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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 2 3 4 5 ... 10 20 ... 24 25 26 27 28 · «PREV / NEXT»
sherban1988
sherban1988

Tavern Dweller
posted December 05, 2010 11:33 PM
Edited by sherban1988 at 23:36, 05 Dec 2010.

Hey guys.

I'm new here, only been playing H5:ToTE for a few months now, but Stronghold is definitely my favorite faction.

Could you guys share some tips for a high level (30+) final battle with a dark-oriented hero? I played versus a friend on the largest map possible, we played for over a week (real time, about 5 months in game) till there was nothing left to do (we avoided fighting specifically to get to the end as powerful as possible and have a huge battle), and Puppet Master + Frenzy murdered me.

Shatter Dark didn't come for me unfortunately, but we'll be playing again and we made a deal to add a move mentor to the map we play, and meet by it for the final battle, because usually the build you use for fighting creeps and stuff is different from the build used against a human player.

By reading this thread, I got some tips I didn't think about. Right now I'm thinking of going for a combination of tactics + aura of swiftness + the speed bonus of Executioners and Maulers from rage 1, and hopefully either battlecry or boots of speed for getting up close and personal ASAP + some fantastic morale (expert leadership + artifacts) and retribution for a good extra 25-30% damage (quick question about this btw: does the morale from Ralling Cry influence the damage of Retribution?)

I'm not sure if war-machines is as good in really high level battles (specially since Retribution means no Flaming Arrows). That Balista won't last much or have much effect when we're talking heroes level 30+ and armies of more than 1500. At least that's what I think... didn't get a chance to test it.

As a hero, that time I used the one with Pathfinding cause I loved moving for ages, but her ability is raelly useless in the final battle, so I'll pick someone else. Who would you suggest?

Please, feel free to correct some of my ideas if they're stupid, or add some of your own. I'm open to learning

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veco
veco


Legendary Hero
who am I?
posted December 05, 2010 11:54 PM
Edited by veco at 23:54, 05 Dec 2010.

No Maulers and Executioners for fight againts Dark casters, you'll murder yourself in seconds. Try packing some magic resistances (forgotten armor, magic boots, Luck's perk) and keep in mind that Order of the Chief is bugged if used on a Frenzied unit - both the hero warcry and the Chieftains ability. If you manage to push the frenzied unit right into action you will gain full control over it while still benefitting from the additional damage and rage gain (the frenzy effect won't wear off too!)

Morale is effectively capped at 5 so getting anything beyond 5 doesn't grant you any bonuses what-so-ever.
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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted December 06, 2010 12:25 AM

If you have 5 months worth of troops, you're right in saying a ballista, even a flaming one, probably won't do too much relative to the amount of troops your enemy has. Skills that scale with your troops like Offense, Defense and Luck may be a better choice if you are allowed to respec.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 07, 2010 01:16 PM

With that large of a fight, yes feel free to go away from the Flaming Arrows.

Never underestimate the defense skill..ever.  Especially with Stronghold.  Remember less damage = less rage lost.  Less rage lost = keeping the rage bonuses longer and less damage lost as well.   Vitality is another good solid choice.  Especially for those goblins if you have a horde of them.

Nor the Enlightenment Skill.  Though the extra exp won't help you a whit, the extra stats never hurt.  You probably can ditch any of the perks of it however.

Retribution is almost a must late game fight.

I am sure that if for some reason your units have less then 5 morale that rally cry will help..but honestly there are better things you can be doing with your hero unless your enemy lowers your morale to much (ie necromancers).  Necromancers should be puppeting, frenzing, and casting mass spells however (confusion and slow come to mind).

Shatter dark IF you can.  Even giving up the Defense or enlightenment skill if needed.  It won't stop a dark caster..but it will certainly help ease the pain.

Rage to max (of course).  Powerful blow + Kraugh + Stunning blow = Fun.

The other shatters are not quite as effective..though if your enemy is necro who spams raise undead or Academy/Dungeon with Phoenix..might be a good thing lol.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 09, 2011 10:42 PM

just curious, do anyone throw goblins with cyclops? I was wondering if it might be a good idea to remove their range penalty, it's sad to see an ability which looks fun but is so weak.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 11, 2011 09:21 AM

It's situational.

Btw extra speed + maulers + executioners CAN work but you have to be lucky. If opponent has swift mind with puppet game is over before it begins, if not all he has to do is puppet executioners, kill maulers and shamans with them. But with high init/luck/morale and resistance it can be anyone's game. Ofc you need great attack if you go that way.
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Bwaaah
Bwaaah

Tavern Dweller
posted August 30, 2011 11:23 PM
Edited by Bwaaah at 23:24, 30 Aug 2011.

