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Heroes Community > Library of Enlightenment > Thread: HOMM2 town rating-Wizard
Thread: HOMM2 town rating-Wizard
william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 02, 2006 03:11 AM

HOMM2 town rating-Wizard

I want to know what you think is the best town type in HOMM2.


Here we go:

The Wizard creatures are balanced.
They have some toughness, some speed, and some range strike ability.
The Wizard is weak early on in the game, strong in midgame, and challenges the Warlock for endgame power.
Titans and ArhcMages are the strongest ranged attacker in the game.
Titans match up to the Black Dragons in power.
The Wizard has 3 ranged attacker.
They are Halflings, Mages/Arch Mages, and the Titans.
Halflings provide solid, early game strike ability for the Wizard and they are bes tin high numbers.
The Boars are very fast, and are strong lev2 units.
The Golems 1/2 damage from elemental spells and they have really high defense for a lev3 unit and they have partial magic resistance.
They do however have slow speed, so they are a good defender unit or garrison unit.
ArchMages have no adjacent penalty, 20% chance to dispel beneficial spells on their target.
They are the second best Ranged attacker in the game.
Titans are the best ranged attacker in the game.
They are immune to mind spells, no penalty for attacking adjacent units, and they are capable of defeating Dragons in one on one comabt.
The Titans have higher attack and defense skill than Black Dragons do, but they deal out less damage.
Also the Titans are the most expensive lev6 unit in the game costing 5000 gold and +2 gems.
The Wizard is perhaps one of the most strongest town types out of all the towns, and they are best used on Larger maps, so they have time to develop their might Titans or Arch Mages.
It is a good town type to play.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 02, 2006 09:38 AM
Edited by Fofa on 2 Apr 2006

The Wizard was my brother's favourite town, and it followed into Heroes III as well. (I think it was the amount of ranged shooters.) I'm not too shabby with the Wizard, Warlock, and Barbarian either.

The Wizard: My review

Buildings and Costs: Up with the other spell casters in terms of gold and resources. Yikes! If you have rediculous spending habits, you might want to pass on playing the Wizard. But the units get better and better as you climb up the ladder, as with all towns. Their special building, the Library, adds an extra spell to each level of the Mage Guild. Particularly useful, it's also required for the upgraded Mage Tower.

Heroes: They start with:
Attack: 0
Defense: 2
Power: 1
Knowledge: 2
Countering the Necromancer's starting stat in attack (1), they have higher defense than both the Warlock and Sorceress.
They start with Advanced Wisdom. And only that.
They also spellbooks with the Stoneskin spell. Not a particularly useful spell (except maybe on Sorceress troops or Halflings).

Units: Wizards have 3 shooters, two of which have no melee penalties. Obviously, the Wizard is more apt to do a ranged battle with spells than any other kind.

Halfling: Ranged, but slow. Can get high numbers easily, as with all level 1 troops.

Boar: Fast little guys. I keep them over golems because of that.

Bronze/Steel Golem: Most of the time, I forget that these guys even exist! Their magic resistance is their best quality. Their speed, however, is not.

Roc: The Wizard's only flyer, and with Average speed. Not a good idea to send them behind castle walls alone. They'll get beaten senseless.

Mage/Archmage: Good ranged attackers with no-melee penalty. The upgrade has a 20% chance of ridding the enemy of beneficial spells, although I'm not too sure if many people have seen this. I know I have.

Giant/Titan: Hmm. . .I've never really used Giants. Mainly because of the Titan, and oddly enough, upgrading them is more expensive than buying a Titan (don't ask me how that works). Anyway, many say Black Dragons beat them, but I prefer Titans since they're a ranged attacker and can have Bless cast on them.

Strategy: The Wizard has to survive to the endgame, where he can show off his powerful Titans. This is easier if the other spell casters are out of the picture, so take them down first. (Useful for any spell caster, really. )

Again, map size affects performance. The bigger the map, the better your Wizard, who gets time to build up.

The Wizard's are the ones who get the bumpy start, but if they can make it, they'll do it quite well at the end. Just watch out for Black Dragons.

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Guitarguy
Guitarguy


Responsible
Supreme Hero
Rockoon.
posted April 02, 2006 09:53 AM
Edited by Guitarguy on 2 Apr 2006

Quote:

Attack: 0
Defense: 2
Power: 1
Knowledge: 2

I think it was 0A, 1D, 2P, and 2K.

