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Heroes Community > Library of Enlightenment > Thread: Best Hero Strategy
Thread: Best Hero Strategy
TheBlackDragon
TheBlackDragon


Promising
Famous Hero
Dungeon Defender/ Dragon Lord
posted July 13, 2001 01:34 PM

Poll Question:
Best Hero Strategy

This was posted in Tavern which was meant to be in here so ill make the right one whats your favorite and tell why
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* Dragons Lovers are Friends Of Mine*

Responses:
Hit And Run- Attack Then leave the opponent running
Ambush- 3-4 well rounded heroes and attack
Sneak Attack- Stun your opponent by sneaking
Defensive Stall- Stall opponent with guard houses and buil armys
Main Hero- Use one Main hero and crush the map
 View Results!

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Zud
Zud


Promising
Famous Hero
box worshipper
posted July 13, 2001 03:05 PM bonus applied.
Edited By: Hexa on 26 Jan 2002

General Heroes Stratagies

I think Phantom said most of it when he mentioned that no one stratagy is best, you must be "fluid" within a game to take advantage of heroes, artifacts, situations that change within each game (even on maps you know by heart) to take advantage of opportunities that arise.
But in general (for me)It is a matter of getting scouts out in most directions possible, using a small chain with the first weeks troops to take my major goals (usually mines, sometimes a secondary town then mines) if they are only guarded by level 3 or less troops like on most tourney maps. Next major goals on most maps for me are twofold, taking artifacts/cash & resources for building and getting stats raised for my main hero. Getting as much map as possible opened up as fast as possible also is a great aid in planning strats based on what artifacts you have available and knowing what guardians you will have to overcome for these arts
This may seem rather simplistic, but many people dont think about it. hope it helps

also another often overlooked feature of games are the banks/stores/cache's on the map, I think many players do not realize the benefit/importance of taking these as early as possible.  

Edit: revived!@
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Winner or Whiner?

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted July 13, 2001 10:00 PM

Keep it simple.

I never try to finesse my opponents.  I just go straight for the kill.  Attack any sure victory, guard towns taken from oppponnents for at least 5 days, and never stop building.  Those are my maxims.
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"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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TheBlackDragon
TheBlackDragon


Promising
Famous Hero
Dungeon Defender/ Dragon Lord
posted July 13, 2001 11:45 PM

I agree i just attack and ambush the opponent until he cant move any longer
____________
* Dragons Lovers are Friends Of Mine*

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Oldtimer
Oldtimer


Honorable
Supreme Hero
Please leave a message after..
posted July 14, 2001 01:37 AM

Making a Superhero is usually the winning strategy.  Which ever Superhero kills the most other superheroes will win the game, once your main guy is gone you don't have the time to build another competitor.  If you split experience between two or three guys they will never be strong enough to take on the Superhero.
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<PLEASE DO NOT WAKE THE OLD MAN!>

"Zzzz...Zzzz...Zzzz..."

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Ichon
Ichon


Responsible
Famous Hero
posted July 18, 2001 05:48 AM

Fluidness

Well, movement is most of the battle war. The battles are different and that is when the hero qualities and artifacts come into play, but the side which used their movement more advantageously, or moved further usually could get the best artifacts and take advantage more of what the map offered. I also support the idea of two equally balanced heroes. Some people think it's impossible to win without an equal superhero, that isn't quite true. You can win as long as the stats and artifacts are close. Also sometimes a single spell can win the battle. So making two expert heroes increases your flexability enourmously. Just imagine the scenarios, if neither side has t-portal or d-door, your opponent with one superhero is advancing and controlling the map in a certain area. He has already explored with scouts since he isn't a complete novice and can see all your heroes close enough to attack. Now you have left one of your main heroes exposed with army and stats showing. he can identify it as your main and so feels safe to parade around with only level 7 units for faster speed. Well, he watches you send a lonely raider or scout towards him. He isn't worried since it's not your main and doesn't have muhc of an army, in fact he is sure to win without reinforcements even if you chain main army to him since his hero is so superior. Well, isn't he surprised when you attack next round with full army and almost equal hero. Even if you lack shaclkes, he needs either surrender or fight with spells and 7th level until retreating. Either way you've messed his plan and gained control of that portion of map- probably going on to win.

