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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: The aligment you like...
Thread: The aligment you like... This thread is 3 pages long: 1 2 3 · «PREV
Ritcha
Ritcha


Hired Hero
posted June 07, 2010 02:45 AM

Depending on my humor, my favourtites are Nature and Order. Don't know which one I like the most.

Nature just rocks with the Griffins, who are strong and always retaliates - and together with a snake strike and dragon strengh, wuaw. Then add some phoenix', and you have got somewhat an unbeatable army. I just luuuuv it

Order rocks because of their really strategially spells. Get a bunch of genies, a magic hero or to and a bunch of magic (only, the enemy tends to aaalways destroy them first ) and just rock with some forgetfullness, teleport (isn't that what the spells, that can remove a creature from one place on the battlefield to another is called), create illusion and (with the mages) poison, when you attack a town.

When playing order, I tend to loose close to zero creatures, when the army is build up (in most battles none, even though I play against an apparently stronger army). Especially I find them strong in town attacks. When attacking Gavin Magnus I never loose a single creature - and I have played both novice and champion.

3. Chaos. Love balck dragons, nighmares and medusas. Hate town music and orcs. Thief skills are ok, though I prefer a focus on combat skills.

4. Life. Hate pikeman, but ballisae are just soooo slow. Tend to black out on their magic, because I need a curse or an attack, but not a defensive spell...

5. Death. Don't really know why, except that I tend to get grandmaster necromancy and just run the map over. And it is not thaaat interesting only to play with vampires...

6. Might. Just... Those berserkers that goes berserk... And not really a strong level 4... Cyclops ok. Thunderbirds will do okay - and a lot better than behemoths.. Behemoths just suck, soooo slooooooooooooooooooooow. Attack is good, yes - if they would just ever reach the enemy!


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Bones_xa
Bones_xa


Known Hero
posted July 09, 2010 12:05 AM

Quote:

4. Life. Hate pikeman, but ballisae are just soooo slow. Tend to black out on their magic, because I need a curse or an attack, but not a defensive spell...



6. Might. Just... Those berserkers that goes berserk... And not really a strong level 4... Cyclops ok. Thunderbirds will do okay - and a lot better than behemoths.. Behemoths just suck, soooo slooooooooooooooooooooow. Attack is good, yes - if they would just ever reach the enemy!




I actually like pikemen because they are a unique unit. I always try to lose 0 of them and it can be done because they can attack at range without retailations. Once I had a group of 300 pikemen and 3 heroes and I was able to take out overwhemling forces without losing a single unit, due to spells like song of peace, and others. That was fun, made me imagine the movie 300.

Agree that thunderbirds are generally better than behemoths, and that might can be hard to use as you said in the other topic.
Once I did a castle siege against order with a superior army but I ended up losing a massive amount of behemoths, simply because they could not get through the gates and I was getting hit from titans on the towers. I ended up losing that one, and had to either end that game or restart it from an earlier saved state.

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Ritcha
Ritcha


Hired Hero
posted July 09, 2010 12:36 AM

Quote:

I actually like pikemen because they are a unique unit. I always try to lose 0 of them and it can be done because they can attack at range without retailations. Once I had a group of 300 pikemen and 3 heroes and I was able to take out overwhemling forces without losing a single unit, due to spells like song of peace, and others. That was fun, made me imagine the movie 300.


Hehe, nice - I just haven't found out how to use them, apparently

I don't doubt, that they are strong. But for example I would fear an army of 30 ballistae more than one of 30 pikemen.

It might be because of the way I play and the forces I tend to use

Quote:
Agree that thunderbirds are generally better than behemoths, and that might can be hard to use as you said in the other topic.
Once I did a castle siege against order with a superior army but I ended up losing a massive amount of behemoths, simply because they could not get through the gates and I was getting hit from titans on the towers. I ended up losing that one, and had to either end that game or restart it from an earlier saved state.



Exackly, they just never make it to the enemy! I seldom fear to attack behemoths, because they are so slow. Same with hydras.

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manindarkgreen
manindarkgreen

Tavern Dweller
posted July 09, 2010 01:14 AM

First a few comments, then the list...

Pikemen vs. balista- kinda hard choice, the superior adventure map movement of pikemen usually decides it for me.  Balista are pretty scary in a fight though.

