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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Dungeon Faction
Thread: Heroes 5 Strategy: Playing Dungeon Faction This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Betruger
Betruger


Known Hero
empowered mind
posted September 25, 2006 10:48 AM

There is a good way, all you need is getting war machines early. Inferno's ballista deals a lot of dmg even without Deleb's speciality.

As to nerfing Deleb further, I think her mana should be drained for each imbued fireball. Maybe not whole 10 mana per fireball, but let's say 5.

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RaZmuShaDoW
RaZmuShaDoW


Known Hero
The Sync Bug Hunter
posted September 25, 2006 12:08 PM

Quote:
Well you should post strategies for playing Dungeon. Dungeon itself is overpowered; people don't use it in competitive plays. It starts and ends well. Easy to use, with many abusable and exploitable stuff such as starting creatures and elemental chain. You don't really need brains to use a Dungeon and can still win.

Instead, you should be posting "Strategies for playing AGAINST Dungeon".
This comment makes me wonder if you played any games with Dungeon at all… Saying that Dungeons is overpowered is just lame. You should at least bring some comments/arguments. You have some?

In my opinion Dungeon is the most balanced faction of all. Playing Dungeon requires big patience and accurate creep planning. It can be very powerful only if you use your brains. In fact one single mistake/one bigger loss is enough to put yourself behind all other players for the rest of the game.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 25, 2006 12:45 PM

nope, inferno without deleb has the biggest problems @ creeping, sylvan and academy coming second. With Vayshan, there is no trouble for dungeon. No need to care for the creatures, since 45 assassins die slowly while spells do the rest and there are always blood furies to kill hordes of zombies/demons/squires/golems etc with.

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RaZmuShaDoW
RaZmuShaDoW


Known Hero
The Sync Bug Hunter
posted September 25, 2006 01:02 PM

I haven’t said that Dungeon has problems creeping. You just have to be careful and planning of course if you want to get an advantage.

Squires, peasants and golems are an easy pray for all factions. The real problem is then you face shooters and casters.

You shouldn’t loose any troops with Dungeon, even Assassins – they are only good in numbers (poison). Also usually you can’t choose what you loose – neutrals seem to be only interested in precious Furies… And if you don’t take then into the battle there might be not enough assassins to sacrifice.

If someone must die – I choose units from other factions (tavern). Costly but it’s worth the money if looking into the future.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted September 25, 2006 04:14 PM

Quote:


If someone must die ? I choose units from other factions (tavern). Costly but it?s worth the money if looking into the future.


firstly die assasins, then minotaurs and hydras - they are the dungeon tank units and you can face shooters and casters only with them to lower your looses(especialy if you want to save furies) if needed

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One_Hit_Wonder
One_Hit_Wonder

Tavern Dweller
posted November 06, 2006 12:46 PM

Come on dungeon players! If the unit is lame, insult it!

Many other players have listed all unit statistics so i won't bother listing these. I wanted to read opinons when i entered this forum, and there are few opinions around, so i thought that opinions regarding units might make a more interesting post. I would like to disgree with many of the poinions that i have seen in this forum on the units- feel free to dispute what i say.

- Assasins should be considered ranged units only when attacking bots in the early game. People are saying that blood furies are used to protect ranged units. O.o the blood furies are the ranged unit! The assasins are the melee unit. Their poison shot can be used to effect only when the enemy consists of low initiative slow live melee units. A combined enemy force will not wait for poison damage, and the poison acts too slowly to protect your fragile army. In mid to late game i use assasins to finish units which are getting too close to my blood furies.

