units is that the wyvern rider has poison strike and night vision and the eagle rider is faster (36 mp v 32 mp). They are pretty equal in combat, and will both lose badly to the stronger flyers. They are both good as cheap fast scouts. Wyvern riders is best underground and eagle riders is best on the surface. Both have low defense (2), so they are vulnerable to ranged units, and can only take cities with week garrisons.
Wyvern riders = Good
Eagle riders = Good
Special units
Shadows, assassins and rogues:
The main purpose of this 3 units is to sneak into enemy territory and steal (walled) cities and other structures. The problem is that they are not very good at it, their
slow movement and lack of forestry means that they will move very slowly if they want to stay concealed. After they have stolen their first city they are usually easily hunted down by human players. Because they have a ranged attack assassins and rogues are better than Shadows.
Shadows = Bad
Assassins = ok
Rogues = ok
Fairies and doom bats:
Both are flyers and can be used as scouts, but they are not very good at it because they have no extra vision (vision 0) and the doom bat is also too slow. Their main
purpose is to be used the same way as the Shadow/assassin/rogue. The fairy is actually really good in this role. It's fast movement and ability to go over mountains and water allow it to take almost twice as many cities and structures as the Shadow/assassin/rogue, and make it very hard to hunt it down. It's only weakness is that it is very weak in combat, so it can only defeat a very weak garrison. Magic strike make them good for hunting down units with physical immunity. Doom bats have the same role underground as the fairies have on the surface, the problem is that there is usually not enough space underground to avoid contact with enemy units, and with their slow movement it is difficult for doom bats to escape when discovered.
Fairies = Good
Doom bats = ok
Big beetle:
Very fast (especially underground), the best tunneler in the game, a very good wall crusher and ok in combat.
Big beetle = Excellent
Mole:
Same role as the Big beetle but not as good at it.
Mole = good
Sand worm:
A slow tunneler, not worth using for anything else.
Sand worm = bad (but sometimes usefully anyway)
Charlatans:
A multipurpose unit but not really good at anything. would make a great level 2 unit
Charlatans = okIce queen:
Her unique ability to make ice bridges and take large armies across water is very good on some maps. Ice bolts also make an ok ranged attack.
Ice queen = Good (excellent on some maps, ok on others)
Rangers:
Ok ranged unit that can also be used to steal structures and cities without walls. I can be used to support fairies in taking cities, or as ranged support for a hero. It's best uses is properly to defend against lizards on water maps, or to take down fliers that try to hide over mountains. The problem with the ranger is that it is not really good in any of its roles and it is also too expensive.
Ranger = ok
Avenger:
Pretty much a holy ranger without concealment, I found the avenger even less useful than the ranger (8 avengers will actually lose to 8 rangers) unless i have to fight a lot of undead, but at least it is a pretty cheep unit.
Avenger = ok
Lurkers:
With water concealment they can be used to make surprise attacks on water and take structures close to water, but it is somewhat limited how usefully that is.
Lurkers = ok
Unicorn:
As the only level 3 unit with healing, unicorns make an excellent support unit for heroes and level 4 units. It won't slow them down on the main map, and in tc it is fast and strong enough to reach your heroes and combat units when healing is needed. If needed it is also an ok fighter(it's melee strength is about similar to the salamander, but it's high speed make it better against ranged units). With a unicorn in your stack, you also don't have to worry about wraiths or incarnates.
Unicorn = Good
Wraiths:
Of course a unit with physical immunity and pass wall is very usefully, in single play they can pretty much rule a map, in MP they are of limited use against other players, but there will always be independent units and ai players to use then against.
wraiths = excellent (super in SP, Good in MP)
Spider queens:
The spider queen is somewhat useful as a fast support unit, providing ranged support and and the ability to attack cities. As a bonus it can also seduce and kill units with physical immunity.
spider queens = ok
Balloon:
A flying transport is always useful, especially if you don't have earth magic.
Balloon = good
So what race have the best set ?
I have made a system giving each race point for the individual units, the balance and how well the set can do special jobs.