More situations with Hit&Run and dominating map much quicker with two heroes- also, think about the experience on a map. The reason two heroes are seen as weaker than one is that they have to divide the same amount of experience between two. That isn't really true- with two hero's you can get almost the same for each and also rob your enemy of experience by dominating the areas of the map much quicker. I'd say almost all my wins vs high ranked players were tipped in my favor because I made two heroes. I see a few other players do this, but the proliferation of closed maps has made this strategy more difficult, but not entirely impossible. Hourglass for instance- two heroe allows you to steal your enemies relics from their islands almnost everytime if you do it right.

After that bit, the most imporant thing is to chain effectively. Almost everyone chains nowadays, but few do it well. It's hard to explain how to do it well, it requires experience and that, and also knowledge of the map at times. I recommend on any map with central towns or a strategic central town to have at least 10 heroes, and as many heroes as you have towns for the larger maps. You can exeed 8 heroes if you garrison the extra ones which many people don' know, but are learning every season...

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turkabilly
turkabilly

Tavern Dweller
posted August 01, 2001 05:37 AM

I find all of this very interesting, I have always just used one hero to go around and crush everyone, but ive always had a real problem with keeping places that ive taken, especially on extra-large maps, I dont fully understand how chaining works, but i would like more information on this stuff if anyone would care to explain it to those of us who are new to this group and heroes in general. thanx.
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The eternal battle between good and evil rages on...

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SirDunco
SirDunco


Responsible
Supreme Hero
posted August 25, 2001 08:54 PM

My own strategy

Well well, I'm back
now my strategy is to have many well balanced heroes and one that is the leader. Then as the end come give all the stuff from the other heroes to the LEADER and just create an invinsibile hero. Then the other heroes have functions. for example a guard, a reinforcer(brings troops to the main hero) a manager( gets creatures from dewellings on the map). This strategy has allways worked.
Now you have heard my words.
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WaY2HeLL
WaY2HeLL


Adventuring Hero
Grandmaster Wizard of HOMM3.5
posted March 17, 2003 10:33 PM

2 heroes, first is superhero and second is only bringing troops for first

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I just wanna taste ADRENALINE rush through my body
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted August 20, 2005 08:08 PM bonus applied.
Edited By: angelito on 20 Aug 2005

lately on the zone i saw many discussion about starting spells on some heroes. It's not really a game winner but sometimes getting a hero that starts with slow/haste and a scholar to teach it to your main can save alot of resources/creatures/time especially on a poor map.


hope u can see the chart( cos i don't )


edit by angelito
Sure everyone could read these stuff in the manual, but to see it all in one pic helps a lot and could be really usefull in some games, especially if u donīt have much towns in your area and still miss slow / haste.
Good work Lucian.
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maretti
maretti


Responsible
Supreme Hero
posted August 20, 2005 08:37 PM

It can very easily be a game winner!!!
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Crag rules, Orrin and Ivor suck

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted August 20, 2005 09:09 PM

maretti for mod

this guy would give me a red star each time i upload a chart

lol j/k
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maretti
maretti


Responsible
Supreme Hero
posted August 20, 2005 10:10 PM

hehe Tifoo Btw great post, very usfull when you are desperate for haste or slow and cant remember who starts with it
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Crag rules, Orrin and Ivor suck

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Cannavaro
Cannavaro


Adventuring Hero
A beer drinking madman
posted August 22, 2005 10:37 AM

My main strategy is simple: Seek and destroy! One main Hero with THE army and 2 or 3 scouts.

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Eagleeye36
Eagleeye36

Tavern Dweller
Immune Archer
posted August 22, 2005 07:02 PM

The Black Dragon

How do you make the polls???

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Greatness lies beneath your soul, but you have to find yourself in a place you can't reach.

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Cannavaro
Cannavaro


Adventuring Hero
A beer drinking madman
posted August 22, 2005 07:37 PM

One thing regarding the chart Sandroīs special is sorcery not slow.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted August 22, 2005 08:24 PM

This chart is not about Heroes speciality but the starting spells of each hero....
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Better judged by 12 than carried by 6.

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Cannavaro
Cannavaro


Adventuring Hero
A beer drinking madman
posted August 22, 2005 08:39 PM

Ok my fault next time more attenton.

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Thought
Thought

Tavern Dweller
Intelligent
posted January 01, 2011 05:27 PM

Easy. Build one hero to "superhero" (Lvl 20 Hack, I think your opponent is dead, Armorer specialist that lvl is good too). Cause if you're good, scouts can do most of the clearing, focus with your main hero on getting arties,visitng useful places, pwning people and getting exp, won't be much slower than guy who develops several heros, and when you meet, you will probably win
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Was once a noob compkiller. Then entered the library

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