Quote:
Bronze/Steel Golem:

Iron Golems

Nice starter posts, guys. I ought to write one soon.

-Guitarguy
____________

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 02, 2006 10:50 PM

Oh. . .Oops. I was staying up near midnight (where I am), so I guess I was tired. . . ^^;

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EldGiffen
EldGiffen


Adventuring Hero
NobleGriffen Master Of Birds
posted April 02, 2006 11:16 PM

Wizards to me are considered a ranged-attack armys because of those Halflings, Mages, Archmages and Titans. If your looking for a wizards HOMM2 map play Wizards Land 1,2 and 3. Right William {I'm asking you because you mostly know more about Heroes then I do}.
____________
Yo griffens rule and you know it!

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fishjie
fishjie


Adventuring Hero
posted April 03, 2006 10:29 AM

The wizard field the best ranged army ever.

You've got the best shooter in the game (titan) with huge hp, defense and attack, as well as no meelee penalty.

archmages which will disspel all good spells on a creature (also no meelee penalty).

both these have a speed of very fast, which means they'll get a chance to fire before others.

halfling stacks can easily swell in size due to the abundance of halfling dwellings, making them a threat as well.

along with this, you get a flying unit with huge defense (roc) that can be used to block enemy shooters.

and iron golems which are sturdy, take less damage vs spells, can stay back and protect the mages and halflings.

all these troops work together to create the ultimate archer team.  

a wizard would be wise to get archery, mass slow, blind, and paralyze asap.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 03, 2006 10:39 AM
Edited by william on 15 Apr 2006

The ultimate team for the Wizard are probably these:

Halfling as they grow in really high numbers and they are a ranged attacker.

Iron/Steel Golems as these units are one tough customer to beat. They have probably the highest defense skill out of any of the lev3 units in the game, and they have a pretty decent attack skill aswell. If you have about 100 of these they become real hard to defeat.

Archmages as they are another ranged attacker. They have a good special ability and they are the seconde best ranged attacker in the game with Titans being the best ranged attacker in the game. They are quite strong but they may not survive melee combat, although they have no melee penalty I think, they are pretty weak in HP so try to keep them out of the way from melee combat, or just defend them with your Golems.

Titans are the best shooter in the game and IMHO the best unit in the game. They are immunt to mind spells which is good as the Enemy cannot cast Hypnotize or Berserk on it and that is really good. They are one really good in high numbers, so buy them as soon as you can.

With your hero, you should try and get the Archery Secondary skill as you will probably have 3 shooter in your army and you would want them to inflict as much damage as they can to the enemy so get this secondary skill. Also you can cast Bless on your ranged attackers and watch them unleash hell on the enemy as you sit back and watch all the entertainment and carnage to the enemy units.

EDITED:

The Golems. Now this unit is slow, but they are strong. I was once in battle and I had no chance of winning. I couldn't retreat because I was inside my Castle so I had no other option but to fight.
Now the AI had quite strong troops, I think that they had a couple of Hydras. I had my Steel Golems about 15 or more I think, and I had a couple of other weak units like some Halflings and I can't remember what else.
Now all my units were killed excpet one, and that was my Steel Golems.
About half of the enemy was wiped out, and only some of the strong units remained.
I had my Golems and I started moving towards the AI units. I made it to the Hydras and I started attacking. I killed them and then I progressed towards the other units, and then I killed them to. I had very little Golems left over after the fight, but I won, and when I thought I wasn't going to, I succeded and became Victorious.
Golems shouldn't be taken lightly, because they are actually very good units to have.
My Wizard army consists of these units:
Halflings, Boars, Steel Golems, ArchMagi and my mighty Titans.
I leave the Rocs out because I think that Golems are much better in my opinion, because I think that they have higher defense skills than Rocs, but they are slow, so I usually cast 'haste' on them and then they are fine, and they are a real mean threat to the enemy.
And with their Damage from magic reduction thing I think, that makes them even better to have in your army.

