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Heroes Community > Library of Enlightenment > Thread: Tribute to Strategists
Thread: Tribute to Strategists This thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
excalibur
excalibur


Known Hero
posted April 11, 2012 07:13 PM

Ahh, that sucks!

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gammacra
gammacra


Hired Hero
posted May 13, 2012 11:54 PM

Never underestimate the obstacles in combat, you can use them greatly to your advantage, I once played the tower and wiped out a whole stronghold army, the golems and nagas held them off, the genies powered up my army, the, titans, mages and gremlins attacked them, and the gargoyles kept bothering their archers, I used forcefields and all sorts, funny thing is I was using Solmyr, against crag hack, if he'd reached me, some skulls were going to get bashed, I was able to chain lightning him because he couldn't run past me, good game that, had a lot of fun.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 20, 2012 09:24 PM

Links in opening post updated / replaced.
____________
Better judged by 12 than carried by 6.

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cayennext
cayennext

Tavern Dweller
posted May 18, 2013 11:16 AM

Hi, this is my first post! It is about Wake of Gods.

I am occasional player playing against my friend, no online playing
experience at all. My problem is I can play with her with equal
chances when she plays any hero and any town, but with Orrin she
didn't give me a chance even once. I tried different castles, all
without success. I am asking you to give me some hints on how to
improve my skills.

Here is how I play WOG, please correct me where I am wrong:

Heroes:
- I have much more success with might heroes that with magic ones
- I like heroes that start with warfare or learning, although I
 experiment with heroes with powerful specialities like Hack,
 Gurnisson, Tazar/Mephala

Towns:
- no Necro and Conflux - we banned them
- I am weakest playing Tower and Inferno, I stopped playing them

Magic:
- level 1 magic is sufficient, e.g. haste/slow, bless/curse, dispel,
 shield, bloodlust, but must be on experth
- wisdom is a wasted skill slot, I cannot make good use of high-level
 spells; only high-level spell I like is Prayer, but having Wisdom
 just for it is not justified

Build:
- I do try to optimize my build order for week one and two, rarely getting
 capitol in those weeks, focusing on early growth of good creatures
 from my town (but rarely to 7th level creatures)
- I take gold from chests in early weeks (unless playing Dungeon)

Skills choice:
- warfare (but it is hard not to get it anyway as it has about
 trippled chance for most hero classes)
- tactics, as I play against Orrin
- learning only before 10th level (10 is just a guess and I made it a
 rule)
- resistance, as I hope it will hit monks or archers
- I have following magic precedence: air, earch, water, fire
- offence and armor

Early fights:
- commander has to cast his special on power stack
- power stack has "two extra retaliations" on his warlord's banner
- hit&run is powerful

Final fight:
- all warlord's banners have "two extra retaliations"
- I used to start with haste, but I was always slowed as a result;
 now either I wait for her cast or cast curse or bless
- I focus on killing tents in first round with shooters and fast
 creatures
- I save at least one stack for nightmares or gorgons (two stacks of
 gorgons if I play fortress) to kill the commander and she does the
 same, so our commanders do not play a huge role unless we were able
 to kill the commander-killers which do not happen often

Rules that we play with (any comments on what is wrong about those
rules are welcome):
- we play default settings with rouges, only thing that we change is
 turning off "Mines change resources each week"
- we play without water, on random L maps
- we banned DD, Town Portal, Fly
- we banned Necro and Conflux
- we banned Dracon and Gelu
- we banned artifact that produces Liches instead of skeletons
- we banned living scrolls
- we banned logistics and pathfinding
- we banned scouting as it makes our computers slow
- we play via lan, so we do not see eachother's moves
- we do actually destroy and rebuild castles to our type
- we do not steal eachother's castles, rathes we say after some time
 that we want to fight and the second player has to come and fight
 outside of castle withing 2 weeks; it usually happens about 20-25th level

I can write more if needed, I just don't know where to start and what
is important.

____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2013 12:09 PM

There is a wog forum, but not this one. Then I would suggest you improve your skill in sod/vanilla version first, as WoG comes with a lot of extensions and candies about almost everything, thus if you don't know how to use the basics, you will be even more confused. In general is hard to improve your gaming skills if both you and opponent play passive game until the moment you decide you're ready. The whole game is about speed and minimize time spend for each action.
____________
Era II mods and utilities

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cayennext
cayennext

Tavern Dweller
posted May 18, 2013 12:52 PM

You suggest playing less passive, which we will definitely try.