- Blood furies, being exceptionally fragile, are not only a dungeon players most powerful unit, they are also the part which must be most protected. Blood furies *need* at least +1 speed and tactics. The most essential warlock skills are leadership and attack, and the artefacts in the town merchant must be rotated until you get the +1 speed boots. With leadership it is possible to build up to +5 morale. Then this 16 initiative unit will be able to cross the battlefield to multiple targets before the battle begins - my record is five attacks against a sylvian army before they could act, due to morale bonuses. Considering elven initiative i was very happy. With this unit is possible to destroy an enemy army before it can act, and the power of this potential means that this must be a warlock's strategy

- Minotaurs are useless. 200 gold for 35 HP is not a tank. Their defence stats and double attack do not make up for their crushing cost, pathetic speed, lame initiative and the fact that your enemy will ignore this unit and kill your prescious blood furies instead

(N.B. i don't get the first aid tent because i consider free resurrection impolite and lame strategy. More fun if people learn to play the game and win without casualties. I just find it defeats the point of the strategic element of the game, and when your opponent wipes your tent, you've wasted a whole skill for nothing)

- Ravagers, now these little fellows are nice. The reason why is because although their initiative is average, their speed is the same as a blood fury. These units can also cross the field in a turn given the right gear by their hero, joining the blitzkreig. Use blood furies to take out high initiative threats, then when any enemies who could act are dead, raiders turn will come up to choose the next most dangerous targets, whittling away your opponents ability to kill precious blood furies.

- Hydras are much better tanks then the cows are but are still useless. If your hydra has time to do anything then your blood furies are dead. Even if you win this battle you have been defeated if your fury stack is gone. The crystal cost is also really severe and will put your run to dragons right back - and considering the high initiative and speed of an unupgraded dragon, a hydra can't win. Skip these.

- Witches are great in pairs. I never use more than two in a stack because their cost is insane, their damage pathetic, their HP a joke. None of their spell effects stack with number, and six rounds is tonnes, two witches do the job of 200. Fill spare slots with pairs of witches. Note that the upgrade come with confusion, that is the difference. Personally i don't think it's worth paying the price difference between a witch and a matriarch to gain this spell, depends on how much money you have since you'll buy 6 tops. Note that 2 witches > 500 minotaurs. The cost of the cows is too high, they die, never get to do anything even in myriad numbers. Two witches can slow your enemies, boost your attack, smash their defence, and put half an enemy stack out of the game.

- Dragons complete the army. With furies, ravagers, a few pairs of witches and dragons, you have an army which either battle-casts great spells or attacks the other end of the map in one turn. Very occasionally your hero may even get to cast, but this is bad because it generally means enemy units have also acted and your furies are dead

I find hero spell damage takes care of itself without much attention paid, but a warlock generally fails to succeed unless the high initiative dungeon units can cross the field and destroy high initiative enemies before they can be destroyed - important as all valuable dungeon units have crystal HP. If your enemy has slow tanks, still use your units to destroy only high initiative enemies and leave the tanks to your hero = *bang* = lol

With this unit strategy and general philosophy, a really rapid firing high damage war machine can be created. Just don't run into the ranger who buffs first-round initiative, because he can destroy any dungeon hero without exception since he can now destroy your high damage low HP units in a complete reverse of the situation this strat hopes to achieve. I hate that guy.

When levelling ignore any skill other than attack and leadership until you have tactics and power of speed. Logistics could be really fun if your opponent would stand still long enough for you to teleport assault your hydras in, but while i absolutely agree the movement is essential, your warlock simply requires one of the mentioned skills or it doesn't matter how far he moves on the adventure map. He won't be winning anything. War machines is a godsend if you can't play the game because ressurect is the only benefit. However if you consider the killing ability of +3 morale to your entire army + an extra rank of attack, or +15% attack damage with extra field of movement for furies, war machines falls flat. Plus when your hero gets to act you can meteor shower their war machines.

I always play sinitar because i believe late game play flows from early game power. Use this guy to get the jump on early and mid game growth, because honestly mana is a serious issue until the map gets huge - when you're attacking an enemy army you really don't want to run out of meteor showers.

Anyway. That's my honest opinion on the units, attacking the ones i think are useless and loving the ones which make this team a powerhouse. I really hope someone out there will dispute this because then i might learn something that could improve my playing style. So feel free to insult my strategy, skills, hero choice, spelling, grammer and if you really feel like it my mother. I play hotseat 3-4 times a week with mates, have been a major HOMM fan since HOMM3 but i played HOMM4 a lot too, my other towns are demon under grok (who beats the ballista hero flat) or undead under raven, not because she's powerful but just because undead is too easy under reanimator and her ability is a bit different.