The Titans are usually a big target by the AI, and they usually get casted on with Disrupting Ray, which becomes a very annoying spell, and can potentially kill your Titans and make them very weak.
I usually like to take out as much units as possible and as quick as possible, with casting spells such as Chain Lightning and others.
So make sure that you defend your Titans because the AI likes to target them alot.

The AI also likes to target your ArchMagi with casting Lightning bolt alot at them. This becomes very annoying and it can hurt your army alot, and potentially making you lose the fight. So either defend these or try to find an artifact that makes your Magi immune to Lightning Anyway I think there is an Artifact if there isn't please let me know and I will correct the mistake.
If you really feel like it, you can send your Golems to defend your Magi and keep them there so that the enemy creatures can't attack your Magi in head-to-head combat or melee combat as some other people like to call it.
So protect your Magi, Titans and you don't really need to protect your Golems because they are a PROTECTOR.
And also protect your Halflings as when they are in really high numbers they become a really big threat to the enemy.

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tatianakyrrn
tatianakyrrn

Tavern Dweller
posted April 18, 2006 02:41 PM

yea i have to say that even though wizards started out as low on my list of favorites i have actually grown to really like them.  Expecially in HOMM4.  The black dragons are way to expensive to mess with and after that the titans are great to have.  And i like the wizards spells.
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Never play leapfrog with the unicorns...

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 19, 2006 08:03 AM

Quote:
yea i have to say that even though wizards started out as low on my list of favorites i have actually grown to really like them.  Expecially in HOMM4.  The black dragons are way to expensive to mess with and after that the titans are great to have.  And i like the wizards spells.


Excellent, good work. You are on the right path.
Titans are one of the best creatures in the game.
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

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meph
meph


Adventuring Hero
Rampaging Rampart
posted April 19, 2006 01:52 PM

I could've liked the town.

I could've had this as my fave.

But the titans are too expensive, and thus, Warlock still is my fave, followed by Sorceress.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 20, 2006 01:27 AM

but why settle for second best, Titans are the most expensive because they are the best unit in the game
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 20, 2006 10:44 AM

With this town, I rarely use the Rocs as a unit in my army.
In my opinion, Golems are much better than Rocs.
Even though Rocs can fly and they have more speed then the Golems, the Golems have higher Defense skill I think, and they are a really powerful unit to have in your army.
They are slow, but that can be changed by just casting haste on them, then you can charge them towards the enemy and kill your enemies.
The Archmages are the 2nd best shooter in the game, so take care of these, they are powerful and they are vulnerable, because the AI likes to target them ALOT, so just watch out for that.
Halflings like I have mentioned before are are really good when they are in really high numbers.
They have good growth rates and their map dwelling produces quite alot of them so that's good.
Boars are alright units but they are not the best thats for sure.
They are fats so that is a bonus, and they can nearly always make it within one hex of the enemy unit, and with haste cast on them, they can reach the enemy unit in one turn.
They grow pretty good, but they don't have a map dwelling.

Halflings, Golems, and Giants I think all have map dwelling, someone correct me if im wrong

DONT BUY GIANTS IF YOU INTEND ON UPGRADING THEM TO TITANS.
As this costs even more, if you need to, then buy your Giants, but if you are in no immediate danger, then don't buy any Giants, but wait until the next turn and buy some Titans, that is if you have the resources to buy the Upgraded Cloud Castle

My army consists of this:
Halflings, Boars, Golems, ArchMages or whatever, and Titans.
I don't include Rocs because I think that Golems are better than them, golems are slower but that can be fixed, that is with a couple of spells .

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meph
meph


Adventuring Hero
Rampaging Rampart
posted April 20, 2006 11:03 AM

OK, You want a full analyzis?

Wizard features versatility, mainly in shooting. Since they have a low-level scout (Boar), they are pretty quick in scouting out the map early on. Their power, however, doesn't seem to cut it usually.

Most strength in the tower comes from the Arch Mage and the Titan, who both are shooters without a melee penalty. This results in them being dangerous especially to slow units such as the Hydra, and they don't fear fliers such as the Black Dragon or the Phoenix as much as most shooters do.

It's hard to find a weak spot in the Wizard army. Perhaps it's the low versatility at low-levels; halflings are weak (easily slaughtered), boars are fast but easily killed and golems are just too slow. Roc, however, is the first GOOD unit of the Wizard, but since it's Wizard's only flier, it will be shot down. Fast.

