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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: WoG Tactics
Thread: WoG Tactics This thread is 2 pages long: 1 2 · NEXT»
DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted September 30, 2004 11:17 PM
Edited By: DoddTheSlayer on 30 Sep 2004

WoG Tactics

Ok. I do not claim to be an expert tactician in WoG, but surely by now we must have some experts and i would like to encourage them not to be shy and lets all share.
You see in ToH forum they have Franks Tactics but in here we have nothing like this.
Im sure we all know about tactics like using Barbarian hero  
with his ballista, 600+ hp commander, One very fast unit along with the cure spell and mass slow to clear an entire map in record time. (Except against ranged units for which you will also need tactics and a few more high hp troops.)
But its the little gems i would like to hear more about.
Has anyone found a commander who if used well can match the barbarian for example.
Come all and participate.
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted September 30, 2004 11:21 PM

Soul Eaters are pretty good, you know that? With that animate dead thing, the already insanely strong gets even more power!

Of course, it may not be enough to stop Gurnisson
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Yolk and God bless.
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted September 30, 2004 11:33 PM

I was thinking that with the release of 3.58 and the possibilty of keeping summoned elementals that we have yet another reason for banning conflux,
but even without conflux this tactic could well turn out to be too powerfull for a lot of players to not ban it.

No Wookie i did not know about soul eaters . I have never used them yet.
What can the do for me?
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Retaliation is for the foolish. Silence is wisdom

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted September 30, 2004 11:36 PM

They have animate dead, one casting per magic skill level of commander. It lets you animate the first three or four levels though. Still, it doesn't use up your hero's regular casting and you don't have to wait till you build up your mage guild or anything. So basically it lets you cut down numbers of lost skeletons while harvesting.
____________
Yolk and God bless.
---
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Maximus
Maximus


Famous Hero
Bronzed God
posted October 01, 2004 01:35 AM

i'ma bout to try wog again, but does random generator work properly with it, i forget :/

also what is current version ? 3.58 now ?
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Malekith
Malekith


Adventuring Hero
pRr..
posted October 01, 2004 08:13 PM

Quote:
i'ma bout to try wog again, but does random generator work properly with it, i forget :/

also what is current version ? 3.58 now ?


Yes. 3.58 =)
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted October 02, 2004 12:45 PM

wog tactics

Havenīt explored all the strategic possibilities of the game yet, but if one thing is sure then it is that warlords banners can do wonders...
Esp. the additional retals. for creatures like hydras, vampire lords and ghosts...
The health increase is also good for lvl1 creatures, when they are at ace level..
Or damage increase for master gremlins (or such) at early game...
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted October 02, 2004 02:05 PM

Which is better though? Damage increase or opp defense reduction?
____________
Yolk and God bless.
---
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Ste
Ste


Promising
Famous Hero
Passed away
posted October 02, 2004 05:48 PM

imo the best is to go for experience(+50%). i only switch to s/th else when i will have a really tough battle with considerable lossees

speed/health is very very usefull if you have one of these artifacts
after some time the dmg thing gets insanely high, i've seen creatures with doubled dmg!

a basic rule with creature experience is to look for the abilities of the upgraded version and to compare them with the unupgraded one's. sometimes it's better to stay at unupgraded version because the bonuses are much better(centaurs can shoot and centaur captains have champion bonus, etc.)

if you need any advice for 3.58 i can help you but now when you ask for general tactics i can't think of something specific.
...
idea: castle commander with enhanced commanders and "heroes start at level 5" is insanely powerfull: he has unlimited retaliation and will gain 7 levels(+150% exp. of hero's). wiht this commander and a good first aid tent all you have to do is to move your commander to the middle, the enemy army will come and die

Pls ask for some specific tips/ideas
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 02, 2004 08:59 PM

Yes Ilike this one with barebarian commander.
you just put your commander in the line of fire but far enough away that the A.I units cant reach your ballista.
Then ballista is dealing full damage while commander soaks up everthing.
Remember of course that you nead a unit that will give first move so you can cast haste on the commander to get him far enough into the battlefield , also only working against non-shooters. Dont forget too he can have regeneration with right combo of skills.
Very usefull if you play somebody who sommon hordes of elementals. What i do against this tactic is to put commander in a top corner to limit no of units able to hit him, and he will endure while your oponant is using up all his manna casting summon, you are only casting 1st level spells to protect. Then when he is close to running out of manna, if you have ressurection he is finnished and you finnish with close to full army.
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Retaliation is for the foolish. Silence is wisdom

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Ste
Ste


Promising
Famous Hero
Passed away
posted October 03, 2004 12:39 AM

Quote:
Dont forget too he can have regeneration with right combo of skills.


imo regeneration is outright stupid - you only get 50 hit points per turn. there are much better skills you can choose from
Quote:

Very usefull if you play somebody who sommon hordes of elementals. What i do against this tactic is to put commander in a top corner to limit no of units able to hit him, and he will endure while your oponant is using up all his manna casting summon, you are only casting 1st level spells to protect. Then when he is close to running out of manna, if you have ressurection he is finnished and you finnish with close to full army.

do you only have commander? if not then your other units will get hurt pretty bad because the enemy won't go for the commander in the corner. and what will happen when he cast dispel on your pumped-up commander?
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 03, 2004 12:58 PM

Do you only have commander?

