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Heroes Community > Library of Enlightenment > Thread: HoMM3 (demo tax)
Thread: HoMM3 (demo tax)
HoodedMan
HoodedMan

Tavern Dweller
biotch
posted February 20, 2004 02:21 PM

HoMM3 (demo tax)

Hi there!

I'm new here and completely new to HoMM 3 (I know, 4's out, but it didn't look so old-skool )

I downloaded the demo of HoMM3 and yesterday I completed the task for the first time (just in time).

The thing I want to ask is: are there any wise tactics with a castle? (I think that is what you start with)...

I usually try to increase my funds quickley and make sure I have upgraded archers in the new week and something like a gryphon bastion by that time. I mainly focus on wood and ore in the beginning and try to get the reliq quickly for extra funds...

But I'm sure it isn't a hell of a tactic

Any help would be appreciated! :x

Cheers
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted February 20, 2004 02:29 PM

Well, you're right at one point. That ain't the most effective of strategies. Why not look around the Library for other threads on this subject? I'm sure you'll find lotsa useful info that way.
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Yolk and God bless.
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Pig
Pig


Disgraceful
Known Hero
unstopable
posted February 20, 2004 02:30 PM

Well, Castle has realy little tactics. You take knight(Lord haart if you are founding yourself little of money), or Clieric, develop some skillz. Build your Capitol, creature dwellings, seek for Portal of Glory.

some creatures preview :

Pikemans - these muthachasers are nothing

Archers - Will become weak in late, but great in beggining

Griffins - Good fighters, was titled as "best Castle cannon fodder"

Crusaders - Them need to call themselves "Crushaders", cuz they do job well.

Monks -  stupid priests, buy them last if you dont have archery skill

Champions - good lvl6 unit, you must take them if you wanna fast moving destructive meat.

Angels - if you can afford them, good. if you can upgrade them , that would be very good.


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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted February 20, 2004 02:35 PM
Edited By: Lord_Woock on 20 Feb 2004

You say that archers are good in early game, yet your top priority is capitol. Which means that unless their dwelling is prebuilt, you'll have at least one week's worth of archers less. What gives?
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Yolk and God bless.
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HoodedMan
HoodedMan

Tavern Dweller
biotch
posted February 20, 2004 02:47 PM

I have found some usefull information on the boards...

But remember, I yet only have the demo, that doesn't give you the choice of a hero (you get a random one), but I usually look if there's already an archer's range available...

But, which hero is the best to play with? Some offensive one? (since I understoud castle's no good for magic)

Cheers
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted February 20, 2004 02:55 PM

A might hero is better in most cases no matter which alignment you're playing. It doesn't mean you shouldn't get your knight a spellbook and a some useful magic tricks though.
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Yolk and God bless.
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HoodedMan
HoodedMan

Tavern Dweller
biotch
posted February 20, 2004 03:01 PM

Ok thankx...

Now, here's the deal:

in the demo you begin with:

- castle
+ pikeman's place (dunno what it's called )
+ maybe archer's place
- random hero
- 3 gold chests (of which 2 are accessible in 1 turn, the third can be reached 1 turn later)
- gryphen tower thingy next to castle
- sawmill (in 1 turn)
- stone mine (in 2nd turn)
- this 1000 gold producing mine (strong defence)
- 2 artifacts guarded by reasonable forces
- dude that teaches you lvl2 skill...

Tell me what to do in the beginning

Please ofcourse

Cheers
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted February 20, 2004 03:05 PM

Build dwellings, take gold from chests, grab the mine as soon as you feel you're strong enough (or see how soon you can take it using save/load).
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Yolk and God bless.
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thunderknight
thunderknight


Promising
Famous Hero
posted February 20, 2004 03:54 PM

My two cents.

Day 1

1. Build mage guild, buy spell book for main hero.

2.Get gold from chest instead of exp coz lv2 or 3 isn't of great use.

3. Buy 2nd hero, combine forces and leave all archers in town. Main hero and 2nd hero take unguarded mines.

Day 2

1. Build upgraded archer tower. upgrade all to marksman

2. Transfer all army to main hero and take the gold mine if you can (e.g. guarded by only walkers)

Day 3 or later

if small map, build dwellings. (I think this may by your case). if large map and AI is quite far away, build for city hall. Marksmen + pikemen is enough for most early fights.