As for the units on themselves:

Halfling - Weaker as Centaur, Skeleton and Sprite, stronger as Peasant and Goblin. Not like that says a lot. They are handy in the fact that they are LV1 shooters, but they can be ditched once you obtain Magi and Titans.
Boar - Great scout unit, but it seems a tad too vulnerable. Shouldn't be send in the fray on its own...and since Wizard relies on long-range, this could prove to be a problem in the long run
Golems - Iron is worthless, but Steel might be of use. Slow, but reliable, and a great guard for your shooters. If you don't mind the speed penalty late game, you can take them along.
Roc - Only flier, and should under no circumstances be sent behind enemy walls without support. Should wait until the right time for a strike has come. In open field battle, great against shooters, mediocre against hand-to-hand units. Most LV4 units seem to take more.
Arch Mage - Battles for champion of LV5, but competition is fierce. He wins against the feared Hydra due to it's ranged strikes, but Champion, Power Lich and Unicorn might take him down, depending on the battle. Since it has no melee penalty, it outbests most shooters in versatility, earning the Top LV5 Shooter from Lich and Troll.
Titan - A truly amazing unit, but you must wait buying it till the upgrade due to horror high upgrade cost. The Titan is weaker as the Black Dragon in a one on one battle, this has been proven. And usually, you'll want the Black Dragon - Tough Flier and immune to curses and such. And sure, you can bless the Titan, but the Warlock opposing you will be able to do something about that.
However, when not facing Warlock, all Titan might fear are Phoenix due to their speed. The rest of the LV6 are no challenge at all. And even the Phoenix is most likely to be reduced to ashes. But Titan is 1000 gold more expensive as Black Dragon. If it were to be equally priced, I might've thought better of Titan. Now it falls behind Black Dragon in too many aspects.

The Wizard will most likely defeat Knights (duh), Barbarians, Sorceresses, and also Necromancers IF their number of skeletons hasn't grown TOO much in the meantime. Against Warlock, Wizard should focus EVERYTHING on the Black Dragon, and leave the Hydra (IF in the army) be for the time being. Hydra takes too long to reach you anyway.

Best on the extremely large maps to develop Titans.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 20, 2006 12:37 PM

Quote:
OK, You want a full analyzis?

Wizard features versatility, mainly in shooting. Since they have a low-level scout (Boar), they are pretty quick in scouting out the map early on. Their power, however, doesn't seem to cut it usually.

Most strength in the tower comes from the Arch Mage and the Titan, who both are shooters without a melee penalty. This results in them being dangerous especially to slow units such as the Hydra, and they don't fear fliers such as the Black Dragon or the Phoenix as much as most shooters do.

It's hard to find a weak spot in the Wizard army. Perhaps it's the low versatility at low-levels; halflings are weak (easily slaughtered), boars are fast but easily killed and golems are just too slow. Roc, however, is the first GOOD unit of the Wizard, but since it's Wizard's only flier, it will be shot down. Fast.

As for the units on themselves:

Halfling - Weaker as Centaur, Skeleton and Sprite, stronger as Peasant and Goblin. Not like that says a lot. They are handy in the fact that they are LV1 shooters, but they can be ditched once you obtain Magi and Titans.
Boar - Great scout unit, but it seems a tad too vulnerable. Shouldn't be send in the fray on its own...and since Wizard relies on long-range, this could prove to be a problem in the long run
Golems - Iron is worthless, but Steel might be of use. Slow, but reliable, and a great guard for your shooters. If you don't mind the speed penalty late game, you can take them along.
Roc - Only flier, and should under no circumstances be sent behind enemy walls without support. Should wait until the right time for a strike has come. In open field battle, great against shooters, mediocre against hand-to-hand units. Most LV4 units seem to take more.
Arch Mage - Battles for champion of LV5, but competition is fierce. He wins against the feared Hydra due to it's ranged strikes, but Champion, Power Lich and Unicorn might take him down, depending on the battle. Since it has no melee penalty, it outbests most shooters in versatility, earning the Top LV5 Shooter from Lich and Troll.
Titan - A truly amazing unit, but you must wait buying it till the upgrade due to horror high upgrade cost. The Titan is weaker as the Black Dragon in a one on one battle, this has been proven. And usually, you'll want the Black Dragon - Tough Flier and immune to curses and such. And sure, you can bless the Titan, but the Warlock opposing you will be able to do something about that.
However, when not facing Warlock, all Titan might fear are Phoenix due to their speed. The rest of the LV6 are no challenge at all. And even the Phoenix is most likely to be reduced to ashes. But Titan is 1000 gold more expensive as Black Dragon. If it were to be equally priced, I might've thought better of Titan. Now it falls behind Black Dragon in too many aspects.

