Talk:Giant and Titan
Discussion
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade. Titans, on the other hand, stand strong as one of the most powerful creatures in the game. If your hero happens to be an expert in earth magic with slow you will be able to dismantle a majority of neutral creatures (with the help of mages)) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the forgetfulness and berserk spell. Even in melee combat, your titans should lead you to victory in a wide range of combat match-ups. Also, a hero with Archery as a skill would be good too.
- Titans seem to be the only town-aligned unit able to consistently beat Ancient Behemoths without tricks like force field shenanigans or lucky Poison procs. Archangels struggle with Behemoths as despite their awesome 30/30 att/def they only have relatively low 250 HP and Behemoths deal more damage thanks to their defense reduction special, thus outdamaging Archangels in the long run. Black Dragons have equal 300 HP but much lower damage output so Behemoths mince them too. Haspids seem to get better with time and numbers, as Revenge and Poison start kicking in, but get stomped otherwise. Other level 7 units are just too fragile/weak/both. Titans on the other hand have both massive 300 HP that seems to be the best defense, insanely high damage potential especially with Archery, Bless or Slayer, and ranged attack i.e. 1-2 free hits that vs Behemoths seems better than no retaliation, as it doesn't immediately leave your unit in melee range.
Why didn't you put it in the Tactics and Strats section?--FirePaladin2 (talk) 00:01, 8 December 2020 (UTC)
- Seems to be very niche stuff, not of much use as generally Tower armies own Stronghold armies anyway, also requires some more testing, preferably by lot of other people, to make sure it's not just my Tower bias. I did some tests using "clean lab" environment - heroes with 0/0 att/def/skills influencing damage, artifacts nullifying luck/morale, neutral terrain, straightforward tactics (you know how kiting with ranged troop vs melee troop would end), no spells, just creature stacks with equal numbers from 1 to 1000. Long story short, Titans always win, and the bigger the numbers, the quicker it happens. Behemoths take over 40% losses just getting in melee as they eat 2 ranged volleys, both at full strength because they have to move at least 4 hexes in turn 1 to be able to reach melee in turn 2 and Titans can outwait them. Talk about bringing a knife to a gunfight... The only condition I've found in which Behemoths can win is when they start in melee from equal numbers. So not going to happen outside "lab" conditions, unless playing against really stupid AI, a noob, stacking Speed, or getting 11+ speed troops and having Teleport. In any "real" combat Behemoths would get hero backing, likely things like +10 attack, Armorer+Offense, or Crag, but Titans could have Neela, Armorer+Offense, Archery, magic buffs, Orrin, or anything that gets them more free hits or even more damage. Even after first 1-2 melee turns casting Shield or Bless on Titans still allows them to come on top. What I'm sure does belong in Tacs/Strats is that both Giants & Titans are strongly affected by Bless/Curse, putting it in.