Thunderbirds vs. behemoths- always thunderbirds, except if you think you're against chaos (blackies, magic mirror) or sometimes nature (fairy dragons).  Superior combat movement of thunderbirds is decisive.

Side note: Hydras on their own are relatively useless.  But haste/speed, a level 1 spell found in 2 towns, makes them a force to be feared.  The speed issue is their only real problem, and it is easily solved.


And now the list...

1. Nature.  Phoenix plus mantis plus griffin plus some truly awe inspiring buffs makes much misery for the other side, especially any ranged units.  Charge and devastate.  Or, for a change of pace, use fairy dragons, elves and water elementals and ranged attack their hide into next week.

2. Order.  Genies are devastating, and order magic contains some of the scariest spells in all the game (hypnosis, berserk, blind).  Enough ranged attackers that I sometimes win final fights with all my units in their starting location.  Dragon golems, gold golems, nagas, and,in a pinch, titans means that their melee won't suffer.

3. Chaos.  Medusas are way cool, and chaos magic ain't too shabby.  My particular favorite is cats reflexes and hydras.  Disintegrate is pretty nasty too.  Bandits are useful, though in actual combat they die pretty fast.

4. Life.  Depending on how you play them, the second most fearsome set of ranged attackers or an awe inspiring bunch of tank units that won't go down quick.  Short of speed(from nature) or teleport(from order) there just ain't no way that they are going anywhere fast, though.  Excepting angels, of course, but on their own angels don't make an army.

5. Might.  Not great... Cyclops are ridiculously powerful, but a rather average lineup otherwise.  Lack of magic is a big point against them.  If the game goes long, breeding pens would be decisive, but it doesn't go that long that often, and in a long game, combat as a hero skill is lousy.

6. Death.  Please note that I don't consider these guys weak... Just the opposite in fact.  But they are quite boring.  Comparing strategies, the only viable one seems to be getting GM necro by 10th level and smashing everything in sight with 40 vampires.  The magic is rather unimaginative and weak, with a few overpowered exceptions.  There's no reason to sacrifice or raise vampires when you could hand of death.  There's no reason to try something clever with your units when your vampire stack could kill everything on the battlefield single-handedly and still not take any casulties.  Boooring.
____________
Much more trustworthy than the man in black.

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Bones_xa
Bones_xa


Known Hero
posted July 09, 2010 07:53 AM
Edited by Bones_xa at 08:26, 09 Jul 2010.

I typically love to play with mainly hero armies and take no losses, but usually have to include like one large monster stack to give killing power. All the other units can stay in the castle for defense.

Here are some examples of what I've used:

300 pikemen + 3 life heroes.
So I can cast things like song of peace and other spells, as I discussed previously. I can take out almost any group of neutral units with 0 loses. However there are a few ones I need to avoid, such as balistaes. How am I supposed to kill them off without losing some pikemen? they are immune to many spells. Other mechanical creatures like gold or dragon golems can be controlled with quicksand, but the balistaes shoot. Best to just avoid some units.

Another one is a bunch of chaos heroes, with one as large as possible stack of medusaes. The chaos heroes can cast confusion and other spells, and the medusaes can fire without running out of ammunition. Against shooters all I have to do is get their retaliation shot used up somehow, then fire on them with the medusaes next hit.

Angels CAN be great on their own, just need a few supporting heroes with them. I've taken out massive forces with just a good size stack of angels and a few heroes. Cast whatever spells you need to immobilize the enemy, then things like first strike, giant strength, and others on angels. Send angels in, and just before the battle ends, you confuse or whatever the last unit, have the angels ressurrect themselves, then finish it off. The end result, massive army dead, you have 0 losses. The same can be done with phoenixes and their rebirth.

Another of my favorite group I call the swamp fighters. This includes the heroes from heroes 3 that fought for the fortress. Mirlanda, Verdish, Bron, and Tazar, and I also use Trome (because his description says he used to be a swamp lizard), along with as large as possible a stack of hydras. This group I was able to clear whole maps with. All kinds of spells can be cast on the hydras, to make them very destructive, and other spells can be used for controlling the enemy.

Of course these setups were only for against the computer, I've never actually played heroes 4 against another human.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 23, 2010 07:13 PM

Death is my favorite.

