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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 HoF Strategy: Playing Fortress Faction
Thread: Heroes 5 HoF Strategy: Playing Fortress Faction This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Jabarkas
Jabarkas


Adventuring Hero
posted October 24, 2007 03:24 PM

Quote:
What is your usual build? Is the summoning magic worth it with a runemage?


Used to go with Karli and Luck+Defense+Light combination, but now I find Erling to be more fun... though probably far easier to counter in multiplayer games.

The idea with Erling is to take advantage of Sorcery and grab Magic Insight (The only summon-spell I want is phantom forces) and then go for Distract. Then you take Enlightenment, Leadership (Empathy) and Destruction (Ignite), in order to end up with a spell-spammer.


Ok, perhaps not the best build... but that was my usual approach. Worked a bit better in HoF, since then you could get both Mentoring and Empathy.


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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 25, 2007 08:02 AM

Interesting build. I think this is a nice example that each faction can actually go to either might or magic department depending on the starting heroes (I'm now keen on building Havez to might rather than magic hero). When you start with Erling it is natural to maximize his starting Sorcery skill. Another slot could probably be filled with Luck (Soldier's Luck is important for the bear-riders) or Light.

There is no best build. Everything depends on the map and enemy
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Jabarkas
Jabarkas


Adventuring Hero
posted October 25, 2007 10:38 AM

Hmm... looked a bit more on what could be done with ToE-Fortress, and found the following interesting skill-combos:

Ballista Spam
Combo: Triple Ballista + Runic Machines + Flaming Arrows
Best Hero: Brand
Level: 11

Fire Spam
Combo: Distract + Ignite + Empathy
Best Hero: Erling
Level: 17

Holy Spam
Combo: Master of Wrath/Abjuration/Blessings + Empathy
Best Hero: Helmar
Level: 12

Nuker
Combo: Warlock's Luck + Ignite
Best Hero: Erling
Level: 11


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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted October 25, 2007 06:21 PM

Anyone tried Dwarven Armaggeddon spammers? In ToE, Flame Lords, Rune Keepers and Magma Dragons are all immune to fire - so on larger map with resources, you should be able to build all the buildings - and since Erling has advanced sorcery and priest focus, with Ignite, Warlockīs Luck (Master of Fire, Soldiers Luck to support Mark of Fire) is seems to be interesting strategy. Anyone tried it against another human player?

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted December 30, 2007 06:56 PM

Elrng does indeed look like a very nice late game hero. Magic though.
I'm wondering if he gets defence as of one skill.
Pretty sure destrct and luck will be no problem to get.

I was looking into Karli for a late game... now i'm a bit puzzled. cuz main opponents for late game are insanely powerful - academy and sylvan.
any suggestions fro tatic?

cheers

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Duncan
Duncan


Famous Hero
The Pathfinder
posted December 30, 2007 07:26 PM

How insane it is? Can you bring some numbers to the equation? If Sylvan has Nature's Luck, nullify it with your own Ultimate. Other paths are doomed. As for Academy, late game should favor might than magic factions. Unless you're heavily outnumbered, what specific strategy do you need? Just use rune spamming that's all
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Lesij
Lesij


Famous Hero
posted December 31, 2007 11:21 AM

Duncan is right.
Late game favours might, so Erling isn't so good late-game-hero.
The best lat game hero is ofc Ingvar, cuz he get mighty Defenders...
Only after they are all killed should he use armageddon to blast the hostile surviviors...
____________

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 31, 2007 11:37 AM

With Mini-Arties Light and dark magic Academy can rival just about any might faction, if not surpass them.  It is a heck of a match up though, especially if Fortress has those super shieldguards.  With the Magic Damage reducing arties even Armeggeddon don't help you much.  Seen up to 75% damage reduction from all magic.  That is insane.

Now if they attack fortress, which has a full army, in a fortress city, it could get real messy.  Espcieally with guard post.  Academy is not unbeatable, but it can really kick some tail.
____________
Message received.

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Lesij
Lesij


Famous Hero
posted December 31, 2007 12:12 PM

You forgot about runes I pressume...
Rune of battlerage+ Rune of Charge on Thunder Thanes still makes them great slayers...
Also, if you play Ingvar guard post dudes also recieves that +3/+4 maybe +5 and ofc +2 life bonus... And there are zounds of them...
Anyway, if the guard post dies after the fight- you should go with them out of the fortress and kick some ass...
____________

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 31, 2007 12:22 PM

Ingvar is overpowered and therefore banned in multiplayer while the shieldguard post has been nerfed(thank goodness).
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 31, 2007 12:26 PM

No, runes are great, but they get expensive fast.  Also, you can only use them so many times usually.  Mini's however, once made, are perminate.

My favorite Arti Set up (depends of course, but like I said ....favorite).  Is Init, Hp, Magic Resist.  The second is attack, armor pierce, MR (or hp).  Init and Hp are in a lot of my setups however.  Giving a first tier creature +6 each makes them kinda insane.
____________
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Duncan
Duncan


Famous Hero
The Pathfinder
posted December 31, 2007 01:08 PM

Yes, I had assumed that Ingvar was ban, he's out of picture in my earlier post. Otherwise who can beat lategame Ingvar?

Mini arties are ofc more expensive than runes, despite usable. But I thought we're talking one last battle here where you can waste all the resources even at triple cost. Not to mention Fine Rune, you may even waste none.

Just to be more specific with the strategy I proposed: Get Teleport Assault, drop your Magma in as many nearby enemy troops as possible, then use Rune of Battlerage, reuse it at triple cost the next chance, then if your hero is still busy doing anything else and hasn't refreshed the rune, try Rune of Berserking or Etherealness, redo at triple cost if necessary before using Rune of Resurrection. Probably same thing with the other units... heck, I hate it even to imagine battling against these spams!

Let us know the outcome of your game, silentQ!
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted December 31, 2007 05:15 PM

Thanks for suggestions guys and Ingvar is not banned in my game lol... i just play with my buddies - hot-seat game.
So i'd probably go with him then..
I'm just wondering on the skill perspective what to get..
plus one concern is Ingvar cannot get preparation - valuable perc!
I was also looking at Karli... luck+soldier's luck.. no problem in getting defence i suppose as fortress has it as a main skill..

or maybe i'm wrong

p.s. as far as i know to get logistics with fortress is pretty hard :/

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elmek
elmek


Adventuring Hero
posted December 31, 2007 08:01 PM

Quote:
Thanks for suggestions guys and Ingvar is not banned in my game lol... i just play with my buddies - hot-seat game.
So i'd probably go with him then..
I'm just wondering on the skill perspective what to get..
plus one concern is Ingvar cannot get preparation - valuable perc!
I was also looking at Karli... luck+soldier's luck.. no problem in getting defence i suppose as fortress has it as a main skill..

or maybe i'm wrong

p.s. as far as i know to get logistics with fortress is pretty hard :/

Ingvar can get Preparation in ToTE. However I do not use it usually anyway, so I skip it.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted December 31, 2007 08:27 PM
Edited by Orfinn at 20:33, 31 Dec 2007.

Quote:
Hey is your uncle called Ingvar? If so you have an imba uncle


He works in Telenor a scandinavian telephone line operator firm...but yeah I guess hes imba in his own ways of buisness havent met him in years...

Quote:
shieldguard post has been nerfed(thank goodness).


By how much? Is it still worth investing in?


____________


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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted December 31, 2007 08:36 PM

so what ARE the skills that are most useful?

defence naturally, luck, leadership, i was thinking sorcery to expert (for faster hero turn.... though is that really needed?) logistics if given and attack for frenzy and tactics?

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted January 01, 2008 09:24 AM

Quote:
so what ARE the skills that are most useful?

defence naturally, luck, leadership, i was thinking sorcery to expert (for faster hero turn.... though is that really needed?) logistics if given and attack for frenzy and tactics?

For Fortress are most useful Luck and Attack. Defense and Light Magic are always nice to have. Logistics are hard to get (but quite useful), Warmachines are good option only if you want to rush or have mines and easy creeping early. Personally, I donīt like Leadership for Fortress, other skill will help you much more. Sorcery is needed only if you choose Destructive - but again, I donīt prefer this choice.

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted January 01, 2008 10:29 AM
Edited by Anakrom at 10:32, 01 Jan 2008.

Skill choice depends mainly on the opponent you are playing against, so I will try to give an example.

Fortress vs. Haven

Skill choice -

DEFENSE : Vitality, Defensive Formation, Preparation (or Evasion, if you donīt defend that much, weakening Marksman is always handy)
LUCK : Soldierīs Luck, then Magic Resistance + Dwarven Luck (if you are afraid of Dark) or Deadmanīs Curse + Resourcefullnes (only useful choice if you are not afraid of spells)
ATTACK : Frenzy, then Tactics + Offensive Formation (helps alot) or Archery + Flaming Arrows (only in case of WM rush)
LIGHT MAGIC : Master of Abjuration + Supress Light (if enemy is using Light) / Eternal Light (Dark users) + Master of Wrath, other possibility is StormWind, which slows down Griffins and Angels (doesnīt matter that much)
LOGISTICS/WARMACHINES - depends on you, you level maybe wonīt be so high anyway

Next step is positioning your troops in battle - against Haven, main threats are Palas and Marksman. Letīs say, that you have Tactics + both Formations, which helps alot.

S- Shieldguards
W- Skirmishers
B- Black Bears
Z- Berserkers
T- Thuder Thanes
M- Magmas

***
***
SMM
WMM
ZTT
*TT
**
**
BB
BB

With this positioning, you will take nice advantage of Formations. Nevertheless, fight starts - Griffins are diving (not much to do about it), Palas must charge - player should target Thanes, because they can cause havoc with Rune of Battlerage, and Magmas will burn them with shield, so Thanes are main option. After their attack, if you have Divine Vengeance, try to charge them with your Shieldguards, and  activate Battle Rage of Zerkers - if you land lucky strike, Palas should be in pretty bad condition. Bears can charge Marksman, but they are usually blocked by Squires - try to attack Inqusitors, if they are far enough from marksman (Precise Shot hurts) or wait for Griffins landing and Paw Strike them. If you are afraid of Marksman, cast Mass Deflect (but you will suffer from not having Mass Haste) - at this point, Palas should be hurt pretty bad, and Marksman weakened. Angels and Griffons can be handled by using Runes (Iīm not counting with priests, because their dwelling is hella expensive, and not counting on Runes used, because itīs rather situational). This is just rough example of skill picking and strategy - ofc I will not work in 90% of  games (it seems pretty easy on the paper, but Iīm sure any Haven player reading this will find many holes and post them), but if you will play a while, Iīm sure you will handle even skilled player. Right skills and positioning are 50% of succesfull game. Hope it helped a bit.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted January 01, 2008 07:18 PM

Quote:
i was thinking sorcery to expert (for faster hero turn.... though is that really needed?)


If playing against magic faction, Sorcery can be considered with a route to Distract. The objective is as the spell name suggests, to distract the enemy hero, not to cast faster. You won't have enough mana to do so.

Quote:
LUCK : Soldierīs Luck, then Magic Resistance + Dwarven Luck (if you are afraid of Dark)


Luck build should be pretty much generic as above. That would be a great counter for Dark in addition to Light, which I think a must for dwarves. If Cleansing is not needed, mana can be reserved for Rune of Resurrection + Resurrection spell combo.

Quote:
if you have Divine Vengeance


DV is a broken spell, in a pure MP game it should be banned (under the current version). Besides, when playing against Haven, what makes you think they won't use it against you with heavier damage?

Quote:
I'm not counting with priests, because their dwelling is hella expensive


I'm afraid there's a flaw here. If there's a unit that must be left out in building up Fortress army, it should be Berserkers and not the Rune Priests. Berserkers have the same function as Shieldguards (melee unit), and if Ingvar isn't banned, those little tanks can pretty much do all the works themselves. On the other hand you need another shooter beside Skirmishers which can't do much damage except crippling the enemy. Firewall is also needed to disturb enemy shooters such as Marksmen/Inquisitors. Expensive? Actually in small/medium maps with less resources it is more viable to build Priests' rather than Thanes' dwelling given 20 crystal requirements. The crystals are badly needed for casting important runes such as Battle Rage in the battle.
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted January 01, 2008 07:49 PM

Quote:

DV is a broken spell, in a pure MP game it should be banned (under the current version). Besides, when playing against Haven, what makes you think they won't use it against you with heavier damage?


Yeah, I agree, it is broken, way too overpowered, next patch should change damage formula. Haven can surely use DV too, then you fully depend on Ressurection Rune. But with some arties + Dwarven Luck + Supress Light it can be quite tricky, imagine Knight, losing 28 mana without effect, instead of buffing his/her troops.

Quote:

I'm afraid there's a flaw here. If there's a unit that must be left out in building up Fortress army, it should be Berserkers and not the Rune Priests. Berserkers have the same function as Shieldguards (melee unit), and if Ingvar isn't banned, those little tanks can pretty much do all the works themselves. On the other hand you need another shooter beside Skirmishers which can't do much damage except crippling the enemy. Firewall is also needed to disturb enemy shooters such as Marksmen/Inquisitors. Expensive? Actually in small/medium maps with less resources it is more viable to build Priests' rather than Thanes' dwelling given 20 crystal requirements. The crystals are badly needed for casting important runes such as Battle Rage in the battle.

Good point. I used to do it in your way, but then I discovered, that Berserkes are massive damage dealers (if you activate their skill) rather then tanks (actually, they tend to die pretty fast, more like kamikaze troop, they will perform killer attack, and are butchered afterwards) and their dwelling cost gems and mercury, which arenīt essential resources. Priests are useful ofc, but canīt do so much damage and that 5 crystals are annoying.
On small map with less resources, you should try WM Rush and capture Crystal Mine asap. Again, Priests canīt affect final battle that much,  because most of effective Runes doesnīt work for them - Thanes and Dragons can. But ofc it depends on map, you are right.
Ingvar is probably banned, according to Elvins post in another thread.

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