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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: I'm curious - Campaigns, which one's your favourite?
Thread: I'm curious - Campaigns, which one's your favourite? This thread is 5 pages long: 1 2 3 4 5 · «PREV
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Hired Hero
posted December 26, 2010 11:15 PM
Edited by tttttc at 23:46, 26 Dec 2010.

Quote:
I guess GM Life wouldn't be worth much in that case. But maybe GM Order would allow Dogwoggle to solo everything, since Hypnotize would easily take out the Sorceresses. With the Robe of the Guardian, Dogwoggle can probably solo the final battle by hypnotizing the entire opposing army.



Practically, Dogwoggle will probably run out of spell points if he casts too many hypnotizes. Also, it doesn't work against a single stack of enemy (e.g. at the beginning of the last map of TGS, 600 goblin knights). If I have to face 600 goblin knights, I guess hypnotize can buy me some time to cast slow, and then I can shoot at goblin knights and repeatedly teleport them to the far end of the battlefield. Dogwoggle can kill ~9 goblins in one shot, so ~18 for GM archery. He has 24 shots, so if he has enough spell points he can kill ~432 goblins before having to engage in hand-to-hand battle. Goblin knights will cross the battlefield in 3 turns with halved movement, so Dogwoggle has to cast 12 teleports (shot, shot, teleport). With ring of flare and ice scale each teleport would only cost 1 spell point so that's doable. But even then 170 goblin knights is very difficult if Dogwoggle cannot heal himself.

Okay this is the third revision to my own post. Forget about hypnotize, just slow them right away, and shot and teleport, and once he runs out of shots, hack the goblin knights. 170 goblin knights cannot kill him in one turn, so teleport them back to the corner and wait until you are healed by regeneration. Also Dogwoggle can have Alita's guardian angel, so I think Dogwoggle with just Expert order magic can kill 600 goblin knights.

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Hired Hero
posted January 05, 2011 04:52 AM

I just finished Baron von Tarkin's campaign and would like to comment a little: the maps are actually pretty good, although 3 maps are definitely too short. Since TGS doesn't have a death campaign, playing death again was really an enjoyable experience. It was surprisingly easy, since you always start with a town (well, and since you are playing death). With GM necromacy, you never need to recruit army. Just pick on weak stacks initially to raise vampires, and Champion mode just means you will always raise the maximum amount. With fine control, you never lose a single vampire, and each battle just serve to increase your army size. Plus the advantage of vampires over life units (especially ballistae) on adventure map, the whole campaign was like a breeze.

This reminds me of another thread about vampire vs. venom spawn. Venom spawn is only good for garrisons. Venom spawn slows down the army, becomes crap once driven down the siege tower, suffers from melee penalty, etc. On the other hand, vampires are excellent for weak heroes. For example I went for GM necromacy before M combat, since you just send the vampires to the battlefront, and the AI is dumb enough to bombard the vampire without trying to get to your hero. Try to beat Champion mode quantity of enemies without losing venom spawn. Seriously, 99% of the time go for vampires.

P.S. I just tested. 1000 vampires beat 1000 champions losing 403 vampires. 1000 venom spawns lost to 1000 champions with 738 champions left.

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winchestergirl
winchestergirl


Hired Hero
posted February 22, 2011 09:39 PM

Pirate's Daughter hands down, its kind hard, but I love the story of Tawni!

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