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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE Strategy: Playing Stronghold Faction
Thread: Heroes 5 TotE Strategy: Playing Stronghold Faction This thread is 28 pages long: 1 10 ... 15 16 17 18 19 ... 20 28 · «PREV / NEXT»
Abiogenist
Abiogenist


Hired Hero
posted March 13, 2008 12:33 PM

I was wondering what should be the order of creating buildings, from small to impossible maps. Any suggestions?

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nosfe
nosfe


Adventuring Hero
posted March 13, 2008 01:01 PM
Edited by nosfe at 13:03, 13 Mar 2008.

depends on the resources available, especially mercury and gold, best way to find out is to play a couple of times on the map types you are interested, only playing for 3-4 weeks to see how much resources you need/have

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted March 13, 2008 01:37 PM

Quote:
problem being that you lose out on battle elation and divine guidance, both very potent; try out order of the chief+ divine guidance on cyclops(+a goblin for lunch when his health goes down to much)


Divine Guidance is annoying with Kragh though because you probably want him to hit as much as he can.

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nosfe
nosfe


Adventuring Hero
posted March 13, 2008 01:48 PM

true enough, i've played a couple of games with empathy instead of battle elation/divine guidance and it certainly is viable, you can also get it much faster; stunning blow is much more powerful with empathy and it makes for easy creeping when combined with slow/haste and powerful blow; also, diplomacy is very good when combined with the slave market, especially after week of the xx where the map is littered with easy creeps

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Abiogenist
Abiogenist


Hired Hero
posted March 21, 2008 03:09 AM

To nosfe: I mostly play in XL maps created by random generator.
In the first week, this is the order I usually follow:
1st day = Goblin Slum
2nd = Town Hall
3rd = Centaur outpost
4th = Goblin Shacks
5th = Hall of trial
6th = Warrior Tent
7th = Garbage Pile
Good order?

Also, I was wondering, are Goblin Trapper's traps affected by Soldier's Luck?

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted March 21, 2008 03:54 AM
Edited by yasmiel at 03:55, 21 Mar 2008.

First day, tavern is a priority (unless its built already).
I would also aim for citadel before the end of first week.

At least citadel + level1-3 dwelling should be built. The more creatures you have the easier game you'll have.

Garbage pile and hall of trials are not that much of a priority in first week.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 21, 2008 07:23 AM

Citadel week 1 is no good unless you have fort and even then I'm not sure. I prefer to get shamans.
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nosfe
nosfe


Adventuring Hero
posted March 21, 2008 11:44 AM

you can't get shamans on RMG maps in week1 because you always start with town lvl2 so the best course i'd say is to get unit lvls 1-3, citadel and upgrade goblins for first week

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted May 09, 2008 12:46 AM
Edited by The_Gootch at 01:22, 09 May 2008.

If you've got the money, citadel 1st week is a good idea.  More centaurs is always a good idea.

Here's something that's annoying.

Is it me or does Swift Mind just not work with Kragh?  I got my free shot against some Pit Spawns and their not so uber 9 initiative and then I didn't see him until after they went.  What the hey?!

Edit:  You know, sometimes these things have already been tried and answered.  Thanks Yasmiel.  I've just verified the bad news you tested about Swift Mind and Kragh.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 09, 2008 01:35 AM
Edited by Elvin at 01:36, 09 May 2008.

I usually avoid unless I am sure I will build capitol, castle and cyclopes on week 2. The money is not always enough so fortification structures I build after the capitol.

A shame about Kragh.
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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted May 09, 2008 01:40 AM

Real players play Random Maps

And not those silly toh maps that cater to spellcasters what with their wells.  For us we have the choice of either Castle, Capitol, or T7 on day 7 Week 2.

I'm not quite sure what the best tact is.  Often I'll build Castle day 7, upgrade my Shamans on day 1 of week 3 and then Capitol on day 2.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 09, 2008 01:58 AM

Random maps suck beyond comprehension for so many reasons. Also there is no standard 'toh' map. Some are outrageous like hourglass, others just right.
I prefer the option to have castle and tier 7 by week 2 if I am good/fast enough to cover the key points of a map and defeat certain neutrals. It's not always easy and there may be luck involved but it can speed up the action.
Week 3-4 fights are simply a lot of fun because you ahve to do many things in a short time and you can't have everything. Takes priorities. And no I don't mean maps where you have 4-5 fights per day, that's annoying.

About wells try rat race. No well to be found till you defeat a pack of tier 7 and only way is to replenish in town.

Btw why upgrade shamans? You use them because of no retaliation because of slow? So far my centaurs and trappers make a good team
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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted May 09, 2008 02:02 AM

Guess I'm a n00b.  I never bothered with the unupgraded ones.  Now I will.  
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 09, 2008 02:14 AM

They can be great against units like vindicators or squires where centaurs would have a little trouble but I usually get flaming arrows or excruciating strike so they can be dealt with either way.

Btw I remembered the no retaliation part because of that replay with the 187 seraphs. That is one epic battle, kudos to whoever posted that
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted May 09, 2008 06:50 PM

When Tote came out I was a Kragh fanatic, I guess I have to try Stronghold again some day. Problem is I find no satisfying way to counter Dark magic without ruining my build. Expert Shatter Dark with perks is so costly in terms of levels and the skills you lose, taking Weakening Strike is a poor consolation.

Regarding Random Maps you should try custom templates. If you click on the 'X' in my signature you'll be able to dowload a good map which was generated with a custom template.
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13 Heroes

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 09, 2008 07:07 PM

You are right about shatter dark but on the other hand orcs don't need too many skills to be effective. You use two skills for creeping and then level up a shatter.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted May 09, 2008 07:26 PM

That's true but there is effective and EFFECTIVE. If I want Expert Attack, Expert Luck, Expert Defense and Expert Leadership, I have to skip Logistics to get Shatter Dark and that's a real pain. Still you might say I want too much and perhaps I do.
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13 Heroes

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Nikita
Nikita


Famous Hero
Meepo is underrated
posted May 10, 2008 05:20 AM

Logistics is one of the first things I advance at the beginning of the combat,since it helps me gain exp and resources.If I had to sacrife smth to get it,it would be defence.I use Stronghold only for attack,mostly for attack,maybe a little defence but not much.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted May 10, 2008 11:05 AM

Oh but Defense is good. Combined with Blood Rage it's even better. 30% less damage at Expert level with perks such as Evasion, Protection and Vitality. It's just awesome.
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13 Heroes

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted May 10, 2008 12:30 PM

Quote:
If I want Expert Attack, Expert Luck, Expert Defense and Expert Leadership

I would skip Luck then. Orcs imo need only Attack and War Machines to be effective in creeping - followed by Logistics (Pathfinding, Warpath) to speed up map clearing, then Leadership for Battle Elation. Defence is handy, but not as essential as skills mentioned. I usually leave lucky strikes on artifacts, skill isnīt worth it.
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Result matters

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