But we are not going to play vanilla heroes, as we like wog much more. All those candies made game more interesting, and discovering wog was what made us play every day instead of once a week. We also like increased complexity of wog as we like memorizing all the details and we are familiar with most stats, new skills, specials, buildings etc.

Could you link me to wog forums? This one pops in google first. Or you are talking about subforum http://heroescommunity.com/forumdisplay.php3?FID=12 ?
____________

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looom
looom


Adventuring Hero
Flying High
posted August 02, 2013 08:07 PM

You have to know how to maximise exp gain for your main hero and secondly you have to know how to beat neutral stacks with no losses/min losses. WoG is great and flashy and all of that, but a lot easier, which is a bad thing.

Play SoD and play around with things, create maps to practice different kinds of battles, hives, utopias, banks with realistic hero/army, give yourself handicaps and try to win.

And of course, study the pdf in the first post, it is homm3 bible

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 02, 2013 09:23 PM

How can you play large maps without Logistics and Pathfinding? Just a waste of time.

Also, if Scouting makes your game slow, just disable wogifications concerning secondary skills.
____________
The future of Heroes 3 is here!

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Terminator775
Terminator775


Hired Hero
posted August 18, 2013 09:57 PM

Hey fellas!

Can someone recommend a best strategy or tactics for Dungeon town? Because it is my fav and I have alot of stragies but can you make your own best?

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Lumske_Beaver
Lumske_Beaver


Adventuring Hero
posted October 06, 2013 11:55 PM

Terminator775 said:
Hey fellas!

Can someone recommend a best strategy or tactics for Dungeon town? Because it is my fav and I have alot of stragies but can you make your own best?


If you go to the library thread you will find a nice overview of all relevant strategy threads including separate dungeon threads. http://heroescommunity.com/viewthread.php3?TID=13673

Also Maretti has uploaded a full online Dungeon playthrough on youtube (probably more useful than the info to be found in the library). Click here

Videos for the other days can be found in the playlist on the right.




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krs
krs


Famous Hero
posted November 30, 2013 07:58 PM

If found out 2 things today not in the manual.

1. (rather basic but I missed it for 10 years) in combat when on native terrain, creatures get 1 speed PLUS +1 attack and +1 defense

2. If you have a garrisoned hero that benefited from mana vortex last week. Next week the bonus will be given to the visiting hero. (When this info will be useful... that's another story).

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szilellis
szilellis

Tavern Dweller
posted February 18, 2014 01:04 PM

Terminator775 said:
Hey fellas!

Can someone recommend a best strategy or tactics for Dungeon town? Because it is my fav and I have alot of stragies but can you make your own best?


For heroes:

If you choose to start with Shakti hire one more overlord or warlock to get his trogs (troglodytes). If you are that lucky to have both heroes been dungeon heroes then you will have 2 extra stacks of trogs and if Shakti got 3 on his own then you start with 6 stacks total, 150+ trogs. Upgrade the castle trog dwelling as soon as possible, even at day 1 if you intent to battle right on (and you can do). Infernal trogs have 5 speed, 6 if you are underground, 7 if lead by Shakti. 7 speed and 100-150 trogs is enough to kill almost anything at week 1 proximity area from speed 7 or lower if you play correctly with correct number of own stacks.

Damacon is another choice that helps from day #1 and every other day with +350 gold, but you need to know what to do with the extra cash, else you better pick Shakti. Damacon generates 2450 in a week, means one more hero or some creatures or a building that otherwise could not afford. Damacon can buy you a runner hero if map helps to gather additional free resources, or buy creatures at week #1 day 7# to minimize plague effect or help you build +2000 or capitol exactly at the day you can.

Arlach with ballista specialty is a fair choice too especially if you max ballista at the first levels. He is not that good as Shakti at start but his specialty is army independent and that is good for later. Remember however that a smart human opponent may destroy the ballista, although this hardly is a priority. ballista may easily fall non directly but from AOE spells or effects on medium-large armies/heroes.

There is also another warlock guy with sorcery specialty. This one helps - that little extra damage that becomes more with level+ and more damaging spells actually helps take out a stack. With mana vortex you can take out slow stacks with just the warlock hero.