I would like to see warlocks who gain initiative himself (hero himself acts faster) to counter the imba ranger hero OR a hero who slows the 3 fastest enemy units OR a hero who gains temporary spell power when he attacks neutrals.

I also think for the sake of my tower-playing mate that the game designers should remove the 6 town point requirement of the town hall since this is the only town to require this, nerfs them completely out of heroic-difficulty games.

most of all i say BRING BACK THE REAL HARD DIFFICULTIES!!! I WANT TO BE ATTACKING 300 SKELETON ARCHERS ON DAY 3!! I used to play grandmaster map difficulty / grandmaster game difficulty HOMM4 and i find no challenge in HOMM5.

I'll shut up now.
____________

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted November 06, 2006 03:26 PM
Edited by hellwitch at 15:36, 06 Nov 2006.

One_Hit_Wonder
i only can laugh. Playing against human with first strike strategy with this race is suicide. Dungeon best tactic is to stand till the hero cast destructive , lucky enpowered spells like crazzy. the army is only for good support. Blood firies are good against neutrals but pathetic vs human - the just die too fast. The Deep hydra is the backbone of dungeon army in sense of "hero of destruction" strategy.
The rider are good to be send infront but not aways: marksmans precigious shot is dangerous and good reason to not do this. Sending your blackies forward is not good every time too: skills like harm touch, and geting into the range of the Pit lords or trents can be lethal for them.

The best strategies with dungeon in my opinion is fast hero and magic guild development and something like late rush in the end of the 4th week even without any dragons but with warwock's luck ,at least 1 strong 3-4-5 lvl destructive magic(meteor shower fits well).
the most Needed skills are:
Sorcery
Destructive
Luck

and good to have logistics
at this time (end of 4th week) your hero is between 10-15 lvl. ofcourse for this tactic you need at least 7-8Sp and 5-6knowleadge

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Shauku83
Shauku83


Promising
Famous Hero
posted November 06, 2006 03:39 PM

Finally some lengthy analysis.

What you said about Assassins & Furies is very correct, BF's are the ranged weapon, Assassins are a mix between poisoner & melee.

Minotaurs plain suck, the growth is too low, damage is below average, initiative is appalling. Speed is ok for a level 3 walker and HP is good. Yet they may come in handy, when you need to hit the guys closing in your Furies. Minotaur Guards on the otherhand can do some nasty damage, 8-14, where only Master Hunters do more from their level. Still, you should somehow be able to inflict that damage to the opponent. And that double attack allows the enemy to retaliate between the attacks… Th eonly use for it is in a combo with Grim Raiders. Needless to say, you are better without these guys. Even at lower damage Spectres and Cerberi are far more useful.

Hydras...now I think you underestimate their tanking prowess. You say skip them and go for Dragons, I say on heroic I am so not going for the Dragons. Not for a while, and then you must settle for the lower tiers. Hydras bring to your army something it has needed for a long time - HP.
A Dungeon army can be very easily dealt with early on, as their army canno't take a punch. An early counter with the enemy can be devastating..but not if you carry Hydras with you. No enemy can take them down quickly enough, which means the Hero will get the precious time he needs to rain wrath on the enemy creatures.

About Witches I agree, I use them in pairs too as they are not much of a damage dealer. The spells however can help you a lot, Righteous Might being my favourite. Dragons, well they are Dragons. When you can afford it, get them.

And Hellwitch, if his opponent is Academy the first strike strategy works well. Academy is slow and has low defence, perfect target for a) high speed b) high attack. If Academy is given time, they may surprise. Besides they do have Magic Mirror...


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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted November 06, 2006 04:24 PM
Edited by hellwitch at 16:26, 06 Nov 2006.

Quote:


And Hellwitch, if his opponent is Academy the first strike strategy works well. Academy is slow and has low defence, perfect target for a) high speed b) high attack. If Academy is given time, they may surprise. Besides they do have Magic Mirror...




