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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
SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 08, 2011 05:47 PM

In the example given - your army might is too weak => your retaliations to his attacks will be weak & your own attacks will be weak.

I don't want to prescribe everything, so just mention some things that may help...

If you ditch the warmachines & flaming arrows, you can think about:

enlightenment, expert luck (definitely keep soldier's luck too), power of endurance, expert runelore [in example you gave, you may not even have enough points for expert runelore if you get magic plus some perks]...

Centaurs should not be doing too much damage as initially, firing at long-range dmg is half dmg & shieldguards have shield allies ability [plus one other thing but you can figure it out later]

The flamelord/stormlord's first attack can be ranged too.

oh yeh, battlerage shout only adds to attack, not defence stat.
enemy orc hero can't get 20 attack & 15 defence every game!

The thread I referred to is about duels whereas this thread is more about dwarves overall in a normal game, where strategy/hero builds are quite different...doesn't matter now.
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted November 08, 2011 06:36 PM

Quote:
shieldguards have shield allies ability

They have not, only self protection.
____________
TWITCH|YouTube | New Arenas MoD for TotE

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ebbafan
ebbafan


Promising
Famous Hero
posted November 08, 2011 09:34 PM

@Boski, i've been busy playing ranger led haven vs late stage dungeon, but as a dwarf specialist i have fought many an orc back in the day...

i would pick the following skills: defense, logistics, luck, enlightenment, dark

luck for soldier's luck. the crippling strike is useful. and the bear roar can reposition things in your favor.

defense is crucial to lasting long enough to mount a counterattack once you have reduced his defense to 0(see dark below)

logistics and enlightenment allows for swift mind(this is not necesary though and is hard to get - try for attack otherwise) and you can get in mass slow and mass confusion/suffering more quickly.

enlightenment also beefs up all other stats and probably ends up giving you a bonus level or two

dark is important because the barb is unlikely to pick this shatter against you and it is most effective against them. the low level dark spells are very useful against them: mass slow, mass confusion, mass suffering and the very stackable mass vulnerability, and the more powerful dark spells if you are lucky enough to get them, spell automatic victory. the low level spells can often be learned from units/heroes

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 10, 2011 09:20 AM

Quote:
Quote:
shieldguards have shield allies ability

They have not, only self protection.
Ouch, Zenithale, you've burst my bubble...after all this time...skirmishers, rune patriarchs & magmas always felt so sturdy...no wonder I've always felt confident playing as dwarves in duels.

That's the thing too, confidence is a wonderful thing during a battle...while nervousness/unsureness is not so good.

but I feel a little bit like Gnomes' avatar after that

Logistics and dark are both 2% skills & very likely to get both...just sayin'.
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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forest001
forest001


Known Hero
posted November 10, 2011 03:51 PM
Edited by forest001 at 15:51, 10 Nov 2011.

Quote:

That's the thing too, confidence is a wonderful thing during a life...while nervousness/unsureness is not so good.




fixed it for ya

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted April 17, 2012 09:58 AM

I am busy playing a map with two mates and we haev chosen to all be Fortress faction against each other.....any tips on how to build my hero to combat a fellow dwarves hero?

Am thinking:

Defense - defensive formation
Enlightenment
Light (mass spells)
Attack - offensive formation

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted April 18, 2012 11:10 AM

Any suggestions playing Fortress vs Fortress?

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bloodlover
bloodlover


Hired Hero
posted June 10, 2013 10:16 AM

What would be a better hero for a XXXXXXLLLLLL map? In the long run I am expecting huge armies to battle each other.

I am playing LAN with a friend and our games tend to end up like this.

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ceday
ceday

Tavern Dweller
posted August 09, 2016 12:22 PM
Edited by ceday at 12:24, 09 Aug 2016.

Hello, I hope this is right place to ask this question.How should I fight against fortress in late game?(more than 6-7 weeks and later) Preferably as academy or necro, They use their charge runes and start smashing my units in first turn.I feel like defensive and initiative mini artifacts is neccesary to survive first blow but how can I find firepower to finish heavy dwarf units then?

Edit: My fortress opponent always goes for light magic.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 09, 2016 12:56 PM

ceday said:
Hello, I hope this is right place to ask this question.How should I fight against fortress in late game?(more than 6-7 weeks and later) Preferably as academy or necro, They use their charge runes and start smashing my units in first turn.I feel like defensive and initiative mini artifacts is neccesary to survive first blow but how can I find firepower to finish heavy dwarf units then?

Edit: My fortress opponent always goes for light magic.

It depends on the map. What is the name of the map that you are playing ? If its rmg how many towns, what lvl do you expect to be when the final battle takes place, is there mentor building on the map ?

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ceday
ceday

Tavern Dweller
posted August 09, 2016 02:23 PM

Thanks for fast reply.We usually play different large maps, there is not a fixed map but last game was on double confrontation.There is no extra town.I expect my wizard to be around 20 level.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 09, 2016 04:08 PM

ceday said:
Thanks for fast reply.We usually play different large maps, there is not a fixed map but last game was on double confrontation.There is no extra town.I expect my wizard to be around 20 level.

Academy + havez is the best combo on this map, you want to break the shipyard guards week 1 and then go to the island in the middle. By week 2 you should have won the game by getting the right tome of magic and bringing it back to your town. After you get the tome of magic attack some units nearby and flee. Buy your hero in your town and win the game The terrain on the island is sand, wizards move without penalty on it, while dwarfs will be slow. Check your objectives to see which tome you need.

If you want to win with final battle week 6-7 your best bet is to start on heroic diff and pick havez. Dwarves will have a terrible start on heroic and will develop slower, which means that you will have higher lvl hero, more army, more arts and so on. I suggest to not pick new skills until you develop your warmachine skill tree. You want 3x balista and 1st aid tent asap. Master gremlins and blacksmith( to buy 1st aid tent) have the  highest priority early game. If you dont get the right skills offered pick advanced/expert artificer and some perks from it. Dont pick new skills untill you have at least balista + 1st aid tent skills. Your skills should look like this:
Warmachines + 3x balista + 1st aid tent.
Light magic + master of wrath + storm wind + master of blessings/abjuration.
Enlightenment - arcane intuition if you dont get righteous might spell in your town you can learn it from your archmages. You can also use scholar if you get some heroes with usefull spells.
Luck - nothing here.
Defense - a great skill for lategame, but sadly very rare for a wizard. If you are sure that the game will go to lategame pick it whenever u see it.
From miniarts - initiative arts on all units + hp arts on lvl 1-3(4) units and def arts on units lvl 4-7. Attack arts are good on every unit, but not as important as ini +hp/def.
Try not to put all your units close to each other, Thunder thanes will be a problem even if stormwinded.

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deathblow
deathblow

Tavern Dweller
posted September 16, 2016 06:30 PM

How to start with town fortress?
The other is easy to start, hitting not unbalanced, this individual I find it difficult to not find the optimal way to fight
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maxozabojca
maxozabojca

Tavern Dweller
posted June 14, 2018 07:34 PM
Edited by maxozabojca at 19:36, 14 Jun 2018.

I have three questions for fortress. My hero will be Ingvar. First, is it worth to go war machines>>tent to minimalise loss of shieldguard in the first week? otherwise I think im gonna lose quite a bit of them while fighting lots of tier 3.

Secondly, how do you tackle stronger monsters with fortress? Im talking about lots of tier 5 in second week for example. Ive done it with dungeon, sylvan and stronghold but I have no idea how dwarfs could do it. I just want to know the creeping technique for stronger monsters. I guess rune of ressurection? but what if you dont get this rune and its a one town map? (art. of war is the map I play)

And lastly which toh maps are good for dwarves?
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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted June 15, 2018 12:57 PM
Edited by Zaio-Baio at 12:58, 15 Jun 2018.

@maxozabojca
What is your game version 3.1 Tote or Hammers of fate ?

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maxozabojca
maxozabojca

Tavern Dweller
posted June 15, 2018 06:10 PM

@zaio-baio 3.1 tote
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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted June 19, 2018 12:31 PM
Edited by Zaio-Baio at 12:56, 19 Jun 2018.

maxozabojca said:
I have three questions for fortress. My hero will be Ingvar. First, is it worth to go war machines>>tent to minimalise loss of shieldguard in the first week? otherwise I think im gonna lose quite a bit of them while fighting lots of tier 3.

Secondly, how do you tackle stronger monsters with fortress? Im talking about lots of tier 5 in second week for example. Ive done it with dungeon, sylvan and stronghold but I have no idea how dwarfs could do it. I just want to know the creeping technique for stronger monsters. I guess rune of ressurection? but what if you dont get this rune and its a one town map? (art. of war is the map I play)

And lastly which toh maps are good for dwarves?


1st question: War machines are great early game, pick them if you get them offered early. When playing Ingvar you want to level up Defense and Runelore until you are offered war machines. It is very important to not pick any other skills before you pick war machines, otherwise it will be harder to get 1st aid tent and 3x ballista fast.

You want your Igvar skill tree to look like this early game:

1.Basic-Expert runelore + greater rune. The other perks from the runelore skill are better avoided, because they open useless perks in war machines - tremors and runic machines. Runic machines is actually not that bad, but first aid tent + ballista + 3x ballista is the best combo from war machines.
2.Basic-Expert defense + some perks - normally evasion + last stand is a very nice combo, because it works great with rune of ressurection in the final fight.
3.Expert war machines + first aid tent + 3x balista.
Once you have those skills go for magic - light, destructive or dark. Logistics are very nice too but are rarely offered.


2nd question: Rune of resurrection is for lategame, you cant count on having it early. Your best bet to creep strong monsters early is War machines, as dwarves have the highest chance in the game to have it offered on lvl up - 15%. So normally within your first 10 level ups you should have basic war machines skill offered.
Other options for easier creeping are Regeneration spell, Resurrection spell, Vampirism spell. Rune of resurrection revives 40% of the loses, so you will have loses with it. From the spells only the Regeneration spell may be obtained early, from a magic shine or from your mage guild ( 1/3 chance to have regeneration in you lvl 2 mage guild). All in all your best bet to revive dead units during week 2-3 is war machines + first aid tent. Other options are highly situational and obtainable mid-late game on most maps.
*On rich rmg maps its possible to get Resurrection/Vampirism spell week 1 from an arcane shop. Arcane shops are not guarded on rmg maps and if the map is rich enough its not a problem to buy the resurrection spell for 25 crystals.

3rd question: Almost nobody plays toh maps. There is still a small Heroes 5 community on game ranger, there are between 20-90 rooms opened at any time of the day. People mostly play ubisoft maps and rarely rmg maps.

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