In general, Shakti+(Damacon or Arlach or The sorcery warlock or any warlock is good for me)

For town:

In general:
Build +1000 at day #1 or as soon as possible (day #2 if you build upgraded trogs at day #1)

Balanced choices (money generation vs creatures)

If you have harpies build, you can build both the +2000 per day and medusas. week 2 however is hell because you have two major expenses, buying the army you build and build capitol, so gather gold is priority #1, make sure you use your army or armies well.

If you do not have harpies and you want to build up to medusas, you have to forfeit +2000 at day #5 and build harpies, then beholders then medusas and then build +2000 at week #2 day #1.(somewhat army oriented)

Else you build +2000 at day #5 and medusas at week #2 day #1 (somewhat money oriented)

Money choice (rush capitol)

Build +2000 at day # 5 and capitol at week #2 day #1(+1000, mage guild, markeplace, blacksmith, +2000, citadel, castle, capitol)
If harpies are build, you have castle growth harpies to recruit.

Damacon helps but you have to pick your fights carefully.
Shakti helps because gives you greater power to pick more targets. If Shakti superior power helps you kill a random stack or more and gain +2500 gold that you could not with Damacon, Damacon specialty is useless for that week. But if not because of guardian strength been too much even for Shakti or simply the map does not help, Damacon offers the passive bonus to do your plan.

Army choice (rush army)

Build +1000 gold, harpies, beholders, medusas, minotaurs, citadel, castle.
If harpies are build you can build the trog horde building or the portal of summoning if you got an external dwelling without forfeit minotaurs.

Shakti wont have much benefit from this plan but he is still powerful, getting 30 trogs at week #2 and may help collect resources needed (e.g. +3 gems for minotaurs)
Damacon is better suited because he helps to actually buy most or all of those creatures at week #2 day #1.

Regardless of build plan:
1. if you get an external dwelling at week #1 consider build the portal of summoning within week #1 to get *2 the creatures, *4 total. That is, twice from the external dwelling (week #1 and week #2 and twice from the portal, week #1 and week # 2 also). If you have Shakti the benefit is great because at week #2 he will be able to crash random stacks that no other dungeon hero could. If it is harpies it will also greatly help any hero kill random stacks much more easily (harpy hags is a melee unit but due to abilities (strike and return at speed range, no enemy retaliation, high speed)it visually behaves as a range unit)

2. You determinately need to upgrade to harpy hags. Maybe not within week #1 but certainly at week#2. Do not allow retaliations on your harpies, it is a sin.

3. Your first capable army (or second if you start with Shakti) will be composed from harpy hags, beholder or evil eyes and medusas or medusa queens. Leave harpies at the middle. It is an army of shooters capable of taking on strong opponents. Harpy hags are not shooters but behave like ones, as explained above. Furthermore, no unit suffer melee penalty. With tactics and careful planning you can take on range attacker stacks as well without or with minimal casualties.

4. If you intent to fight with a warlock you may need to build mana vortex somewhat earlier. Depends if the warlock can take them out with 30 mana and his army or he needs 60 mana. Usually the mana vortex is combined at least with mage guild level 2 to get a more damaging spell like lighting bolt because you dont have that many rounds to magic arrow the enemy unless they are walking dead. Remember however that you have 1 charge per week taken by fist hero enter or hired without prompt, so plan carefully when to take it (going for the hard fight or few average ones) and who take it (not the new hero at week #2 day #1)

5. Do not build artifact merchants unless you somehow have more than 20 treasure artifact you dont need, 12 minor or 8 major. More possible have some 20 scrolls you dont need. Then build when all you need to sell are at the same hero nearby to get your money back. By then however remember if you have already explore a black market - go there if you can to save the 10000. At the rare case you have gold you cannot spent despite build all you can and buy all armies(more likely you do something wrong or all your heroes got estates from the nearby witch hat) build it to buy artifacts.

6. Build +1000 gold ASAP, even on army rush, to gain that +500 per day for as many days as possible.

7. Building mage guild, the war academy (+1000 exp) and mana vortex will boost your heroes from start ,especially the first two that apply to all heroes. Note however that you build mage guild anyway and the war academy delays all your plan by 1 day. It works at its maximum when you start with 3 magic heroes (obviously 2 warlocks and another magic user)and intend to fight with all 3 within week#1, something that is rarely needed.