That is clear with academy - they have 3 shooters and 1 caster after all. But magic mirror is not a problem for area spells!

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 06, 2006 08:16 PM
Edited by Doomforge at 20:18, 06 Nov 2006.

I don't understand why EVERY player overestimates blood furies. Fun as creeping force, they are nothing in the "final" battles. No, less then nothing. They cannot creep shooters too (tell me how many times have you been offered tactics fast? I never had the luck to reach it fast enough to kill those bands of master hunters guarding every important mine) and their usefulness dimnishes vs. faster creatures. Let's say it straight, they are good ONLY for killing slow walkers. Sure it can give you a lot of fun and exp when you kill 40 hydras with 20 furies, but I would say it's completely pointless to rely on them later on. It's quite obvious that they will be targeted fast.

Let's do a quick summary:

Haven: doesn't even need to involve the mighty marksmen, the paladins can do it, killing the redheads in one blow.
Necropolis: Perfect to start the fun by using the overgrown skellie archer stack against them.
Dungeon: In a dungeon mirror, they will either be melted with a spell, or killed by any unit that reaches them first.
Sylvan: Expect either druids or hunters to kill them in first turn.
Academy: Quite possible that mages will destroy them with fireball. Well, academy sucks anyway so it doesn't matter.
Inferno: Expect deleb's ballista to mop the floor with furies. Succubi will finish the ones remaining.

I always use blood furies to creep. However, I stop recruiting them in midgame because of the points described above. They will serve no purpose in the unavoidable "final" battle. Fun against dumb AI, but a smart human opponent will only laugh. I guess you will flame me now for being a "noob", but in games with my friends, which are very good players, the furies didn't do much. Great on paper and vs AI, poor in practice vs. good human opponent. I guess pretty much every experienced player will tell you so.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 06, 2006 09:22 PM

Of course but it's not their job to defeat your opponent's forces.And even the creeping/easy levelling with them pays off as when you meet your enemies you'll already have a good assortment of skills and abilities and warlocks' strength is not in creatures anyway.But anyway what's the problem that they die that fast?At least they are enough of a threat to take a good blow that could be aimed at others.And a good number of them can be resurrected with one cast of raise dead.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 06, 2006 09:49 PM

empowered lucky implo or raise dead? I'd definitively choose destructive here. And most warlocks would do so.

As for powercreeping, I wrote that yes, it can give serious advantage, but you don't really need any buffs for furies, neither extra care. A bit of strategy moves early on and voila. There is quite a lot you can creep without losing any fury - zombies, minos, golems, demons, genies (assuming they are not numerous and you have enough assassins to tank with) etc.However, I creep most of stronger creeps with magic and deep hydras only, with no furies in my army. That's why I'm ready to sacrifice them to get enough resources for hydras dwelling' upgrade. With furies, you cannot kill most of the shooters or fast flyers because they will rape you and after 2-3 battles your casualties will get so high that your stack of furies won't be able to kill anything anymore, contrary to hydras and their godly recover and hp. Furies are needed for earlygame creeping, while hydras replace them in midgame creeping.

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Shauku83
Shauku83


Promising
Famous Hero
posted November 06, 2006 11:03 PM

Oh PLEASE. Like you have Empowered implo at every stage of the game. You can meet opponents earlier you know. Perhaps you don't.

And you know there are many occasions when it can be more beneficial to do something else than cast a destructive spell. Perhaps you don't.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 07, 2006 08:20 PM

You don't have animate dead in every game either. Bad argument.

The empowered implosion is a thing EVERY warlock should get as soon as possible. If there is no implosion there.. well.. >_> That's bad.

And summoning is simply a waste of slot, and pre-basic animate dead is kinda poor. Not mentioning the furies will die even easier this time with -20% hp. C'mon, dungeon town is meant to crush enemies with creatures AND destructive spells, all of their racials and most of the skills is related to destructive. Without it, there is no way to beat might heroes, like knights, who can simply
a) mass armies
b) give them huge +A/D
c) Buff them further through light

while your access to light is very limited. Go beat the haven with 7 15hp furies per week, gogogo ~~

Balancing out this HUGE difference in might with magic is - imo - much better way than trying to "trick" the might towns with animate dead. It's no good.