Hey there guys!

 I've got a few questions if you guys don't mind answering. I just started playing this game not to long ago and i've been having a trouble with Stronghold, I usually play as Kragh but can't seem to really do much early in the creeping phase. Do i have to wait a few turns to buy a Blacksmith, Goblin Shacks, and a Centaur Outpost?
Also what buildings should i build in the first and second week in the game?

Also any tips for a new player to the faction would be much appreciated!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 30, 2011 11:34 PM

I'd suggest that you upgrade goblins and build centaurs at the very least. Warmachines with tend and ballista are also important if you plan to have risky fights though Kragh can be quite the killer with powerful blow anyway. Centaurs shoot, goblin stacks cover them and use traps. If possible it would be great to build capitol, castle and cyclopes on week 2 though not all maps allow it.
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Bwaaah
Bwaaah

Tavern Dweller
posted August 31, 2011 12:02 AM

Yeah he hits really hard! He's definitely my favorite hero right now though i need to do a bit of work during early creeping..
Which do you prioritize Cyclops, Castle, Or Capitol? I'm thinking get Capitol as soon as possible followed by Castle and Cyclops.

I also try to get warmongers a bit early so i could use them to bait and meat shields instead of goblins since they have Fierce Retaliation and not to mention the superiority in defense and health.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2011 12:07 AM

They aren't needed at all. I mean in rat race(custom map) I could kill 14 archangels week 2, just with powerful blow, centaurs and trappers. Ok I had tactics to cover the centaurs from the beginning but still.

Much better to use your resources for capitol, castle and as many unit dwellings as possible. Though I don't care about wyverns much, I'd rather get cyclopes if possible. Mercury really is scarce.
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Bwaaah
Bwaaah

Tavern Dweller
posted August 31, 2011 12:21 AM

That's crazy! About what level do you normaly reach in your second week? I don't normaly get wyverns either, i think part of the problem i was having was that i would upgrade a good amount of the dwellings but always ran low on money when i was able to reach Capitol and would have to wait two or three turns just to get the money to build it. But this should have me going pretty good then i'll try it tonight when i get a chance to play thanks Elvin!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2011 12:35 AM

Oh you know, practice and luck Some risks are worth it, they can get you lvl 15 or more week 2. Again assuming that the map allows it and the neutrals you get aren't too crazy. If they are warmachines can fix that, they just aren't a good skill to have if the game takes more than 4-5 weeks. Haggash and Telsek are also great heroes to try.
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ColdBlast
ColdBlast


Hired Hero
The Frozt master
posted October 15, 2011 03:04 AM

I think... Stronghold is good to weaking spells.
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Caracal
Caracal


Adventuring Hero
posted February 10, 2014 08:12 PM
Edited by Caracal at 20:27, 10 Feb 2014.

Hey guys. I was recently looking for good faction for late game like 3rd 4th month against sylvan and I was wondering if Stronghold can beat that late sylvan. Obviously my first choice was fortress but I was wondering if I can have 2 factions against late sylvan (my friend) just to vary things up. Is stronghold any good in that late game against elves or should I stick with fortress only?? And how about Inferno??

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darkprince
darkprince


Adventuring Hero
posted February 10, 2014 10:33 PM

Caracal said:
Hey guys. I was recently looking for good faction for late game like 3rd 4th month against sylvan and I was wondering if Stronghold can beat that late sylvan. Obviously my first choice was fortress but I was wondering if I can have 2 factions against late sylvan (my friend) just to vary things up. Is stronghold any good in that late game against elves or should I stick with fortress only?? And how about Inferno??

Inferno does not stand a chance.
Stronghold is good. You might also consider Academy (3rd level artifacts) and Necropolis (Light magic).

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Caracal
Caracal


Adventuring Hero
posted February 11, 2014 01:19 PM
Edited by Caracal at 13:20, 11 Feb 2014.

Necro and light magic??? Where do you get spells from?? My main factions are dungeon and necro but everybody claims them to be early game factions. Can you be effective wih necro in lat game at all specially against sylvan?

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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 11, 2014 09:41 PM

Caracal said:
Hey guys. I was recently looking for good faction for late game like 3rd 4th month against sylvan and I was wondering if Stronghold can beat that late sylvan. Obviously my first choice was fortress but I was wondering if I can have 2 factions against late sylvan (my friend) just to vary things up. Is stronghold any good in that late game against elves or should I stick with fortress only?? And how about Inferno??


What map ? Rmg, toh, ubi?