No. You have one fast unit that can always be out of reach.
Like i said his only reason for it being there is so that you move first and cast mass slow, because unless you build speed skill on your commander he is slow and enemy units with speed 7+ will be too close by the end of the first turn.
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Retaliation is for the foolish. Silence is wisdom

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Ste
Ste


Promising
Famous Hero
Passed away
posted October 04, 2004 11:23 AM

this reminds me that another good tactic is to have only commander without army. this ay the AI heroes will allways attack you and you will have speed of 1900
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted October 04, 2004 03:55 PM

Henchmen

Maybe this doesnīt belong right here, but I didnīt want to make a new thread about this.
I noticed that henchmen do not gain special abilities the normal creatures gain when leveling up following the stack experience bonuses. They still have their original abilities, for example, the henchman-enchanter has the group spell caster ability. Too lazy to test it myself, but what happens if you make, letīs say, Ace-level creature henchman? Does the henchman then gain all the bonuses it had as a normal creature?
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binabik
binabik


Responsible
Legendary Hero
posted October 04, 2004 08:41 PM

Most of the differences between HOMM3 and WOG are fairly obvious once you use them and experiment. But there are so many options in WOG, it may take a while for people to get around to trying them. These are pretty basic, but here's some of the ones I use in case people haven't gotten around to experimenting with them yet....or they are new to WOG.

Creature growth:

This really makes a level 1 creature specialist even more powerful. Someone like Shakti can easily have over 100 trogs day one (adding trogs from tavern heroes). That's a growth rate of 4 trogs a day, or 28 per week. On larger maps, your legions of trogs (along with some arts, haste, etc) can cross the battlefield and take out a fairly large level 7 stack on turn one.

I haven't decided if it's worth it to change the standard build sequence. But if you upgrade the creatures early, all the growth is upgraded creatures so you don't have to pay for upgrading them later....and saves a trip to your town.

If using more than one higher level hero, don't split creatures betweem them and miss out on growth.  For example give all the level 4 cratures to one hero and all the level 5 to another if that gets you to a multiple of 25.

You get one new creature per 25. No partial credit for 24. If you're low on cash when buying creatures, try to get the stacks to multiples of 25. Lets say you already have 5 black dragons and 21 Scorpicores. You can only afford one BD or four Scorpicore. Sure the BD is better than four scorps. But a week later is one BD worth more than 11 scorps? You have to decide when buying.

BTW if Shakti starts with 100 trogs and doesn't buy any more, the trogs will double to 205 on day 21. They will reach legion at the end of week 9.


Secondary skills:

I haven't changed my skill selection for my main, but for scouts I try to get sorcery and scouting for all of them. Both skills collect extra resources (sorcery must be advanced). My memory might be wrong on this, but I think scouting is also the one where invisible wondering creatures offer to join. I once had a crystal dragon join on day four and a thunder titan join day 10.


Mithril:

Don't let that mithril sit around unused. The best use is at witch huts to change the skill offered. Use mithril to get that much needed logistics, armorer, etc.  Avoid the temptation to load up on too many skills though. When leveling, you might not get offered the most important skill upgrade.

Doubling production for a resource for a week might not seem like much a lot of the time. But if you anticipate being just a few short for that important build, mithril can save you.

Upgrading creature dwellings with mithril is permenent. So is doubling water wheel and windmill production.

Right click the Kingdom Overview icon for list. They are all useful depending on the situation.

BTW, I just noticed that right clicking the end turn hourglass shows the creature of the week along with their enhanced stats.


Astral Spirit:

This is a dirty trick similar to hit-and-run. The AI loves sending out Confux heroes with a few level 1 creatures. When you attack them you lose several creatures. Don't attack them with main, let a scout do it. It doesn't seem fair that a low level hero can steal my level eight creatures.

But if it's YOU'RE hero, imagine a high level Astral Spirit along with expert resistance and artillery. The enemy would be thinned out quite a bit before the fight even starts.


Creature experience:

Just curious what other's opinions are about this. I hate seeing my creature level drop when I add creatures to the stack. I guess it comes down to percentages. You have to look at the percentage increase in stack size compared to the lost stats or special abilities.
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Ste
Ste


Promising
Famous Hero
Passed away
posted October 04, 2004 08:46 PM
Edited By: Ste on 4 Oct 2004

about henchmen:
this is because the script places new unit after the battle has started. i will ask Arstahd to implement experience but he may not have time right now
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The ultimate WoG tester

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mitzah
mitzah


Promising
Supreme Hero
of the Horadrim
posted October 04, 2004 09:19 PM

Quote:


Astral Spirit:

This is a dirty trick similar to hit-and-run. The AI loves sending out Confux heroes with a few level 1 creatures. When you attack them you lose several creatures. Don't attack them with main, let a scout do it. It doesn't seem fair that a low level hero can steal my level eight creatures.

But if it's YOU'RE hero, imagine a high level Astral Spirit along with expert resistance and artillery. The enemy would be thinned out quite a bit before the fight even starts.


Yeah, but the creatures return after battle...Haz bin fikzd...
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 04, 2004 10:16 PM

Yes i am glad this i fixed because i was thinking like Binabic. That this was just like hit and run.
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Retaliation is for the foolish. Silence is wisdom

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binabik
binabik


Responsible
Legendary Hero
posted October 04, 2004 10:24 PM

What's been fixed? You mean returning the creatures? (I can't even remember if they were returned before). Or do you mean the ability for low level heroes to steal high level creatures?
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Ste
Ste


Promising
Famous Hero
Passed away
posted October 05, 2004 11:16 AM

Quote:
What's been fixed? You mean returning the creatures? (I can't even remember if they were returned before). Or do you mean the ability for low level heroes to steal high level creatures?

in 3.57f the creatures didn't come back if you win. now they do. this eliminates this hit and run tactic
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