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Dungeonian
Dungeonian


Adventuring Hero
Supreme matriarch
posted November 08, 2006 02:45 AM
Edited by Dungeonian at 02:49, 08 Nov 2006.

  Blood furies aren't useless even on the later phases of the game if you choose Yrwanna as your main hero . When she reaches high level their stats would take a huge bonus and yet one nice thing - she as any other creature specialist has additional 20% chance to join her speciality neutrals , so in combination with diplomacy your ammount of furies could be sufficiently increased .
  I played a lot with my favourite faction and used different tactical chemes , now I think that most agressive offensive one is the best for our hero development and creatures abilities . I always take attack + tactics ( as soon as possible ) + power of speed + retribution , destructive magic , enlightment , luck + warlocks luck and leadership + diplomacy + aura of swiftness . Morale +5 allows your troops dealing additional 25% damage . I never buy hydras and minotaurs , even before final battle ( I don't play single , only hot-seat ) . Two separate Matriarchs are more usefull than those slow tanks , against necromancers I also don't use assasins cause they're immune to poison , just 3 fast units and big stack+1+1+1 Ladies for buffing/debuffing .
   I used money , which I didn't payed for slow creatures for buying nesessery artifacts , lucky the artifact merchant is very cheap . When I see +20% to initiative ring for 20k , I even can delate building dragons for a week but buy that ring , it true deservs this .
   It's so strange for me that many people think that Haven is stronger than Dungeon , perhaps they played on recruit or warrior . Two days ago on the Rise to Power I had a battle agaist lvl 25 Irina , she had 11 archangels , 60 paladins , 72 druids , 180 royal griffins , 300+ squirs , 500+ marksmen and 1 inquisitor .
   My Yrwanna was also 25 lvl with 18 black gragons , 38+1+1 matriachs , 114 grim raiders , 320 blood furies and 250 assasins . My skills were exactly as I'd mentioned above , thanks to Enlightment and artifact merchant my stats were much higher than Irina had ( 28 4 26 10 against 10 12 3 10 ) . Haven hasn't any chance in that battle , more than half of my army was survied . When every fury deals near 20 , every raider near 50 and every dragon near 250 damage , half of attacks are lucky and morale is +5 you have deadful mixture of might and magic . I'd found this definitely cooler than pushing defence batton with deep hydras only hoping for emprowed spells .

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 08, 2006 11:14 AM

uhh. Level 25? What's this, a "too big for you" map? uhh, I thought small and medium are still the most popular for 1v1 games.

and only 500 marksmen? No dougal? That's a mere nothing, assuming the game took so long. I guess your opponent wasn't really good (or he was, but he played an inferior strategy). Anyways, the infamous haven pushing after 1,5 months when you have less then 100 furies is quite deadly.

Vs. dougal, you'd face triple the marksmen, possibly splitted. Drags would die to one shot (because of precise shot) and same for lizards. Without hard hitters, you'd simply get overwhelmed. No matter how high furies defence is, marksmen would decimate them. So, I wouldn't draw conclusions from a single game

Next thing is.. you don't start with tactics, so how to prevent huge loses when creeping strong shooters? The answer is only one: take furies off the battlefield, but most of your armies are valuable. I never figured anything better than deep hydras+spells combo for strong shooters. And in earlygame, I sacrifice either assassins or furies to creep the needed mines with spells.

btw, Try to play peninsula map and get master hunters in your way. What can you do? Uhh, not much. The only option is tactics, but I never managed to get it when i needed it, or sacrificing and spellcasting.