Personal preference:

I prefer to play focusing on Minotaur Kings so i start with Dace. As you imagine i build minotaurs ASAP and in parallel or then cash. I've mastered lots of other starts however.


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 18, 2014 01:18 PM

Talking about Dungeon and starting heroes and NOT mentioning GUNNAR is somehow strange in my eyes...
____________
Better judged by 12 than carried by 6.

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szilellis
szilellis

Tavern Dweller
posted February 18, 2014 03:58 PM

angelito said:
Talking about Dungeon and starting heroes and NOT mentioning GUNNAR is somehow strange in my eyes...


I do not think Gunnar helps as much as Shakti or Damacon. Ok, Gunnar will travel more, meaning he will get that free resource that other hero will not but he does not give any permanent combat or generic assistance. I mean if scouting around is plenty then simply Damacon pays off better. Damacon WILL get you 1 additional hero if you choose to spent the specialty that way for week #1 so no matter what you have probably more army and definitely one more hero which means at least +7 days movement. How fast Gunnar moves? Gains maybe 1-2 days so he moves like 8 or 9 days within 7 days? Not equal to +7 days an additional hero will move (and collect). Not to mention that the movement can be at a different path (more probable) plus that that other hero may be Gunnar itself! (less probable).

Do i miss something?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2014 04:11 PM

Yes, Gunnar is banned for a reason.

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bloodsucker
bloodsucker


Legendary Hero
posted February 18, 2014 06:04 PM
Edited by bloodsucker at 18:12, 18 Feb 2014.

Salamandre said: There is a wog forum, but not this one.

to wich

cayennext replyed: Could you link me to wog forums?

and the question remains un answered.

I have looked and I didn't found one so I would like to reformulate it:

in wich Heroes Community thread can we discuss WoG tactics?
Is there a "Wog Tactics" thread?
If not, shouldn't it be created?

I agree that strategies can vary too much on WoG, depending on the options select by player for a random map or the specific set of rules a map maker has created for his own masterpeace but I would love hear about (or better yet to see the video) how someone has killed the Big Boss on THS, just to give an example.

A place to put walktroughs, videos and pearls of wisdom like this:
have you notice that, with the "extended creature upgrades" option selected, the control of an hill fort and an altar of transformation can grant you an army of only level six and above creatues?

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revolut1oN
revolut1oN


Famous Hero
posted February 18, 2014 06:16 PM

Why do u ask useless questions if the only thing you have to do is go to the main HC page and then click on the WoG 3.5 and Beyond subforum? It's extreme laziness in my eyes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2014 06:30 PM

With over 70 regular options and tens of custom maps, each one using different scripted mechanics, I don't see how one can talk about "wog tactics". There is no such; if you are good at vanilla, wog will be much easier.

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bloodsucker
bloodsucker


Legendary Hero
posted February 18, 2014 07:38 PM
Edited by bloodsucker at 19:40, 18 Feb 2014.

revolut1oN said:
Why do u ask useless questions if the only thing you have to do is go to the main HC page and then click on the WoG 3.5 and Beyond subforum? It's extreme laziness in my eyes.


I will accept your critic the moment you show me a thread on WoG and Beyond where a question like the one cayennext post above is answered by someone in the way Terminator775's one was here.

The answer is allways "this is not the right forum", wich is true but then where is "WOG Tatics discussion" thread.

I can accept Salamandre remark, but not yours.
Until now I never found a place to post things like:
"What is your favorite henchman?
Mine is Master Genies and is not Enchanters because if henchman is the only enchanter present he will not cast and is not Efreet Sultans because, unfortunatly, he will not give mass Fire Shield."

It would be mainly a trivia for newcomers? I guess so. But I miss it.

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szilellis
szilellis

Tavern Dweller
posted February 19, 2014 01:56 PM

Salamandre said:
Yes, Gunnar is banned for a reason.


Oh, excellent, that makes my original post 'community custom pvp rules' compatible. Although i did not knew, how could i possible knew custom rules in a pvp community i do not participate...

BTW, it looks strange to me. I mean try to balance (?) an non-balanced (?) game with restrictions... What exactly is Gunnar's 'sin' and he is banned - just curious!

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