A german website just unveiled early the fourth faction in the game. It is our very own Barbarian faction, the Stronghold.
Apparently, one of their screenshots revealed the entire faction's creatures. I recommend heading to the genies lamp to see all of their glory.
The developers used Mesoamerican colors, tools, weapons, and artwork as inspiration. I feel this gives the usually drab faction a much needed facelift. All the other factions seem boring and colorless by comparison. I especially like the Harpies and their upgrades.
It has been confirmed that Stronghold is native to the plain, not the jungle.
I'm interested to see what others think of the fabled fouth faction. So, What do you think of the new Stronghold? Does it hold up to your expectations? Which is your favorite creature of Stronghold?
I've actually been making videos about my thoughts on Heroes VI. In part 3 I talk about the stronghold creatures. I've done 6 parts so far.
The harpies are amazing!!!
I don't like the Mauler and the Panther dude.
They feel too boring.
I'd rather having Orcs/Trolls/Thunder Birds
Hello,I'd like to suggest a couple of units for the Stronghold,as well as ask for the return of the behemoths as so many fans are asking to get them back in the game(and possibly also ogres)
My other suggestions are:
1.Troll(i've heard from many people that they want trolls in might&magic as in many games/movies trolls are a part of the orc(stronghold faction))
Abilities:siege(something familiar to cyclops siege walls),throw goblins(ranged attack,50% damage,similar to the goblin throw of the cyclops in homm 5) and also hardened skin(similar to large shield ability of the squire)
my second suggestion is an orchish shaman on a wolf/warg.As orchish wizards are different from wizards of other races,they are tough and unpredictable as they speak to the spirits,this unit should have good physical skills(above average hp for a caster,and 'Bash' ability) and its special should be summon spirits of the ancients(similar to archdevil's summon ability,but the spirits might have different forms(like elementals) which makes shaman an unpredictable caster/his other spell should be chaos bolt which deals random damage(e.g. 1-20).By giving a shaman high physical resistances/damage and good special abilities,its weakness should be an ability 'treachery'(goblin's ability form homm 5) so shaman does not retaliate but runs away(to say that he needs to prepare to cast his next spell,he needs to be at a bit of a distance from the enemy).That will give the Stronghold a tough and at the same time unpredictable caster and i think that would be a good idea as the Stronghold is in need of a good caster(because their heroes can't use magic),but at the same time you cannot fully rely on this caster as his spells and behaviour are totally unpredictable.
I really hope my suggestions will make it into the game,thanks for reading,and sorry for my bad English