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Dungeonian
Dungeonian


Adventuring Hero
Supreme matriarch
posted November 09, 2006 01:46 PM

 We usualy plaing hotseat on Heroic and don't choose a map , where PvP battles could begin already on first week . So , Haven player can't use training before he builds Capitol - there are not enough money for it . Also , Haven has much heavier start - the archers dies like butterfly even against M-gremlins or sceleton archers , just don't mind hunter etc. , to have marksmen and squires to protect them (s)he should find precious 40 ore , however to have blood furies I need only 10 ore and 3 crystals . Deep hydras are good against shooters , but their building in patch 1.3 need too many crystals , which are nesessery for other crytical structures of Dungeon . So to have tactics , power of haste and retribution and cross all map with Furies , Raiders and several groops of Matriarchs is more dynamic strategy ( IMHO , of cause , may be on small maps and other than Heroic difficulty your one is better ) , also it doesn't require tons of mana cause furies and raiders cross the battlefield before neutrals can do anything . Also Haven hasn't an artifact merchant and knights can take Enlightment very rare , so they , probably , could be stronger than warlock only in defence skill , in all other three a warlock will be sugnificiently stronger ( Again , on big maps ) .
 

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 09, 2006 03:46 PM
Edited by Doomforge at 15:50, 09 Nov 2006.

Quote:
Also , Haven has much heavier start - the archers dies like butterfly even against M-gremlins or sceleton archers , just don't mind hunter etc.


Entirely wrong. The haven player will creep non-shooting creeps until he gets squires, which are very easy to get. Squires make archers nearly invulnerable to ranged damage, along with boosted def and dougal's bonus. It's the furies that die like flies. You can lose all of them by attacking a master hunter group after 2-3 weeks with ease.

Quote:
Deep hydras are good against shooters , but their building in patch 1.3 need too many crystals , which are nesessery for other crytical structures of Dungeon .


That's why I'm willing to scarifice my creatures to get the important mine.

Quote:
So to have tactics , power of haste and retribution and cross all map with Furies , Raiders and several groops of Matriarchs is more dynamic strategy ( IMHO , of cause , may be on small maps and other than Heroic difficulty your one is better )


uhh. As I have mentioned, it works, but getting those skills is a damned lottery. what will you do if you won't get tactics soon enough and a group of master hunters will block your way? Leave the game? I guess it's the only solution then. : ) Or you can play my strategy, sacrifice the furies, go through, get some crystal, and continue to creep with hydras. Even if you encounter an enemy, you can always flee, leaving only a bunch of hydras behind. If you encounter a stronger enemy while depending on furies, you lose all your precious attacking force! Too risky, if you ask me.


Quote:
also it doesn't require tons of mana cause furies and raiders cross the battlefield before neutrals can do anything


Raiders are endgame units. Furies cross the battlefield to score a few kills and than get decimated by shooters. It ain't inferno, you can't creep 20 inquisitors with 20 demons. ;p

Quote:
Also Haven hasn't an artifact merchant and knights can take Enlightment very rare , so they , probably , could be stronger than warlock only in defence skill , in all other three a warlock will be sugnificiently stronger

I'd say barely equal in attack and much worse in def, because enlightment will mostly buff your spellpower. The power and knowledge isn't very important for a knight. Artifact merchant is again a lottery, you may just find useless junk there.

Don't get me wrong, I don't think your strategy is bad.. it's fun, yes. But it's also quite risky and it takes some luck to make it work. "defensive" play may be boring, but it's almost always better. They don't call me "tazar abuser" without reason, you know : )


btw, heroic difficulty sucks and I'm quite certain that no serious tournaments would be played on it. Hard is better in terms of balance. On heroic, necropolis gains such incredible advantage that its becomes nearly impossible to counter, because while other factions have a hard time getting several dwellings up, the necros rampage over the map gathering incredible ammounts of skellies. Every serious heroic tourney would be necro vs necro, I guess ~~

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Dungeonian
Dungeonian


Adventuring Hero
Supreme matriarch
posted November 10, 2006 11:29 PM

quote]

Entirely wrong. The haven player will creep non-shooting creeps until he gets squires, which are very easy to get. Squires make archers nearly invulnerable to ranged damage, along with boosted def and dougal's bonus. It's the furies that die like flies. You can lose all of them by attacking a master hunter group after 2-3 weeks with ease.

