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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: How do I beat my friend!?!?! Life vs. Chaos
Thread: How do I beat my friend!?!?! Life vs. Chaos
scottx
scottx

Tavern Dweller
posted January 06, 2006 01:22 AM

How do I beat my friend!?!?! Life vs. Chaos

Hello there!
My friend and I have been playing quite a bit of multiplayer online using gamespy. He constantly beats me. Sometimes its pretty close. I'm Life and hes Chaos. I'm looking for some tips on how to get an advantage on him so I can possibly win. I have been going with three heroes, Life knight and priest and a druid. He usually goes with a Chaos caster, theif, and death knight. I have been using Champions however I'm starting to dislikethem when I'm playing against him and see that angels can be better. I think one big factor is his madusa are raping me hard...taking out my angels big time (last map had angels and champions). Can anyone give me any tips on how to beat him...I guess I could use Sanctuary and move all my guys in a good position around his heroes so I can constantly attack and he can't use the potions of immortality fast enough...thats the only new stratagey i could think of.
Someone please help me!!!

____________

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted January 06, 2006 01:40 AM

Life Vs. Chaos

Hi ScottX, welcome to the forums.

Beating a close friend is always a big occassion.

The following are my in-battle tactics for overcoming Chaos. http://www.heroesofmightandmagic.com/heroes4/tactics_life.shtml

Asylum is an easier town to overcome due to their narrow spellcasting problems, and also because Haven's spells focus on blessing rather than damaging the opponent, making Black Dragons' ability impotent. The hit point disadvantage life suffer can be alleviated through the use of Prayer. Once again, if the Priest has Chaos Ward, it should be cast in preference of any other spell. The Terror ability of the Nightmare is troublesome against Angels or magic heroes, but, the Nightmare has the capacity for 1 Terror, and even if they were split up into 2 or 3 stacks, Crossbowmen and your Nature Archer hero should be able to eliminate at least one stack quickly. Chaos spells are primarily direct damage, which plays into Life's hands since Life magic is centred around healing - nullifying the effects of these spells. Thus, Chaos will be forced to rely on its strained repertoire of spells like Cat Reflexes, which cannot be used on creatures like Black Dragons. This is a problem for Chaos, as, without a flyer, they cannot stop Life's rangers. Precision and Bless should be cast, especially on Crusaders, as they will be doing the brunt of the attacking work in the centre of the field against Nightmares/Efreeti and Bandits. An Angel with Prayer should be able to defeat half as much Black Dragons, while Ballistae are the perfect adversary against Medusae, as their best ability cannot be used.

Creatures to Use: Ballistae, Crusaders, Angels.

Spells: Mass Chaos Ward, Prayer, Precision, Bless.

Good luck with it. If you need more help, keep navigating around that page. Also, don't tell your friend about it.
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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csarmi
csarmi


Supreme Hero
gets back
posted January 06, 2006 02:47 AM

Play aggressively and go for angels.

Get as many heroes as taverns allow (start with knight+priest, get a druid, an archer (find a scouting altar and train a pathfinder asap! - the best to train from an archer, but feel free to use a priest) and a 5th hero (usually it's a nature/life caster and the archer I mentioned is a pathfinder.

The order should be what I wrote (but if you figure you may take on neutrals without a druid AND you find a scouting altar soon enough, get an archer instead and build for pathfinder right away).

Remember, that your level 1-2 units are expendable. Try to survive with them somehow until your angels arrive. After that, forget them completely (sometimes you can use them fodders, but make sure they don't slow you down).

Your main advantage is that angels are very good at map clearing (they can revive heroes!), use it!

Bring swordsmen to the endfight too.

This should go for closed maps, for open maps it's about the same, but make sure you adapt your strategy to the sequence of events.

If your opponent won't use nature spells (or you will use them anyways) and you think you can survive till the end fight, you can go with champions too. They are devastating.

Make sure you keep your heroes all-specialized for as long as possible (knight only learns tactics (no combat while possible!!), priest learns life, etc)

Most of the advices I gave are general ones.

If you can send some saves, I'll might be able to help even more (point out flaws).

csarmi at gmail  

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scottx
scottx

Tavern Dweller
posted January 06, 2006 05:20 AM
Edited by scottx on 5 Jan 2006

Quoted
--------------------------------------
Play aggressively and go for angels.

Get as many heroes as taverns allow (start with knight+priest, get a druid, an archer (find a scouting altar and train a pathfinder asap! - the best to train from an archer, but feel free to use a priest) and a 5th hero (usually it's a nature/life caster and the archer I mentioned is a pathfinder.
---------------------------------------

Can you Explain your heroe strategy again more clearly?  So since their are 7 spots in the army you usually use 5 hero spots and then the left over spots for angels and crusaders?

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csarmi
csarmi


Supreme Hero
gets back
posted January 06, 2006 02:38 PM

Here is an example:
Suppose, that:
-Advanced MP map, closed, or semi-closed, large.
-You have access to one more town early on (day 4).
-You capture another town/find an external tavern around           day 7.
-You find access to scouting around day 6. (altar+hut)
-There are relatively low number of XP-giving structures on the map.
-But quite normal access to huts, shrines, altars, etc...

Your army on the end of the 2nd week should look something like this:

Level 8 knight (GM offense)
Level 8 priest (master life)
Level 7 archer (basic combat, master pathfinding)
Level 5 druid (expert nature)
Level 4 priest (expert life)
1 angel
1 angel
----------------------------
Level 3 archer, Level 2 lord

The first 5 will be (most likely) your main army in the end. Note that I choose to have two life casters here, so I will most likely rely on Divine intervention (and will build them to be Paladins so that they will die slower). There are several other good options, for example buildign up a fireguard (though this long to the game it's probably not that good). Going with one more druid is an interesting option too.

My magic heroes will learn combat once they reach the required skill (GM), I will make sure they don't learn ANYTHING else until that point (unless I am forced to fight the other human player), second priority is to get some (most likely free, by that I mean no levelup needed)

to be continued

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scottx
scottx

Tavern Dweller
posted January 06, 2006 11:44 PM

Okay I'm starting to Understand what you are getting at.  Also, I rather thank you on this forum b/c my friend doesn't know about this one on the celestialheavens one, so I think the advice here is more sufficient

If you have the time, keep it coming to me, every suggestion will help

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