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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Haven Faction
Thread: Heroes 5 Strategy: Playing Haven Faction This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · NEXT»
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted April 21, 2006 01:36 AM
Edited by alcibiades at 00:02, 09 Oct 2007.

Heroes 5 Strategy: Playing Haven Faction

This thread is for discussing the strategy for playing Haven in Heroes 5.

To discuss Haven heroes in duel mode, go to Knights in Duels topic.

Info at AOH: Heroes | Buildings | Creatures | Growth Chart | Skills | Specialties

Strategy Thread Group: Haven | Inferno | Necropolis | Dungeon | Sylvan | Academy | Fortress | Stronghold

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 21, 2006 01:58 AM
Edited by Lord_Crusader on 22 Apr 2006

BUILDING ORDER

1. Townhall bulding this in the first day we have good money adding the peasant income you will no need cityhall in some good time

2. Peasant huts, needed for a lot of buildings and also to recruit peasants peasants = extra money since earli days

3. Archer tower, archers are a very important in the start  specially with his ability of attack more than one stack

4. Blacksmith, get a ballista, first aid tend and ammo cart, the war
machines for this faction are very usefull

5. Barracks to have one of the most "absorve damage" unit in the game

6. Griffin tower, strong, flyer, good attack, and fits perfectly with the additional bonues of the training skill (30% of damage on retelation, if you use retelation strike with the griffins you will have a nice combo here)

7. Mage guild, needed for the monastery and nice to have have the basic spells on the hero spell book (specially the blessing spells)

8. Monastery, adding another shooter and spell caster, and needed for the portal of glory

9. Upgrade barracks, the swordsman are a core damage obsorbing unit

10. Upgrade griffin tower, battle dive is a powerfull ability to kill offensive spell casters and shooters in the adventure map

11. Stables, needed for the jousting arena

12. Jousting Arena, cavaliers need for attack stronger units in the adventure map, fast, strong, the most important unit for haven

13. City hall, we need more money now

14. Fort, needed to increase the growth rate and gain building points to get the capitol

15. Capitol, money money

16. Citadel, needed to increase the growth rate

17. Altar of lights, angels enough

18. Castle, needed to increase the growth rate

19. Farms, more peasants means more archers thanks to the training ability

20. Training grounds, at this stage we will have enough money to upgrade our units, I don't build this first because is expensive train units, and the gold that peasants give us is very useful  

21. Monument of fallen heroes, to decrease the cost of training

22. Upgrade peasant hut, now we start to upgrade the creatures rested ( maybe if you are planning to use training you better don't waste money on this upgrade and save the money for upgrade the peasants to archers)

23. Upgrade archer tower, faster and stronger shooters  

24. Upgrade monastery  casting haste on paladins

25. Upgrade jousting arena the strongest haven creature

26. Upgrade altar of lights the more expensive building that why is the last

if you see this strategy is like some heroes 3 strategies goig first for the army and then for the money... depends of the resources and the map...

I will add some descriptions of every unit in my next long post
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 21, 2006 02:01 AM

Think I dislike 'Town levels' as it basically forces us to build economy first. And that was quite different in H3.

No strategy as of now.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted April 21, 2006 10:14 AM

What I like about heroes 5 is the town levels, no more the players will be able to pop with level 7 units in the first week. Now it will take time to build them up.
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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 22, 2006 10:37 PM
Edited by Lord_Crusader on 22 Apr 2006

CREATURE ANALISIS


LEVEL 1:

Peasants


good points:

* They are not the same 1hp (3) peasants
* They have tax payer ability
* They have a good grow rate
* Have a decent speed and initiative

bad points:

* 1 attack and defense
* The weakest level 1 unit

tips:

* Recruting them as soon as you can to have more money from his tax payer ability this will give you the chance of train them to archers in the final stage of the game.
* If you think you don't need them in a battle then don't use them... save the money


Militia man

good points:

* They have double hp than the peasants
* They have a good grow rate
* Have a decent speed and increase the initiative and damage
* Gain the pitchfork attack stunning enemy

bad points:

* Still the weakest level 1 unit
* Lose his tax payer ability
* 1 attack and defense

tips:

* Don't upgrade them as long as you need the money
* Using them againist strong stacks in battle


LEVEL 2

Archers


good points:

* The only level 2 range unit
* Scatter shot ability (zone attack)

bad points:

* The level 2 unit with lower HP in the game
* mediocre damage (2-4)

tips:

* Use them vs slow units


Marksmen

good points:

* The only level 2 range unit
* Maximum damage double (8)
* increase damage at close range and the affected creature has its defense rating returned to normal

bad points:

* The level 2 unit with lower HP in the game
* Lose his scatter shot ability
* initiative reduced compared with the archers

tips:

* protect them from melee attack
* Use them vs the stronger units in short range
* Bless them (Divine Strength)


LEVEL 3

Footmans


good points:

* Resist charge take less damge from charge attacks
* Shield bash stunning enemies(not enemy retelation)
* strong defense (8)
* very good grow rate

bad points:

* slow
* mediocre damage (2-4)
* mediocre hp (14)

tips:

* Use them to protect archers or marksman from stronger units


Swordsman

good points:

* Resist charge take less damge from charge attacks
* Shield bash stunning enemies(not enemy retelation)
* strong defense (9)
* very good grow rate
* Excelent hp increment(24)
* Absorbe damage unit (remember the dwarves? )
* Deflect arrows from other allied units

bad points:

* slow
* mediocre damage (2-5)

tips:

* Use them to protect archers or marksman from stronger units
* Use them to attack and receive the retelation of stronger units they will absorve the damage very well
* Cast Endurance on them


LEVEL 4

Griffins


good points:

* Good damage (5 - 10)
* Unlimited retelation
* Inmune to blinding spells
* Good initiative and decent speed

bad points:

* mediocre hp (30)

tips:

* Cast retelation strike on them, with his unlimited retelations this skill will be more useful

Royal griffins

good points:

* Good damage (5 - 15)
* Unlimited retelation
* Inmune to blinding spells
* Good initiative and decent speed
* Battle dive ability
* Better attack and defense
* Battle dive protect the griffin to be attacked

bad points:

* Battle dive consume two turns to have one attack
* Battle dive can damage your own units
* When the griffin land from the battle dive the royal griffin is vulnerable to any kind of attacks

tips:

* Cast retelation strike on them, with his unlimited retelations this skill will be more useful
* Bless them (Divine Strength)
* Use them to attack the stronger ranged – caster enemy unit (battle dive)
* With battle dive you can reach any point of the battlefield
* You can attack the witches and blood witches with battle dive with a good security of succes

LEVEL 5

Priest


good points:

* Decent HP
* No meele penalty
* Decent initiative

bad points:

* few shoots (7)

tips:

* Use them to attack archers from distance
* Use them to attack low level creatures in meele


Clerics

good points:

* Very good HP (80)
* No meele penalty
* Decent initiative
* Blessing Caster and shooter
* Very good at meele attacks

bad points:

* few shoots (7)


tips:

* Divide them in two stacks (if possible) to cast divine strengh, haste and endurance on the paladins, marksmen and angels.
* Use them to attack archers from distance
* Use them to attack low level creatures in meele


LEVEL 6

Cavaliers


good points:

* Attack and defense (20)
* Charge (5% plus damage for each square)
* Decent initiative and speed
* high damage (20 – 30)

bad points:

* mediocre HP for a level 6 unit

tips:

* Use them to attack the stronger enemy unit
* Cast haste and endurance on them with the clerics
* Use encourage hero’s ability one them to reduce the time between the cavalier’s turns
* Take the longest way to attack to have a better damage


Paladins

good points:

* Attack and defense (24)
* Charge (5% plus damage for each square)
* Good initiative and speed
* Lay hands (cure) ability can resurrect units in some cases
* high damage (20 – 30)

bad points:

???

tips:

