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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternative strategies
Thread: Alternative strategies [ This thread is 2 pages long: (1) 2 ]
zamrai
zamrai


Adventuring Hero
Moonlight Melody
posted April 22, 2008 03:25 AM

Alternative strategies

Have you ever met a player who completely surprised you with his strategy? Played way to unpredictable making you loose all your strategy concept?

Or maybe you have confused sb taking very innovative talents for your hero like not relying on destruction playing warlock while your opponent took all efforts to make himself magic immune?

I'd like we share all the innovative game concepts/experiences here for our development.

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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted April 22, 2008 03:47 AM

Quote:
Or maybe you have confused sb taking very innovative talents for your hero like not relying on destruction playing warlock while your opponent took all efforts to make himself magic immune?


That's the best strategy.

For instance, dark+summoning warlock against stronghold.

Or divine vengeance and ressurection based warlock with attack, luck and mass light spells : O

Its not very reliable on small one castle maps but with a lot of towns and an utopia you can go for whatever you want.

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted April 22, 2008 05:01 AM

Well the predictable strategies are on paper, online you can see many seemingly weird things, I'll name a few. Wizard with flaming arrows and counterspell, sylvan with dark/summoning, dungeon with warmachines etc. It really depends on the map, I'd never try dungeon with ballista in a long game just as I would not get light in a small game. Long games tend to have more variety and utopias, arcane library, huts and mentors can make an opponent's plan hard to anticipate.
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VokialBG Online
VokialBG

Hero of Order
First in line
posted April 22, 2008 05:35 AM
Edited by VokialBG at 05:41, 22 Apr 2008.

Dungeon with machines isn't bad when the enemy town has strong defences. Actually it makes point for me. Dungeon are the weakest during sieges, aren't they? They have only 1 flyer, strong one but if you send your dragon behind the city walls the defenders will help themselves with some dragon burgers And Assassins are pretty weak shooters.

Machines will add +3 atk to your shooters, and better chance to destroy the city walls and towers (yep you may have Earthquake spell but still it isn't sure). Machines also increase the power of yout FAT and you may take the plague tent for some decent dmg. Also Tremors are effected by the Power, so they are kinda cool
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Elvin
Elvin

Hero of Order
Stillness within Movement
posted April 22, 2008 05:59 AM

Ah no. I used it in a week 1 rush with destructive, enlightenment, sorcery and warmachines. Had some decent attack and since it popped up I thought why not, I was confident I'd win that match anyway.
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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted April 22, 2008 06:07 AM

One of my favorites was Light/Destructive with Necromancer (note: Almost 100% you will need a memory mentor on the map for this to even have a chance of happening).  Played a 8 town map vs one other person who played Fortress.  One of the first towns I took was Haven, and the second an Academy.  (forget what map this was, but it was a really large map, I do remember that).  Had 4 towns topside, and 4 underground.

They had edited it (mutual agreement) to include two mentors (one topside, one underground).  It was fun
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted April 22, 2008 06:57 AM

Quote:
Dungeon with machines isn't bad when the enemy town has strong defences. Actually it makes point for me. Dungeon are the weakest during sieges, aren't they? They have only 1 flyer, strong one but if you send your dragon behind the city walls the defenders will help themselves with some dragon burgers And Assassins are pretty weak shooters.


Hell no! The enemy clustered behind the walls is an extremely good target for a empowered meteor shower. So he in fact has to leave them or get wiped out extremely fast. Turtling only makes dungeon laugh.

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Plague
Plague


Known Hero
Only Hell know my pain
posted April 22, 2008 06:59 AM

Well,yesterday o played at hotseat option with a friend.Me orcs ,he dwarves.I was a litle drunk and when i atacked creps i lost many many soldier many times.Was a smal map but with strong creps.After 3 hours we meet our heroes in the batlefield.
My wyrms and Cyclops were realy realy strong,and horde anger skill is good.Even the executioner were goods,but not enought.Damn runnes beat me.I was planing to use sky dother to use Chain litghing,but imposible,he used imune elemental rune,so i cant use chain lighting.After i killed him some creaturs,damn resurection rune(40% of fallen resurected) made me angry.My mauler died easy,even the centaur.
His thunder tain with their storm strike kiled easy my weak creatures.
So that realy suprised me.I started to hate those runes,those runes beat me
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zamrai
zamrai


Adventuring Hero
Moonlight Melody
posted April 22, 2008 07:41 AM

Plague, drinking alkohol during play is definietly bad alternative strategy

I wonder about battle of destructive dungeon vs. alternative dungeon (e.g. light, summoning - I would add logistics -> teleport assault of hydras )
Is not-destructive dungeon any match for destructive one?

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 22, 2008 09:32 AM

@zamrai
Try with Kythra on big\large map. Works nice with those minos. I used it many times: Attack, Logs, Luck, Leadership. Teleport minos with assault effect. With some luck u'll get morale on minos. Lucky attacks, blah-blah-blah. U know. Maybe even get dark magic.
@Plague
Nice alternative strategy... just in my style
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zamrai
zamrai


Adventuring Hero
Moonlight Melody
posted April 22, 2008 09:46 AM

I'm interested in any effective alternative, especially for Dungeon. Spamming destructive spells since h2 is sort of boring

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samiekl
samiekl


Supreme Hero
posted April 22, 2008 10:04 AM

I'll give you one thing. Enlightenment->Eagle Eye. From there on... you can do almost anything with dungeon.

