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Heroes Community > Heroes 5 - Temple of Ashan > Thread: How do you counter sylvan faction?
Thread: How do you counter sylvan faction? This thread is 5 pages long: 1 2 3 4 5 · «PREV
Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted February 05, 2008 12:29 AM

Quote:
Picture this.

Month 6 battle.

My army:

100 Magma Dragons, 200Thanes, 300 Rune Patriarchs etc.

You half this army
You destroy the catapult and my ammo cart. I destroy your ammo cart. Our shooters run out of shots pretty fast.

Next, do you want to tell me you'll have the patience of waiting fot your towers to take down my remaining army? Or will you come out and fight?


100 Magmas?Ok as for my experience these are the most dangerous lvl 7 units I have experenced.Fighting against these,even sylvan absulute luck does not help much cuz I think it returns 40% of attack that would be worse for sylvan to suffer even more damage from such attacks.
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okrane
okrane


Famous Hero
posted February 05, 2008 12:38 AM

Arcane Archers kill them easily

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 05, 2008 03:11 AM

Why would you let the game go on for that long? I don't doubt that at that point Towers are useless, though if you want to avoid casualties, hey you can wait.

In any case, it goes without saying that large armies do not resort to the destroy Catapult strategy. But I thought that was obvious. In the case of large armies, you will usually be a little behind the Heroic AI (because 95 tiers 7s and 100 tier 7s isn't much of a difference where as 5 and 10 is), and then you just beat the AI the good old fashioned way...or just use simple strategies that the AI can't comprehend like using Puppet Master and Frenzy on seperate creatures, or using Phantoms as the offenders while your real units are safe behind the walls or something else that could be fun. By the time you have thoose armies, you should have a high-level hero, good artifacts, and most spells already.

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samiekl
samiekl


Supreme Hero
posted February 05, 2008 11:29 AM

Quote:
Well, my favorite of all time was/is/will be Peninsula - a crappy, poorly designed map, but it has a highly sentimental value to me It's kinda hard for sylvan to be as fast on that map as I like to be.. with arcane archers guarding the pass, and archmages/druid elders guarding the crystal/gem mines. I never play sylvan there.


Sheesh, i cant understand how someone likes to play those nival maps...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 05, 2008 11:35 AM

Me neither. But that was the first map I played and I'm kinda nostalgic

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 05, 2008 12:01 PM

Ok some tactics that can give some greif to Sylvan.  Mass Confusion, not only does this hinder Sylvan's ranged combat, but causes the creatures to not be able to retaliate.  It will be cleansed, but since cleans is only area of effect, unless he bunches his creatures, it will affect only a few.  If sylvan bunches, such things as breath attacks, cavaliers, meteor swarm, can do some great damage.
Along the same vein frenzy/pm.  Especially if the creature goes before the hero.  Put frenzy on arcane archers to really have some fun.

Fire wall.  Either on his ranged, or right in front of yours.  If infront of yours, if they stand there attacking yours (say your protectors have been eliminated) then they take damage constantly.  Especially effective with Ignite, Expert Destruction, and Pheonix Cape.

Arcane Crystal.  Plop it down right in front of the Arcane Archers.  To use them as ranged one of the other creautres (or the archers or hero) will have to waste a turn to destroy it, and cause damage on the Archers.

Powerfulblow, Stunning blow.  Use on whichever unit of theirs is giving you the most problems to make sure it's turn takes a long time to come around again.

Use their slow creeping against them.  Take out all the neutrals, loose resources, and tie up all the resource generators.  Even if you can't reach them for some reason (ie it's a really big map) controlling 3/4 of the map and not leaving them any creatures to get exp from will help a lot.  Not to mention you get most of the really good artifacts.  Especially effective for superfast creeping towns.
Along the same vein, suicide flaggers.  Hire any hero of any type, and rush them to non-protected resource generators owned by the sylvan.  Even if killed, 1 days worth of resource might just be worth it.
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forest001
forest001


Known Hero
posted February 05, 2008 01:54 PM

Quote:

Powerfulblow, Stunning blow.  Use on whichever unit of theirs is giving you the most problems to make sure it's turn takes a long time to come around again.



is this really so great? description is 0.1 back on atb, it's like warding arrow isn't it? true you can make it 0.2 but i don't know if it will help so much.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 05, 2008 02:17 PM

Well in many times it will help one of your units act first but I am not convinced it is great. Best use is with Kragh since he gets to act before anyone else.
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forest001
forest001


Known Hero
posted February 05, 2008 02:26 PM

Quote:
Well in many times it will help one of your units act first but I am not convinced it is great. Best use is with Kragh since he gets to act before anyone else.

so basically he will slow down one unit by 0.1, so it's not soo powerful compared to wyngal skill which speeds up all units by fair amount it's rather crappy. is wyngal considered as broken in MP games? i mean baned?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 05, 2008 02:31 PM
Edited by Elvin at 14:31, 05 Feb 2008.

Yep, equal to starting with ring of speed at lvl 20(even if it does not last ). You can't even compare those. It's mostly for cases you want to shoot first with your centaurs or have the slayers attack without retaliation before the enemy unit's turn arrives. Not that it cannot make a difference but that's by midgame, then I'd rather use warcries.
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Map also hosted on Moddb

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