Skeletons with Necromancy and Undead Transformer. Nuff said.
Imps are good for weak heroes and more skelies (in transformer).
Ghosts are annoying creatures that age enemies.
Cerebi hurt multiple enemies at once.
Venom spawns do massive damage.
Vampires are more than a little OPed! Second best level three IMO, next to goblins.
Bone Dragons fly and scare opponents, very useful.
Devils teleport and enough of them can 2 shot most spellcaster heroes.
And, my favorite music in game is the town theme.
Only downside IMO are the spells. And maybe Cerebi. They're not the best Necro creatures
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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KyrriianScout
KyrriianScout

Tavern Dweller
posted July 27, 2010 02:26 AM

Nature. Who needs troops when you can summon them in battle?
____________

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Anastasia
Anastasia

Tavern Dweller
posted August 12, 2010 01:15 PM
Edited by Anastasia at 13:19, 12 Aug 2010.

My favourites: Order, Life and Nature.

ORDER
-----------------------------------------------------------

In my opinion, Order has been overdone. The reasons?

1. It has extremely powerful magic (Teleport, Forgetfulness, Berserk, Hypnotize etc.) A simple example: having a mage with expert order magic (only 3 level spells!), I managed to destroy about 30 venom spawns. Cast forgetfullness, then slow, then create as many illusions as you want, and when the enemy comes near to you, just teleport the venom spawns wherever you want - far far away. Note: If I had enough potions of mana, even a thousand ranged creatures wouldn't be a real problem

2. The blue ones. Mage + 100 genies (no other creatures), and you don't have to fear anybody more. Create illusions or cast ice bolt: If you think winning with 100 genies isn't possible, I can do a screenshot to prove it The only problem are the blackies (magic resistance AND no illusions) but buy a couple of Titans and clone them.
In early game: Split your genies in some groups, and while the ones are casting Song of Peace or Slow (undeads, elementals and mechanicals), your halflings do the rest.

3. Nobility. You need money to buy genies and somebody who cares for their population.

LIFE
----------------------------------------------------

In my opinion, Life is rather a might alignment. Of course, its magic is not as powerful as order magic, but it has some really great spells. Here are the points why I love Life:

1. They are the good ones

2. Tactics is a great skill (maybe the best one)! Imagine all your creatures doing +50% damage and having +5 morale and luck.

3. The priest has the ability to resurrect dead creatures. Quote: "By investing just three levels: Basic Life Magic, Basic Resurrection and Advanced Resurrection, your hero can resurrect 30% of battle casualties (35% if your hero only has Nobility and Life Magic)!" (http://www.heroesofmightandmagic.com/heroes4/magicskills.shtml)

4. There are some great spells if you know how to use them. My favourite one is Mass bless or Prayer.

An other example: Cast martyr (lvl 2!) on the squires and on the angels). Attack with the protected angels. Before the last turn, resurrect the squires with the angels.
(Mass) Bless, mass fervor are always useful. And in early games, while fighting against neutral creatures, attack with your second hero and heal him each turn with your priest. It is not very easy to kill a hero with 1-2 lvl creatures. >> No losses!

NATURE
---------------------------------------------------------

It is a discussion if summoning is useful or a waste of skills. But let's focus on the other good points: For example, the creature portal  is great!

1. You don't need an army if you can summon one >> your hero can travel alone and fast.

2. Water elementals are really pretty. You have dozens of 3 lvl creatures available in your town! The good thing is that they can attack rangers without retaliation (magic rulez). So you can manage to win without losses too. Or cast quicksand to slow down your enemies.

3. Faerie dragons: Cast confusion on the enemy while your druid summons stuff Or attack with fireballs and lightnings. The phoenixes are also great because of their rebirth.

4. Griffin + snake strike + giant strength = no losses in little battles.


I am not a professional gamer, but for some reasons, the mentioned points always lead me to victory I'd be glad if you can help me and discuss what you think about them.