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Caracal
Caracal


Adventuring Hero
posted February 11, 2014 11:54 PM
Edited by Caracal at 23:57, 11 Feb 2014.

ubi/rmg large/huge maps cause those I usually play with friend

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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 15, 2014 06:07 PM
Edited by zaio-baio at 11:30, 23 Feb 2014.

@Caracal

So a month 3-4 final battle vs Sylvan on ubi/rmg large/huge map.
What the elves should aim for is a solid 1st strike, backed by a good array of mass buffs. Divine vengeance will hurt a lot, but their ressurection will be rather useless (due to the spell formula and the huge armies). Destro and summon magic are useless in such big battles, so the elves will go for either light or dark. In any event if played well they are a very strong lategame town, that doesnt need much to build up.
I strongly recomend to ban wyngaal, unless you are very skilled.

The best possible build for an elf hero lvl 25+:
Attack: tactics + retribution / Logistics + swift mind*
Defence: Last stand + vitality
Enlightenment: intelligence + mentoring
Leadership: Aura of swiftness + battle commander
Light magic: Master of wrath, the other light perks are  picked according to the opponent.

The luck skill is very nice, but its perks arent that nessecery, so its best to skip it in favour of attack. You can try to max out your luck via artifacts/battle locations.

If your elf hero is around lvl 20:

Luck: resist magic
Defence: Last stand
Enlightenment: intelligence/Logistics + swift mind*
Leadeship: aura of swiftness
Light magic: master of wrath

With lower lvl heroes its best to get luck instead of attack, because the attack skill tree requires lots of skill points to be usefull.
In any event the aura of swiftness is a must have, the entire elven strategy is built upon the 1st strike.

* You should pick logs over attack with heroes lvl 25+ and over enlightenment with heroes around lvl 20. If you manage to find a memory mentor make sure to replace the logs skill with attack or luck.


Some common tipps that are true for any faction facing sylvan:
1. Always get + defence from war academies and arenas. You need as much defence as possible.
2. Always attack the main elven hero with 1 of your secondary heroes. You cant let him have + luck/morale from map locations or + 1 speed from the Fortuitous Sanctuary (if its visited on sunday).
3. Always favour artefacts to have on your main hero that give + initiative or + defence. You need to strike 1st or to survive the 1st strike.
4. Look for any 2 of the necro set pieces to lower your opponents movement speed by 1. Its game breaking.

Stronghold:
Will do well enough both on ubi and rmg maps, as long as you pick tactics, defence, enlightenment, leadership and shatter light + storm wind. Unless your opponent is skilled enough to get dark magic + high lvl dark spells (if the map allows it). In this case better dont play orcs, usless you know that the map has a mememory mentor building.

The best possible build looks like this:

Attack: tactics + retribution
Defence: Last stand
Leadeship: Aura of swiftness + battle elation
Enlightenment/Luck*
Shatter light: Storm wind

If your opponent is likely to get dark magic, then visit the mentor hut and mentor out expert enlightenment in favour of shatter dark. Orcs are the only heroes that dont lose the enlightenment bonuses if they mentor out the main skill.

*Get enlightenment first and if you manage to visit a memory mentor make sure to mentor it out in favour of luck.

If you happen to play on rmg maps make sure to get warmashines + tent and logistics asap, you will need them for fast creeping. Week 5-6 you can mentor them out for might skills. On ubi maps dont bother with warmashines or logs, they arent worth it in a week 12-16 battle (all ubi maps can be finished within 5 weeks, so after that point both you and your opponent will sit back and end turns to  get bigger armies). Also those large/xl ubi maps dont have a memory mentor hut on them, so it wont be possible to mentor out any skills.

On both ubi/rmg maps pick Haggash as starting hero.

I wont cover the goblin knight abuse, its both cheap and lame.

To be continued... Next town is Inferno

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Caracal
Caracal


Adventuring Hero
posted February 16, 2014 10:12 AM

Awesome Zaio, as always I can rely on your quick and meticulous reply. Btw my friend has not faintest idea how to play Homam V although this is the same guy who taught me how to play Homam II hehe. I will start to practice Stronghold immidiately and I'm anxiously waiting for your Inferno analysis. Btw in the past we had this huge late game battle. I was necro he was sylvan and around month 3-4 I whooped his butt with frenzy and puppet master.....then we played this battle 3 more times and every time my magic got ressisted...-_- back then I didn't know about unicorn's aura plus ossir which results in 45% magic ressistance. So I won the first battle when I was lucky enough to land spells and he trashed me hard 3 more times after that. That's when I started lurking around here to learn how to play this game properly to avoid stupid things like casting frenzy on units around unicorns thx again.

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