Best heroes:
1. Christrian (the guy with ballista), ballista has 250 hp and if you are smart enough, you can get the monsters attacking your ballista while you finish them with your marksman.

2. Hero with archer speciality (forget the name) for small map.

3. Orrin for large map (well, for AI, no need of it )

4. 350+ magic hero (much better than Lord Haart in small map) and better for casting slow for one more round.

Hope it is useful for you coz I haven't play h3 for long.
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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted February 20, 2004 04:30 PM

1) build the requirement buildings for angelportal week1 if rich map and get your angels fast. If poor map get marksmen day1-2 and use the combined army of 2-3 heroes. Buy out 3-4 heroes day1 unless a rich map so you run around with 4 or 5.

Hero you want as main is any hero with offense/armorer speciality first. If you dont get any of those orrin is the best castle choice, other good castle heroes are:

christian for his artillery skill and starting ballista.
Tyris for her starting tactics
Sorsha for giving crusaders higher speed in main fight.

for scouts:

Valeska for more archers to start.
Lyonis for prayer spell that can be scholared, lyonis also makes a great hero to take out shooters early on as one of your units will reach them faster.
Caitlin/lord haart because of the cash bonuses.


But for main hero get a might one and what matters most is the speciality they got. So if you get crag hack in tavern dont pick a castle one instead just because the hero is a castle one.

But try and get cavaliers or angels week 1, look in library for other threads about fast expanding tactics as you will need chaining to conquer your map quickly.

As for magic schools try and get earth magic or water magic. 2nd:ary skills except those should be logistics/offense/armorer/wisdom.. the other 2 depends on map.

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hamsi128
hamsi128


Promising
Supreme Hero
tosser tavern owner
posted February 20, 2004 09:14 PM

1) best native heroes for castle are tyris, orrin and valeska(marksman speed is 8 with her on grassland)
2) try to uppgrade your archers in day 1 or 2, if u play with valeska or orrin you rocks on week 1
3) best skills for castle are tactics, earth and logistics...
4) try to build angels first week, if you can build angel first week but couldnt build citadel,castle doesnt matter... 1 angel is 1 angel you can clear your starting zone easily week2

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Pig
Pig


Disgraceful
Known Hero
unstopable
posted February 21, 2004 11:09 AM

Tactics best for Castle.. Well I dont think so. Basicaly Castle is fast town, has 3 good fast unitz : Angels Champs and Griffins, and 2 not worst shooters. Basicaly think again, Champions need distance to make more damage. Also tactics would be good fighting against tank-races like Stronghold with crag or Fortress with Tazar, just to make shure they will not be close to you (if they have tactics too)

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Paladin
Paladin


Adventuring Hero
Huh?
posted February 23, 2004 11:15 AM

The Demo map is "Dead or Buried", and that gold mine is actually an abandoned mine (guarded by a throng of troglodytes).
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted February 24, 2004 03:27 AM

Forget the Demo, Get the Game!
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HoodedMan
HoodedMan

Tavern Dweller
biotch
posted February 24, 2004 09:37 AM

Grrr, yeah I know, I now got HoMM4 of a friend... didn't play it yet...

Prob is: there is an undead enemy on the other side of the water, who ALWAYS atacks on day 5 or 6, so your dwellings are practically useless, cause they don't produce anything yet... he ALWAYS has about 70 skeletons and some other crap (lord knows HOW he does it), and I always have about 7 archers, 20 pikemen end 7 gryphons...

Am I just a horrible player/tacticus or IS it hard to defeat him and the blue dudes (who are way stronger but further away) in 2 months? :S
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Paladin
Paladin


Adventuring Hero
Huh?
posted February 24, 2004 02:36 PM

Well, the map difficulty is hard. I had to play it a lot of times to win at first, but now I think it's easy.
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sleipner
sleipner


Hired Hero
posted February 25, 2004 04:54 PM

All you need to do to kill 70 skeltons is have about 20 marksmen. As in all games against the computer get a low level - upgraded - firing unit quickly (money can be got from the treasure chests)
Imediately upgrade the archers tower (and all archers) and purchase another hero, this army along with your starting hero (best with the one that has marksmen as her speciality)will give you enough. Magic arrow from the mage guild lv1 would also be useful.
By firing twice the marksmen will win easily - they can also move around the battle grid as they will be faster then the skeletons or use any pikemen to occupy the sketons for a turn or 2. (the mine will be just as easy)
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