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Arxur
Arxur


Adventuring Hero
posted April 22, 2008 10:19 AM

A good alternative strategy with sylvan to have expert dark magic and have only one spell: sorrow.

Imbue it, than rain of arrows for 3 enemies. Then shoot the remaining one's with it. -4 morale/luck is very good. Especially if you have expert luck and morale.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted April 22, 2008 02:50 PM
Edited by Cleave at 14:51, 22 Apr 2008.

Nice, personally with Sylvan I prefer Imbue Ballista with Implosion and Triple ballista. Simple but effective.
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nurul
nurul


Disgraceful
Adventuring Hero
posted April 22, 2008 03:32 PM

Have you any other strategy for Barbarian??

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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted April 23, 2008 06:22 PM
Edited by SeLu87 at 08:42, 24 Apr 2008.

Quote:
Nice, personally with Sylvan I prefer Imbue Ballista with Implosion and Triple ballista. Simple but effective.


I prefer Ice than Implosion. Watch this, it was the first time I tried to do it.... itīs so amazing and much more effective.


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zamrai
zamrai


Adventuring Hero
Moonlight Melody
posted April 24, 2008 05:05 AM
Edited by zamrai at 05:31, 24 Apr 2008.

That is really nice SeLu87. Great build for small/middle maps and probably the most abusive. That's a pity warmachines are only 2% chance But if I got it soon I wouldn't even hesitate.

edit:
Yesterday, playing again heaven campaign I discovered something pretty interesting. It's hard to say is this 'alternative' because Heaven feels good with many skills but this is the only faction that can get Divine Guidance together with Empathy.
So imagine: you rush with Pals/Archangels to the enemy line, killing/damaging one stack and there is your hero turn and after that your troop can be killed by another strong, so your hero cast divine guidance on troop and -baam!- troop moves on atb again before enemy unit. Saved my life many times - not every time works so efficent but it is especially good for Angels - their atb jump is huge (often 2 moves in a row). Add to this morale effect with empathy what trigger your hero's atb and you have nice combo: units give rush to your hero by morale and he gives it for them by divine guidance.

If you manage to get sorcery (2%) giving to hero 30% bonus to casting speed, effect will be even better (but not neccesary)
Benediction, for instance, can boost morale for empathy so it's good to cast this at the beggining. After that, nothing else for hero to do than casting divine guidance

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted April 24, 2008 07:24 AM
Edited by Cleave at 07:31, 24 Apr 2008.

Quote:
Quote:
Nice, personally with Sylvan I prefer Imbue Ballista with Implosion and Triple ballista. Simple but effective.


I prefer Ice than Implosion. Watch this, it was the first time I tried to do it.... itīs so amazing and much more effective.




I know that trick with Cold Death and Circle of Winter. Three Implosions are better for really heavy stacks endgame. Facing a huge Might army with many high tier creatures and taking out an entire stack with three Implosions is like a dream come true.

Quote:
That is really nice SeLu87. Great build for small/middle maps and probably the most abusive. That's a pity warmachines are only 2% chance But if I got it soon I wouldn't even hesitate.

edit:
Yesterday, playing again heaven campaign I discovered something pretty interesting. It's hard to say is this 'alternative' because Heaven feels good with many skills but this is the only faction that can get Divine Guidance together with Empathy.
So imagine: you rush with Pals/Archangels to the enemy line, killing/damaging one stack and there is your hero turn and after that your troop can be killed by another strong, so your hero cast divine guidance on troop and -baam!- troop moves on atb again before enemy unit. Saved my life many times - not every time works so efficent but it is especially good for Angels - their atb jump is huge (often 2 moves in a row). Add to this morale effect with empathy what trigger your hero's atb and you have nice combo: units give rush to your hero by morale and he gives it for them by divine guidance.

If you manage to get sorcery (2%) giving to hero 30% bonus to casting speed, effect will be even better (but not neccesary)
Benediction, for instance, can boost morale for empathy so it's good to cast this at the beggining. After that, nothing else for hero to do than casting divine guidance


Sorcery is not necessary with Empathy. The only trouble is that if you're out of luck you might really struggle to get DG. It happened to me a couple of times. Early Haven without DG is really weak. Crossbowmen really need DG to be of any use.
Later on you won't need it that much.
Given the requirements for Empathy, it's a good perk for Inga. It can be awesome for a Wizard (if you manage to get Leadership) with morale arties and Sorcery I can't imagine what it would be like (picture Jhora with Empathy...) still getting it can be tricky. I got Leadership early on in a game with Academy and I was never offered the right perks.

About the 2% thing. I believe it's necessary. Otherwise you would see Rangers with Imbue Ballista in every game.
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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted April 24, 2008 08:55 AM
Edited by SeLu87 at 08:57, 24 Apr 2008.

Yeah... endgame, posibly.... But that map was... ŋWar of survival? (I donīt know how it is called in english). It is not a huge map. Also if you are gonna throw implosions (40+40*Pot. Damage) against Deep Freeze (30+30*Pot. Damage) you must carry Emerald Boots. With that hero, you throw Implosion, and you make 720 damage, and as you see, you throw Deep Freeze, you make 945 damage + 1 creature (Cold Death), freeze the enemy 0,3 turns, and the not-magic damage gets increased 63% during 1 turn, even paying 11 mana instead of 18. I will post a replay here if you want to see it.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted April 24, 2008 11:02 AM

Quote:
Yeah... endgame, posibly....


With High Druids the Ranger can have a really huge Spellpower.
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