FROSTLINGS
Yeti 3
Nordic glow: 3
Ice queen: 2
Balance: 3
Wall crusher: 1
Magic/holy strike: 1
Tunneler: 0
Combat unit: 2
Flyer: 2
Hero support: 1
Unique unit: 1 (Ice queen)
Concealed unit: 0
19 points
DWARVES
Giant 4
Mole: 2
Balloon: 2
Balance: 2
Wall crusher: 1
Magic/holy strike: 0
Tunneler: 1
Combat unit: 2
Flyer: 0
Hero support: 3
Unique unit: 1 (Balloon)
Concealed unit: 0
18 points
HIGHMEN
Titan: 3
Valkyrie: 3
Avenger: 1
Balance: 2
Wall crusher: 0
Magic/holy strike: 1
Tunneler: 0
Combat unit: 3
Flyer: 2
Hero support: 2
Unique unit: 0
Concealed unit: 0
17 points
GOBLINS
Big Beetle: 3
Troll: 1
Wyvern rider: 2
Balance: 3
Wall crusher: 1
Magic/holy strike: 0
Tunneler: 1
Combat unit: 1
Flyer: 1
Hero support: 2
Unique unit: 0
Concealed unit: 0
15 points
UNDEAD
Bone horror: 2
Demon: 3
Wraith: 3
Balance: 2
Wall crusher: 1
Magic/holy strike: 0
Tunneler: 0
Combat unit: 1
Flyer: 2
Hero support: 0
Unique unit: 1 (Wraith)
Concealed unit: 0
15 points
HALFLINGS
Centaur: 3
Rouge: 1
Eagle rider: 2
Balance: 3
Wall crusher: 0
Magic/holy strike: 0
Tunneler: 0
Combat unit: 2
Flyer: 1
Hero support: 2
Unique unit: 0
Concealed unit: 1
15 points
ELVES
Unicorn: 2
Ranger: 1
Fairy: 2
Balance: 1
Wall crusher: 0
Magic/holy strike: 1
Tunneler: 0
Combat unit: 0
Flyer: 1
Hero support: 2
Unique unit: 1 (unicorn)
Concealed unit: 2
13 points
ORCS
Warlord: 2
Assassin: 1
Doom bat: 1
Balance: 2
Wall crusher: 0
Magic/holy strike: 0
Tunneler: 0
Combat unit: 3
Flyer: 1
Hero support: 0
Unique unit: 0
Concealed unit: 1
11 points
LIZARDS
Green wyvern: 3
Lurker: 1
Salamander: 0
Balance: 2
Wall crusher: 0
Magic/holy strike: 0
Tunneler: 0
Combat unit: 1
Flyer: 2
Hero support: 1
Unique unit: 0
Concealed unit: 1/2 (no ability to take walled city)
10 1/2 points
HUMANS
Cavalier: 2
Musketeer: 0
Charlatan: 1
Balance: 2
Wall crusher: 0
Magic/holy strike: 1
Tunneler: 0
Combat unit: 2
Flyer: 0
Hero support: 1
Unique unit: 0
Concealed unit: 1/2 (no ability to take walled city)
9 1/2 points
AZRACS
Beholder: 2
Djinn: 1
Sand worm: 0
Balance: 1
Wall crusher: 0
Magic/holy strike: 1
Tunneler: 1
Combat unit: 1
Flyer: 0
Hero support: 1
Unique unit: 0
Concealed unit: 1/2 (no ability to take walled city)
8 1/2 points
DARK ELVES
Executioners: 1
Spider queen: 1
Shadow: 0
Balance: 2
Wall crusher: 0
Magic/holy strike: 1/2 (magic bolt)
Tunneler: 0
Combat unit: 1
Flyer: 0
Hero support: 1
Unique unit: 0
Concealed unit: 1
7 1/2 points
This make the winner:
1. THE FROSTLINGS 19 points
2. Dwarves 18 points
3. Highmen 17 points
4. Undead/Halflings/Goblins 15 points
5. Elves 13 points
6. Orcs 11 points
7. Lizards 10 1/2 points
8. Humans 9 1/2 points
9. Azracs 8 1/2 points
10. Dark elves 7 1/2 points
Any comments and questions is welcome! Kris
Edit I have given the Dwarves one point more because the balloon is a unique unit.
[This message has been edited by Kris Lighthawk (edited 09-14-2001 @ 09:29 AM).]