The Wizard will most likely defeat Knights (duh), Barbarians, Sorceresses, and also Necromancers IF their number of skeletons hasn't grown TOO much in the meantime. Against Warlock, Wizard should focus EVERYTHING on the Black Dragon, and leave the Hydra (IF in the army) be for the time being. Hydra takes too long to reach you anyway.

Best on the extremely large maps to develop Titans.


Halflings are not weaker than Sprites in my opinion.
They are twice as good IMHO.

You can cast haste on your Iron or Steel Golems and then send them away to the enemy units, and with haste, they are a dangerous creature to vs.

And what about versin another Wizard opponent, you missed out on that one
When you vs another Wizard opponent you should be careful of their Titans.
You will probably want to cast Disrupting Ray on them alot, and watch out for their ArchMagi units.
If they don't have any Titans, but they have ArchMagi and a throng of Halflings, and other units like the boar and roc, first take down the Halflings, as they will proably do the most damage because of the amount of units that they have in their stack.
Then you will want to take out their Archmagi units, then take out the other 2 units.
If you have Titans, and alot of Archmagi then you don't really need to worry, but if the enemy has Titans, be on your guard, and take them out first as they are the toughest creature in the game, so be careful of them.
The AI will usually cast Disrupting Ray alot directed towards your Titans, so either be ready for that, or quickly take out the enemy before any damage has been done to your Titans.

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Guitarguy
Guitarguy


Responsible
Supreme Hero
Rockoon.
posted April 20, 2006 01:13 PM

Tele-Golems are really fun. I'd send them over to either the enemy's Halflings or their Archmages. If their stack of Titans poses a thread, I'd consider Teleporting the Golems to them first. If the enemy has a lot of Rocs, they'll likely cause some good damage to you unless you take care of them. I'd suggest zapping them with your Archmagi or Titans, just as long as the enemy's ranged attackers are taken care of. Of course, Mass Slow or Haste makes everything easier. I'd try these tactics, although it's been a long time since I've played.

-Guitarguy
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted April 20, 2006 01:38 PM

I would never leave out the Rocs in wizards army. They are your only flyer, so they are your only unit being able to reach opponent in 1st round without spellcasting. If u really think opponents Halflings are a "threat", just send the Rocs and kill them in 1 turn. On the other hand, Rocs could block opponents Titans and/or Archmagi, so they canīt shoot your titans next turn. For what u need to protect your shooters with golems? There is no "tactic" skill, so u would need more than 1 stack and more than 1 round to protect only ONE of your shooters...not talking about 2 (titans, archmagi) or even 3 (+halflings).
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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted April 20, 2006 04:37 PM

Piggies are cheap and they they can make it to the other side in 2 rounds, I'd take them over golems any time. Also, they'll never slow down your army.

I've never fought a human player, but when I fight AI I usually only have 1-4 piglets and titans (as soon as I can afford titans). Arch mages are the 2-nd most overpriced unit (after peasants). Rocs and halfings slow you down. Why do I never hire other units from my own town? Because that way I won't take any losses and I'll save the money to hire cheaper and better units from the towns I conquer. Dragons, titans, phoenixes, elves, druids, crusaders, vamps, liches, etc.

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meph
meph


Adventuring Hero
Rampaging Rampart
posted April 21, 2006 02:22 PM

William. Speed on Golems doesn't work on the Adventure Map.

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Aeschylus
Aeschylus

Tavern Dweller
posted April 21, 2006 04:59 PM

I always found the slow speed of the golems crippling, both on the adventure map and in battle, so theyd only get bought in emergency or when gold was coming out of my ears, rare considering the cost of titans. However, like other slow but strong units, they make decent garrison units, if only becuase they dont get bought for my main hero.

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