* Use them to attack the stronger enemy unit
* Cast haste and endurance on them with the clerics
* Use encourage hero’s ability one them to reduce the time between the paladin’s turns
* The best option to use ressurect with the archangels
* Take the longest way to attack to have a better damage
* Use lay hands skill to heal the archangels


LEVEL 7

Angels


good points:

* Decent initiative
* Constant damage (45)

bad points:
* Mediocre speed
* No special abilties

tips:

*  Cast haste and endurance on them with the clerics
* Use encourage hero’s ability one them to reduce the time between the angel’s turns

Archangels

good points:

* Decent initiative and good speed
* Constant damage (45)
* Resurrect allied units
* One of the strogest units in the game

bad points:

*  Expensive

tips:

* Cast haste and endurance on them with the clerics
* Use encourage hero’s ability one them to reduce the time between the angel’s turns
* Use ressurrect on palandins


Take a look for the creature descriptions and details  and stats in:
http://www.heroesofmightandmagic.com/heroes5/haven_creatures.shtml

Next time I will add some Hero develoment tips
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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 10:43 AM

it is obvious that you guys have played earlier versions of the game. for me one of the first upgrades that is to be made is the archer's tower. with the special of the marksmen, you kill creatures lured nearby by the peasants surrounding the marksmen - with 50 marksmen and 20 peasants you can kill 100 gargoyles / demons / losing only most of the peasants

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Betruger
Betruger


Known Hero
empowered mind
posted September 23, 2006 11:03 AM

actually it doesn't matter if you use archers or marksmen to kill demons/gargoyles, and archers have higher initiative, so imo, they are better at the start (week 1).
It doesn't matter, because marksmen's precise shot simply ignores target's defence, and level 2 creatures don't have much defence on them

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 11:10 AM

you are wrong, betruger - the marksmen have 2-8 damage and the archers - 2-4. the upgrade "doubles" the number of the shooters in your army. blessed marksmen at close range are times better than blessed archers

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 11:14 AM

and another thing - what do you think about the strategy of using only royal griffins in your battles with wandering groups? i mean, i defeated 50 archmages with 20 royal griffins without casualties - when the griffins dive, the mages just stand there doing nothing. i played the same battle with all my army and i lost 1 angel, 3 cavalries and many marksmen due to that fireball spell

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Betruger
Betruger


Known Hero
empowered mind
posted September 23, 2006 11:27 AM

true, I don't argue that marksmen are better overall, just that it's better to train more archers in early game, than to upgrade them to marksmen. In 1st week there is practically no difference.

Upgr building costs 2,7k and upgrading marksmen also costs money, it's not worth it that early in the game.
btw. for bless to be efficient you need to be at least adv. light magic, which is also not very good skill for early game.

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 11:36 AM

what do you mean by training more archers? upgrading peasants into archers? on the heroic difficulty - i don't think you'll have enough money... buying more archers maybe? please explain yourself

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Betruger
Betruger


Known Hero
empowered mind
posted September 23, 2006 11:39 AM

by training, I mean training peasants -> archers.
and if you are talking about heroic, it'd be even more silly to buy upgrade for 2,7k when you start with such low amount of cash

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 11:56 AM

hm, marksmen easily clear guards of treasure chests and gold heaps that are crucial for your advance. archer don't. and how much do you pay for upgrading peasants into archers - it really depends on the version of the game you   play (ranging from 1.00 to 1.03 - when you think you've finally learnt the cost of the buildings, they change them, phuu), but it is 3500 for the training grounds and 4000 - 5000 for the hall of heroes if you decide to build it as well. so 2700 is quite a smaller amount.

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Betruger
Betruger


Known Hero
empowered mind
posted September 23, 2006 12:24 PM

Ok man, whatever

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted September 23, 2006 12:30 PM

ok, man, let's forget it. one day we may try to make our points playing the game. peace!