  But how about 40 ore for marksmen and squire buildings ?

That's why I'm willing to scarifice my creatures to get the important mine.

 I also like to sacrifice ... other races creatures form 3rd hero for important mine or artifact



uhh. As I have mentioned, it works, but getting those skills is a damned lottery. what will you do if you won't get tactics soon enough and a group of master hunters will block your way? Leave the game? I guess it's the only solution then. : ) Or you can play my strategy, sacrifice the furies, go through, get some crystal, and continue to creep with hydras. Even if you encounter an enemy, you can always flee, leaving only a bunch of hydras behind. If you encounter a stronger enemy while depending on furies, you lose all your precious attacking force! Too risky, if you ask me.

   I'd played your way also and if the circumstances would make it nesessery I'll use it again , but master hunters aren't guard my sulfur or crystal mines everytime ( thanks Malassa ) . I think any skillful player should scout nearest lands before planning his/her building strategy . The main hero chose is also very important there , for defensive way with Deep hydras and solid mana wasting the best warlock is Sinitar , for agressive attack strategy the best is Yrwanna , she has 6 more maidens than any other and her furies when she takes each second level become more deadly and tougher .




Raiders are endgame units. Furies cross the battlefield to score a few kills and than get decimated by shooters. It ain't inferno, you can't creep 20 inquisitors with 20 demons. ;p

  You should write here Deleb , not Inferno . I highly doubt that any other demon lord could kill 20 inqs with 20 demons .



I'd say barely equal in attack and much worse in def, because enlightment will mostly buff your spellpower. The power and knowledge isn't very important for a knight. Artifact merchant is again a lottery, you may just find useless junk there.

 My practic with Yrwanna against knights shows other . At lvl 20-25 when our heroes clash , a knigh usualy has 10 15 5 5 , but Yrwanna has near 25 5 25 10 . May be what skill increses at level-up depends not only from your hero class , but from earlier taken secondary skills and abilities , so when I develope attack and abilities to this skills the probability to get attack on level-ups is higher than when you develope traditional magic-oriented warlock .

Don't get me wrong, I don't think your strategy is bad.. it's fun, yes. But it's also quite risky and it takes some luck to make it work. "defensive" play may be boring, but it's almost always better. They don't call me "tazar abuser" without reason, you know : )

 Me also was Mephala ( not Tazar ) abuser in H3 because that bloody red ball , which was too frequent in large maps and compelely ruined any magic-oriented hero . Thank Malassa , they didn't make it again .


btw, heroic difficulty sucks and I'm quite certain that no serious tournaments would be played on it. Hard is better in terms of balance. On heroic, necropolis gains such incredible advantage that its becomes nearly impossible to counter, because while other factions have a hard time getting several dwellings up, the necros rampage over the map gathering incredible ammounts of skellies. Every serious heroic tourney would be necro vs necro, I guess ~~

   There is one interesting decision , which doen't allow necros being overpowered on Heroic and we use it everytime ( in hotseat ) - they haven't right to use Raise dead spell before building mage guild level 4 , legal cheats should be nerfed , IMHO .

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 11, 2006 10:41 AM

Quote:
  But how about 40 ore for marksmen and squire buildings ?


Usually there are some ore piles next to the ore pit. On hard, it's enough. If it's not, you may skip the marksmen and go with archers+squires, eventually.

Quote:
but master hunters aren't guard my sulfur or crystal mines everytime ( thanks Malassa )


riiight, they do it "only" 90% of the time, along with even worse archmages and elder druids. When I see my "racial" mine, I'm absolutley certain I will meet druids or mages there. It occurs like 80% of the time. My bad luck : (


Quote:
My practic with Yrwanna against knights shows other . At lvl 20-25 when our heroes clash , a knigh usualy has 10 15 5 5 , but Yrwanna has near 25 5 25 10 .


wow that's quite a difference perhaps you got much better artifacts? Seems so.. Enlightment is great but it never gave me that much advantage.

Quote:
legal cheats should be nerfed , IMHO .


All the community says it since training abuse was born and no one is willing to listen to us

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