Greetings,
Ana

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parum
parum

Tavern Dweller
posted August 13, 2010 02:09 PM

Death and Chaos!!!
____________

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OopsIDied
OopsIDied

Tavern Dweller
posted September 24, 2010 09:17 PM

1. Death. Death has necromancy.
2. Chaos. Because they have BD and Stealth.
3. Nature. Mantis are good really good.
4. Order. Good magic and Good creatures.
5. Might. Magic Resistance FTW.
6. Life. Ain't so good I agree that most creatures have advandages over almost every other creature in game and the skills oh my god. But I just hate that they are so easy to beat with the other factions.
Like Death magic has that last one hand something haven't played in ages though don't remember every aspect. Chaos BD FTW. Nature Well Water elementals Mantis and wind elementals own. Order have their halflings and with precision they shoot you down like god knows what.
Might Magic resistant, Crazy Berserkers, Thunderbirds, High attack and defense. Life comes with Extra lifes Bless Protective armor etc.

Life is only good when your Hero is like level 20 or something with a lot of mana and a GM Life mastery.
____________

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Osmin
Osmin


Hired Hero
posted October 10, 2010 01:55 PM

Although I can enjoy playing with all alignments, Order is my personal favourite:

1: The ranged creatures. Usually, Order wins their battles because the other guys are dead before they can reach Team Order. Earlygame, this is achieved through Halflings and Precision. Midgame, Genies. Endgame, Titans. When I play Order, I usually choose Gold Golems-Genies-Titans, except for when I'm against Death, when I use Dragon Golems.

2: Magic. Order magic is by many considered the most powerful one in the game, but for me, this isn't really the point. The point is versatility. Order magic, while powerful, is the most varied school in the game. At level 1-3, I tend to think of it as "tool magic". Displacement, for example, is considered useless by most inexperienced players. It is not. Moving an enemy creature down from a siege tower, next to the wall, away from the "bottleneck" or simply into the line of sight? Invaluable. Dispel is impressively effective when fighting illusions, undead creatures raised on the battlefield, creatures with a lot of blessings or a hero with a Potion of Immortality. Did I mention it can remove curses from your own troops too? Extremely useful. Long story short: if you have a problem, Order magic usually has a spell to solve it.

3: Philosophy. Yes, this may sound a little bit strange to you. But as philosophies go, Order is the alignment I "agree with". I love all sorts of knowledge, and I want things to be in order. With time, everything is understandable, and if you can understand something, you can replicate it or use it. If you try to do that without understanding, things go horribly wrong.
____________
Deconstruction is the basis of all study. You must know a thing's parts before you can know the sum of those parts. And thus, dispelling even that which we cannot cast becomes simple.

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MSG-1-1
MSG-1-1


Known Hero
posted October 12, 2010 10:15 PM

Favorite castle is chaos.
Best castle considered by most because of chaos magic, blacks and death hero / order hero.
blacks + cancel / steal all is killer combo.

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fireydeath81
fireydeath81

Tavern Dweller
posted November 08, 2010 01:05 AM

Chaos and Might. I don't know why everyone is so down on Might. Magic resistance anyone?
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buffyscrubs
buffyscrubs

Tavern Dweller
posted November 18, 2010 04:34 AM

My alignment list:

1. Order
2. Death
3. Nature
4. Chaos
5. Might
6. Life


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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 18, 2010 05:34 PM

life has somewhat imba magic too like order. mass runes, martyr, sanctuary... sanctuary might be the most powerful spell of the game, I think it protects your army from everything?

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Bones_xa
Bones_xa


Known Hero
posted November 18, 2010 05:39 PM

Nature is the alignment I like the most in H4.
Partly because they have the portal of summoning, which gives you more variety. In Heroes 3 my favorite town is the Necropolis.

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evinin
evinin


Supreme Hero
Servant of Asha
posted November 22, 2010 09:32 PM

1. Chaos (destructive spells, Stealth and Black Dragons)
2. Nature (summoning and Faerie Dragons)
3. Order (good magic, good creatures)
4. Death (rather messed up because of the Infernopolis)
5. Might (has some nice creatures, too bad there is no magic)
6. Life (useless and has the only sucky Angels)

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BoeserLich
BoeserLich


Hired Hero
posted November 27, 2010 10:37 PM

Nature!
They had the best music and atmosphere in there town and I loved Fairy Dragon and Pheonix.

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Darmo
Darmo


Known Hero
True Gentleman
posted November 28, 2010 12:29 AM

Chaos

Grandmastes stealth is very awsome for secondary hero. Sabotage enemy then when they get poor, strike with main Chaos hero

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