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Istari
Istari


Known Hero
Truth Teller, ToH
posted December 12, 2006 04:09 PM

Now that the game has changed so much i thought it would be fun to revive this old topic.  Right now I play on Hard and here is my usual building order:

wk1
1) Tavern- get troops for second Hero and a cheap town level.  Clear the Wood and Ore mines.
2) Peasants- retruit immediately to get some gold, avoid using in battles unless a must.
3) Town Hall- I get $ as fast as possible because we need it to train later and troops don't do any good if you can't buy them.
4) Archers- Clear any other small neutral groups I can, most just 1st lvl creatures.
5) Blacksmith- Needed for Footman. I usually don't take Warmachines because I prefer other skills.
6) Footman- solid meat troop.  If footman are my only losses in a fight I'm a happy camper.
7) Griffins- Much needed shooter stoppers.

wk2- my wk2 building probably needs tweaked, or changed completely.
Ok- so I can't remember my day to day wk2 development.  I'll have to play again and write it down.  The gist is, getting the City Hall as fast as possible, getting the Fort, Citadel, and Castle, and a couple cheap buildings Farms, Marketplace to boost town level and still be able to afford other buildings.  Essentially I'm trying to get as much money and troops accumulated as possible.

wk3- Capital as soon as possible, then Training Grounds and maybe hall of Heroes (depending on $).  Then start upgrading troops.  I don't start thinking stables and paladins until after I've tuned a lot of peasants into marksman and can clear more map.  I typically don't build angels, and use the extra money for more training of peasants into marksman.  

My building strategy isn't aweful but it needs improved.  I'm really tough at end game, but have a lot of difficulty creeping early.  I really want to creep earlier to get mines faster, more map resources, and higher hero level.  Any suggestions would be greatly appreciated.

Oh I usually use Dougal and my skills are
Light- all three Masters
Logistics
Attack- Frenzy, Archery, retribution
and 2 of
Defense - vitality
Luck - resourcefulness if I can get it in the 1st 5 levels
Leadership- good for retribution, but abilities all have prerequisites that I don't like.

Again, I look forward to any suggestions/ stategies. Us Haven users have to stick together.

ps. I really liked hearing about the Imp. Grefin only strat vs. shooters, it works well with Divine Guidance too.
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted December 12, 2006 04:57 PM

I have to agree with istari here.

Man, build your income buildings as fast as possible -- most people don't realize how important that is.. Especially the Capitol.. try to capture only the mines quick and fast -- the treasures can wait, no need to hurry they will give the same amount of gold/experience, plus the neutrals will grow a bit, making for more hero experience.

I know the AI is dumb, but when I play with him modified (having 1.5 growth, so more than me), he attacks me in week 2, thinking that "quick attacks" are better than developing your town (i.e Capitol as fast as possible), and he's squished (I have fort).. Quick attacks are good against noobs, but don't work on good players who know what's important: building a Jousting Arena in week 2, or saving a bit of money for the Capitol and Resource Silo. Later you'll realize you run out of money!

(and this does not apply only to Haven, btw).

(and yeah, I do hate those overpowered Arch Mages and their spells.. imagine 1 Arch Mage killing around 6 Sprites at close range, with his stupid Fist of Wrath.. no way could a Succubus (same tier, same growth) kill that many (perhaps 2-3). And I do hate when I lose army on neutrals, because I can't recruit them back 'cause I have no growth.
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Istari
Istari


Known Hero
Truth Teller, ToH
posted December 13, 2006 09:58 PM

I don't know TheDeath, maybe no one else is using the Haven anymore.  If they are, they sure seem to be a quiet group, or maybe just secretive.  I am still curious about other people's building/ creeping strategies.  What weeks? what creatures? how far?...  If anyone is out there get in on the conversation.
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feelgood
feelgood

Tavern Dweller
posted December 15, 2006 06:31 PM

Some n00b questions here. How good retribution and resourcefulness really are? I don`t quite see their benefit. I like to play Haven in game.

Thank you.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 15, 2006 06:39 PM

Resourcefulness gives +500 gold per chest+extra resources(I think +5-25%more)
Retribution gives +5% per +1 morale for a maximum of +25%.Note that exp attack now gives +20%.
I always get retribution as I go for leadership->divine guidance->aura of swiftness.Resourcefulness I use more with academy.
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