Dreadnought and Juggernaut: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
Line 46: Line 46:
Juggernaut render.png
Juggernaut render.png
</gallery>
</gallery>
{{fanopinion|
In comparison to their peers, Dreadnoughts and Juggernauts have average attack skill, above average defence skill and high health. Their damage range is good, allowing them to deal both high and solid damage against their opponents. Dreadnoughts and Juggernauts are also immune to [[mind spell|mind spells]]. Heat Stroke gives both a chance to attack without retaliation, but can also damage your troops, too. Their good defence, high health and Heat Stroke makes them a very good option to fill breached walls, tank damage and blast units stuck or standing right behind [[moat]].
On the flip side, they are among the slowest of level 7 units: Juggernauts are the slowest upgraded level 7 unit along with [[Hydra and Chaos Hydra|Chaos Hydras]]. Being [[mechanical]] units, they are unaffected by [[morale]] and resurrecting them is completely dependant on your [[Mechanic and Engineer|Mechanics and Engineers]]. Their unit cost is somewhat high, especially when considering same amount of gold and rare resources is required to recruit [[Red Dragon and Black Dragon|Red Dragons and Black Dragons]], which are more resistant and naturally more suited for offensive operations.
[[Tactics]], [[Offense]] and [[Armorer]] are good secondary skills to support Dreadnoughts and Juggernauts. If you take them in sieges, [[Ballistics]] would be a recommended skill as well. Useful spells include [[Haste]] and [[Prayer]] to improve their speed, [[Teleport|Expert Teleport]] to optimize the use of Heat Stroke or to place them behind walls, and [[Bloodlust]] to improve damage for both normal attack and Heat Stroke. If you fight against Dreadnoughts or Juggernauts, spells like [[Slow]], [[Quicksand]] and [[Force Field]] will cripple them further, making them relatively easy prey for ranged units. [[Fire Magic|Expert Fire Magic]] is required for [[Slayer]] to take effect against them. Avoid taking melee contact with two or more stacks and try to lure other enemy creatures in their range to minimalize the benefits of Heat Stroke. Also, avoid leaving a one hex gap between you and Dreadnoughts, as you may get surprised by Heat Stroke.
When compared with [[Couatl and Crimson Couatl|Couatls and Crimson Couatls]], Dreadnoughts and Juggernauts pose more threat and durability in direct combat, but as Couatls are cheaper (both dwelling and unit-wise), faster and can fly, they should be prioritized first, as they are cheaper and more usable in taking over towns. In turn, Dreadnoughts and Juggernauts excel better in town defence, where they can fill gaps, soak up damage and deal damage to several targets without retaliation. Later on, as you accumulate more gold and crystal, Juggernauts can become a viable option to replace slower [[Halfling and Halfling Grenadier|Halflings]] or [[Armadillo and Bellwether Armadillo|Armadillos]] in your army.
}}<!-- end of fan opinion -->


{{creature 'see also'}}
{{creature 'see also'}}

Revision as of 19:15, 12 August 2024

Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.
Horn of the Abyss Factory creatures Horn of the Abyss
Level 1
Halfling (Factory) Halfling
Halfling Grenadier Halfling Grenadier
Level 2
Mechanic Mechanic
Engineer Engineer
Level 3
Armadillo Armadillo
Bellwether Armadillo Bellwether Armadillo
Level 4
Automaton Automaton
Sentinel Automaton Sentinel Automaton
Level 5
Sandworm Sandworm
Olgoi-Khorkhoi Olgoi-Khorkhoi
Level 6
Gunslinger Gunslinger
Bounty Hunter Bounty Hunter
Level 7a
Couatl Couatl
Crimson Couatl Crimson Couatl
Level 7b
Dreadnought Dreadnought
Juggernaut Juggernaut
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Dreadnought
 Cost per troop 

2500

1
Attack 18
Defense 20
Damage 40-50
Health 200
Speed 6
Movement Ground
Size 2
Growth 1
AI Value 3879
 Special abilities:
Mechanical
Heat stroke
Juggernaut
 Cost per troop 

4000

2
Attack 23
Defense 23
Damage 40-50
Health 300
Speed 7
Movement Ground
Size 2
Growth 1
AI Value 6433
 Special abilities:
Mechanical
Heat stroke
Portraits
Gantry  

Dreadnoughts and Juggernauts are one half of the level 7 creatures of Factory. They are recruited from the Gantry.

Special Ability: Heat Stroke

Heat Stroke can be activated instead of moving or attacking for the turn. It fires a laser that deals damage to all units within the targeted semi-circular area, hitting 7-8 hexes; 3 hexes adjacent and 4-5 hexes behind that. The damage is based on the number of Dreadnoughts/Juggernauts in the stack and is affected by Dreadnoughts/Juggernauts' Attack, targets' Defense and other usual melee modifiers (like Offense). Damage dealt is practically same per target stack as would be from usual Dreadnought/Juggernaut attack to corresponding stack. Heat Stroke can damage friendly creatures in the area. Enemies do not retaliate against a Heat Stroke.

Appearance

A Dreadnought appears in the epilogue of the Deus Ex Machina scenario from the Forged in Fire campaign in Horn of the Abyss. Dreadnoughts and Juggernauts also appear in the epilogue of the Homecoming scenario in the same campaign.

Official Renders

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

In comparison to their peers, Dreadnoughts and Juggernauts have average attack skill, above average defence skill and high health. Their damage range is good, allowing them to deal both high and solid damage against their opponents. Dreadnoughts and Juggernauts are also immune to mind spells. Heat Stroke gives both a chance to attack without retaliation, but can also damage your troops, too. Their good defence, high health and Heat Stroke makes them a very good option to fill breached walls, tank damage and blast units stuck or standing right behind moat.

On the flip side, they are among the slowest of level 7 units: Juggernauts are the slowest upgraded level 7 unit along with Chaos Hydras. Being mechanical units, they are unaffected by morale and resurrecting them is completely dependant on your Mechanics and Engineers. Their unit cost is somewhat high, especially when considering same amount of gold and rare resources is required to recruit Red Dragons and Black Dragons, which are more resistant and naturally more suited for offensive operations.

Tactics, Offense and Armorer are good secondary skills to support Dreadnoughts and Juggernauts. If you take them in sieges, Ballistics would be a recommended skill as well. Useful spells include Haste and Prayer to improve their speed, Expert Teleport to optimize the use of Heat Stroke or to place them behind walls, and Bloodlust to improve damage for both normal attack and Heat Stroke. If you fight against Dreadnoughts or Juggernauts, spells like Slow, Quicksand and Force Field will cripple them further, making them relatively easy prey for ranged units. Expert Fire Magic is required for Slayer to take effect against them. Avoid taking melee contact with two or more stacks and try to lure other enemy creatures in their range to minimalize the benefits of Heat Stroke. Also, avoid leaving a one hex gap between you and Dreadnoughts, as you may get surprised by Heat Stroke.

When compared with Couatls and Crimson Couatls, Dreadnoughts and Juggernauts pose more threat and durability in direct combat, but as Couatls are cheaper (both dwelling and unit-wise), faster and can fly, they should be prioritized first, as they are cheaper and more usable in taking over towns. In turn, Dreadnoughts and Juggernauts excel better in town defence, where they can fill gaps, soak up damage and deal damage to several targets without retaliation. Later on, as you accumulate more gold and crystal, Juggernauts can become a viable option to replace slower Halflings or Armadillos in your army.


See also: