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Heroes Community > Library of Enlightenment > Thread: Beginers Guide to Jebus
Thread: Beginers Guide to Jebus This thread is 2 pages long: 1 2 · NEXT»
Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 25, 2007 09:58 PM

Beginers Guide to Jebus

About Jebus

(1)This is a random template designed to be played as 1vs1,ffa or  2vs2.

(2)The map is divided into 5 parts.Middle part is the tressure zone, which has relics, lots of gold mines, topes, pandoras and all the high end stat boosters.

(3)Pandora boxes either will have all spells of a magic school or all spells,experience or units which are themed on the town which is in the centre of the tressure zone.

(4)Other 4 parts are for the players starting areas.All connected to the tressure zone which are heavily gaurded.players can only meet each other by fighting the gaurds and goin through the  tressure zone.

(5)Each area is very rich and may have external dwels, topes, relics and so on.

(6)Recommended restrictions would be no DD,Fly,Carto,Diplo,Hilfort and FMG.

(7)Players have a starting town and three roads leading to two other towns(random)and the tressure zone.

(8)This Temp is best played with Large or XL.(I prefer XL as it is more balance and gives u a chance to diversify uoyr stretegies).

(9)Strongest towns for this temp is castle on large. But on xl all other towns pose a threat specially stronghold. Inferno is the hardest to play on this temp as they require some time for farming and so on.

(10)Average Breaktime in XL is mid wk3 or wk3 day1.It is possible to break wk2 and has been done before.Same in Large too.

How to best play it:
- Its very important to buy atleast 7-8 hereos on day 1 or atmost day 2.As said before this is a very rich temp and 8 heroes is eaily affordable.The objective of this is to explore as much of the map as possible and set up a chaining network.

- The ideal hero selection is to buy 3 mage heroes, givin then 2 fodders each(preferably speed units eg.griffin, serpent flys) and send them to follow the 3 roads.They can take on small blocks and the other 2 towns too when equipped with an offensive spell as magic arrow and so on.

-Try to buy a scholar, and few scouts if given chance.And ofcourse a suitable main.

- Your objectives for week 1 should be to explore map looking for high lvl dwels and getting ur hero to various stat boosters.U should build as in to get lv7 dwel in ur town soon as possible.Also should be able to get lv 6 -7 externals by wk1 too, i will show tips for it later on.

- U should be able to cover atleast 75% of the area in wk1, on day7 after u have acheived your priorities, u must map a route for ur main hero( to get pandoras, relevant arites, big fights, takin cons and hives and so on).

-Try upgrading ur lv7's as soon as possible so that u can make use of their speed and might asap, u can trade all your unwanted resources as soon as possible.  

- The route should at the end of the weak enable the main to get closer to the break point.So by wk3 or mid wk3 u will be able to break.


The purpose of this trend is to try to get to the middle as soon as possible and be able to acquire all the goodies and be stronger than opponent and ofcourse rush him.

This should be your prime motive. I will update bits and pieces as i recall them, and will soon post stretegies for each town for jebus.In time i will try to post guides for some other temps iam worsed with.

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doom3d
doom3d


Known Hero
Avatar of general Z
posted May 26, 2007 10:37 AM

I really am a beginner with Jebus..

- Where can I download it?
- What is "FMG"?

Thanks for reply.

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 26, 2007 12:52 PM

@doom3d, http://www.lrh.ro/en/downloads/random.html, u have to copy the temp into ur data folder and rename to rmg.txt. FMG means must fight misplaced gaurds.

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sag
sag


Promising
Supreme Hero
WCL owner
posted May 26, 2007 01:58 PM

also (it may sound fantastic) this template is so rich that you can build level7 in your town on week1. >85% of games i have Angels + castle build on week1...

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 27, 2007 01:28 AM

very true sag, and when i said that we must try to build lvl7 dwel as soon as possible, it usualy ,means wk1 btw .

OK now some points i forgot to mention....

- When playin large it is quite important to capture other towns and the 2 goldmines in ur area, sometimes helps even to build cityhalls, but mostly townhall in the other two is more than enough.

- The other important thing is not to build CAPITOL, in this temp, simply becasue the game does not last long enough to reap its benifits.Ur better off just usin that money to upgrade ur lvl7's and usin that buildin day space to upgrade ur units.There are plenty of crypts,naga banks, topes and so on things to get money from.

- When playin Xl however, it is not very important to capture other towns ( expcept if u  rinferno or fotress, so u can build 3 markets to trade as u rarely get trading posts, and nothin in case of inferno) and gold mines as there is alot of other ways of gettin money as mentioned above.

I think thats about it on pointers, i will write in town stretegies next time i come around.

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liophy
liophy


Famous Hero
Bulgarian
posted May 28, 2007 02:28 PM

Important thing is not to take dwelling early on. Because if you get Dungeon town, with portal of summoning you can get one level 7 creature more.

The other important thing is to collect hives as soon as possible. The best case is day 5 (if you are with castle). 4 or 6 wyverns can help you to open level 7 dwelling week one. Having level 7 dwelling week 1 is half a victory.

Dev - you can describe your methods to open level 7 dwelling (especially angels) week 1. And preferably without Solmyr, Deemer, Ciele with spell power 8 (as this is rare situation).

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 29, 2007 07:51 PM

@ liophy, to be honest in most scenarios ive come across,ur wk1 army is more than enough to kill the gaurd and the lvl 7 dwel with ease.I rarely think about opening hives as i would like to leave to wk2 as it will be used to open topes and border on wk2 and wk3.

An important point though is it is wise to scout out other towns as liophy pointed out tat if in case of dungeon towns residing in ur area, then u can use the POS.

I will talk about how to best use other towns in the future, as i have more time.

How to open Lvl7 dwels:

The best way to learn is to try it urself, create a map with all the 7 castles, then 7 dwels, and try using each weeks army to get that perticular lv7 dwel.I Will give u some examples of how to take some:

- For Rampart, it is the easiest, u need 1-2 stacks dendroids(3 in total),ur wk1 cents, elves, dwarfs, uni's and pegasus(drags if u build em), the object is to try to get the retail off the drags and hit em with dendroids, bind em and shoot away.

- Castle, take ur whole wk1 army which should include ur 1 angel, make sure ur weakest army is in the middle slot,(i.e., right in front of the 3 angels, they will strike that unit, use ur second weakest unit to get the retail off and hit with everything, including spells.

I want to stress to all that it is better if u try it urself, as tats the best way to learn these things.An this is very easy.

* Most times u might even not need the whole army to take a lv7 dwel. But this u will only learn through experience.


**** NOTE Very Important****
In situation, before u try to attack a monster, take into to mind the following facts :

1) How much total HP does the gaurd have.
2) What is its speed.
3) How much damage can all my units do per turn.
4) What spell will aid me to get this job done.

With this info, u must be able to have a pretty base idea on when and how u can take tat gaurd on.

* Remember, the stronger ur army is, the less number of stacks the monster units will split to.So sometimes it is wise to use enough units to get  job done and not over do it.

* I remember when i first started learning H3,a few vets(Angelito namely) always told me to try it myself everytime i asked him somethin, this is the only way to truely learn and that is very true.

* The other important tip i got from one of the best players ive ever played(maretti)told me tat the best way to learn is to save every turn and after game, load every turn, see how ur opponent played it, and if u think he played well, try replicating his turn and fighting the monsters he took tat turn.U learn alot that way, specially when u play good players.Ive learned alot from him.

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liophy
liophy


Famous Hero
Bulgarian
posted May 30, 2007 09:56 AM

If you have enough pikes (the only variable in you week 1 army with castle) and good spells - ok, you might take beat the 3 angels.

But sometimes the guards infront of the dwelling are even tougher. And you might either not be able to beat them, or loose all your pikes, crusaders and monks and not be able to fight the angels.

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 30, 2007 10:52 AM
Edited by Devangle1984 at 10:55, 30 May 2007.

Well last game i played as castle, i had 14 or 15 naga queens(this also happened when i was playin a 2vs2 where i was stronghold too) as gaurds.They were gaurding a spell, artie and some resource piles,
and it was still possible to be taken, i know another vet (maretti) took out several bone drags to take his dwel, so it is not entirely imposible.

Its as i said in the earlier post, u have to know those 4 key things, with that you will be able to formulate an appropriate stretegy.

8/10 times its possible to take out the gaurds and the dwel.This is when playin vs the comp becomes a charm. U can always generate a new map and try to best play it.  

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 30, 2007 10:53 AM

The toughest lev7 dwell (in my eyes) is for sure the hydra dwell.
Devil dwell isn't easy either, but u should have tons of imps and 2 sultans...this is enough. But the hydra dwell in week 1 can be nasty...
____________
Better judged by 12 than carried by 6.

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 30, 2007 10:57 AM

Yap ur right, it is a very tricky dwel to take on, especialy if there is a tough gaurd infront of it. Can't afford to loose alot of units early on.

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liophy
liophy


Famous Hero
Bulgarian
posted May 30, 2007 11:08 AM

Angelito, you must clarify that the toughnest of the hydra dwell is not becouse of the dwell itself, but becouse of the weakness of your army week 1. Right?

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 30, 2007 11:09 AM

The guards of the dwelling can be a dangerous thing, especially when they guard a pandoras box too.
If they guard an artefact, resource piles, obelisk or similar things, u can estimate their amount. But with a box, u can be very unlucky. Is it a small box (5k gold, 5k exp.points, 40 lev1 units...), it isn't a problem, but if it is a box with 10k exp.points...

Extremly dangerous is it in such a case when u face shooters. Lots of magi....20-25 is doable...45-49 is suicide.

Dev pointed it out very well. It is extremely important for you to know the speed and the hitpoints of the creature u want to attack.
"Several bone dragons" sounds very dangerous at first, but if u look at it closer, u will find some important things which help u a lot in your fight:

1. NO MORAL! (this is such a hugh advantage for you!!)
2. Speed 9 (they can't reach ya first turn!)
3. 2-hex units (this helps when u protect your shooters AND your big stack of pikers, coz u only need a single pike on the bottom and in front of your big stacks!)
4. 150 hitpoints is not very much. If they are 7, they have 1050 hitpoints in summary....a full crypt has 900...

And having 2 additional angels on day 8 (1 from first week dwelling, 1 from more creature growth on day 8) is for sure worth loosing all your low level units in such a fight.
____________
Better judged by 12 than carried by 6.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 30, 2007 11:14 AM

Quote:
Angelito, you must clarify that the toughnest of the hydra dwell is not becouse of the dwell itself, but becouse of the weakness of your army week 1. Right?
No I think that is not the reason.
First week army of fortress is not weaker than castle army. You can also easily fight full crypt with fortress. Also treasuries can be done quite easy with 1 hydra (which is tougher to do with 1 angel..)
But the no-retail AND the multi attack of the 3 hydras makes it very hard to fight them when they have reached your stacks. If your big gnoll stack can't be hasted, u will lose tons of them after u have attacked the 3 hydras, coz they are too slow to go away again. And u can't attack the hydras with your flies or wyverns when u have surrounded them with all your units, coz the retail kills many units.
So without haste, this is a tough thing to do....
____________
Better judged by 12 than carried by 6.

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iwannarefresh
iwannarefresh


Hired Hero
newbie
posted May 30, 2007 11:27 AM

Quote:
The guards of the dwelling can be a dangerous thing, especially when they guard a pandoras box too.
If they guard an artefact, resource piles, obelisk or similar things, u can estimate their amount. But with a box, u can be very unlucky. Is it a small box (5k gold, 5k exp.points, 40 lev1 units...), it isn't a problem, but if it is a box with 10k exp.points...


I knew that the strength of monsters guarding something is base on what they guard. But can you explain it more? Is it depends on difficulty?
I have recently seen lots (but...45) Lizard Warriors guading 1 sulfur and 1 star axis (+ Power) on week 2. 200% though.

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liophy
liophy


Famous Hero
Bulgarian
posted May 30, 2007 11:49 AM

Angelito, what you`ve said is true, but... how many times playing jebus you dont have slow magic day 7? or haste, as you said. Either one will help you against hidras. Espetially slow... fighting creature with speed 4 is doable as you said

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sag
sag


Promising
Supreme Hero
WCL owner
posted May 30, 2007 06:52 PM

Quote:
Angelito, you must clarify that the toughnest of the hydra dwell is not becouse of the dwell itself, but becouse of the weakness of your army week 1. Right?

my 5 cents i agree with Angelito that hydra dwell is very tough inside, though it's less guarded externally than angels for example (less value of the object, i think). For me it's tough inside cause u normally don't have good shooters playing fortress and multihex attack combined with rather slow army kills your hand-to-hand units very quickly. Even haste can't help a lot

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Devangle1984
Devangle1984


Known Hero
I am the Dark Vader
posted May 30, 2007 07:59 PM

*iwannafresh, it also depends on the temps u use and the total value that map or temp is given. I also think difficulty has a say too.Iam not entirely sure on that too. Bu as angelito said, the gaurd strength depends on what map objects it protects.More objects, tougher the fella.  

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sachelos
sachelos


Known Hero
posted October 03, 2007 11:19 AM

hi

Hi, dev give detailed examples with taking lvl7 dwell w1, i'm very interested in it, so pls explain how you do it cuz it's very interesting tho'. We talked a lot during games and always said that he has taken lvl7 dwell day 4 or 5. I remember we played a tutorial few months ago 2v2 allied vs computer and day4 he fought pack gorgons for hydra dwelling with quite less army ya know..18 gorgons if i remember well. Other time around 98 grand elves w1 to beat .. not impossible but dont figure it out how to do it.
Well..keep this thread alive, it's a very interesting one!

Regards

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Fank0
Fank0


Known Hero
There are no limits
posted October 04, 2007 07:48 PM

And I am interested in how do you kill 14 naga queens with week 1 castle army . . .

Would really appreciate an explanation cause it seems impossible to me
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