| Heroes tote school by Samiekl | This thread is pages long: 1 2 · «PREV |
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted May 05, 2009 10:44 PM |
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Edited by Elvin at 22:47, 05 May 2009.
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Haven't played it in ages but I'd bet that stalkers/warmachines own the map. Heritage of Deleb is awesome
Edit: Actually former friends can be decided on day 3. If you can break to middle that day you get the two tier 7 dwellings, rush opponent and win. Havez is truly broken there.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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diegis

 
    
Supreme Hero
power of Zamolxis
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posted May 05, 2009 10:58 PM |
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Quote: Haven't played it in ages but I'd bet that stalkers/warmachines own the map. Heritage of Deleb is awesome
Edit: Actually former friends can be decided on day 3. If you can break to middle that day you get the two tier 7 dwellings, rush opponent and win. Havez is truly broken there.
true. other heroes as well, and from academy; what fits perfectly to Anakron desires
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dacian falx behind you
-knowledge itself is power-
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Arcax

  
   
Promising
Famous Hero
Its quite hot inside...
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posted May 05, 2009 11:01 PM |
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Quote: Shackles, anyone? Seriously, Insa raised a good point. If you're defeated by hnr on a map where shackles are present in an acceptable way, you're playing poorly.
What good will give you shackles while fighting a specially designed for suicidals Warlock/Wizard? Your opponent just sends them and laugh at you seeing how they cripple your forces while himself suffers no losses.
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That being said, imo mentored kamikazes are plain abusive and shouldn't be used. However, if you want to hnr me with main or secondaries, which weren't lvl-upd by mentoring that's fine, I accept the challenge 
Yes, I meant that. Sorry for mistaking hnr with kamikazes. So kamikazes should be forbidden. Hnr - if with main hero-accepted?
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Clay_Man

 
  
Known Hero
TOH gamer
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posted May 05, 2009 11:11 PM |
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Quote:
What good will give you shackles while fighting a specially designed for suicidals Warlock/Wizard? Your opponent just sends them and laugh at you seeing how they cripple your forces while himself suffers no losses.
I mean if enemy attacks with "main" hero (who is the best developed) with a bunch of stalkers/ghosts etc., and you'll have shackles, you'll easily wipe his main out which is most of the time gg for him. If he has full army, then we're not talking about hnr (I'm not sure whether this was your question's intent, though)
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Yes, I meant that. Sorry for mistaking hnr with kamikazes. So kamikazes should be forbidden. Hnr - if with main hero-accepted?
I was posting my personal opinion. If you agree with opp. that kamikazes are ok thats fine. I was just posting my own ideas, no need for sorries ofc 
Btw the toh maps I play have quest guards for shackles so they can be bought in each game.
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted May 05, 2009 11:21 PM |
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I have successfully finished a game against mentored warlock kamikazes with orcs but I had shatter destructive, tent and goblins for my cyclopes to eat Can be done of course, I just find it annoying because the game can drag on and on if you keep mentoring and sending them at waves, one for every town of the opponent.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Anakrom

 
  
Known Hero
(Scroll) Out of the blue
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posted May 05, 2009 11:48 PM |
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Quote: Heritage of Deleb is awesome
Just discovered Dragon Cape and Dragon Hill are TOH maps too (downloaded them way time ago). Cape suits me pretty well, Hill is somewhat strange.
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Result matters
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fiur

  
    
Promising
Supreme Hero
Map Creator
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posted May 06, 2009 12:15 AM |
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Quote:
Quote: Heritage of Deleb is awesome
Just discovered Dragon Cape and Dragon Hill are TOH maps too (downloaded them way time ago). Cape suits me pretty well, Hill is somewhat strange.
you find latest version of my maps here
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Elit

 
   
Famous Hero
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posted May 06, 2009 06:41 AM |
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BTW i know this topik is main for "fun" but i cant agree with Samiekil. He like hit run main because he play most Dungeon and his oponent/race cant make same. I will give example why hit/run is bad.
Dungeon/Sylvan/Academy are faster in general from Fortres/Necroman/haven. Its easy for them to go for hit run tactic. Up mass decay for smal maps or destructive spels and kill alot units from oponent army before he get chance to act. Here no need much skills to use it and your oponent with slow army most from games cant conter it. So resut will be 1 easy won and big bad blood.
In short hit/run is very efective and most lame tactic. Use it only if you dont have any rules set and game won is realy important for you. Trade won for bad blood and keep in mind ppl can avoid you in future too.
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infinitus

 
    
Supreme Hero
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posted May 06, 2009 07:20 AM |
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To Elit
Haven - imperial griffins with initiative 15 fly hi in sky, your balista erase enemy army ....
Necro - last stand, some ghosts, balista + magic ...
Dwarfs - runic machines give balista + 3 to initiative, must be more but i not familiar with fortress ...
Agree bad blood for one player, big fun for other - balance
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Nothing's impossible
http://www.youtube.com/watch?
v=loCSLJ6IodY
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samiekl

 
    
Supreme Hero
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posted May 06, 2009 08:48 AM |
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Quote: BTW i know this topik is main for "fun" but i cant agree with Samiekil. He like hit run main because he play most Dungeon and his oponent/race cant make same. I will give example why hit/run is bad.
Dungeon/Sylvan/Academy are faster in general from Fortres/Necroman/haven. Its easy for them to go for hit run tactic. Up mass decay for smal maps or destructive spels and kill alot units from oponent army before he get chance to act. Here no need much skills to use it and your oponent with slow army most from games cant conter it. So resut will be 1 easy won and big bad blood.
In short hit/run is very efective and most lame tactic. Use it only if you dont have any rules set and game won is realy important for you. Trade won for bad blood and keep in mind ppl can avoid you in future too.
Hehe... i didn't mean specifically dungeon. Hit and run is very effective against people who dunno how to counter it. For example, in my games vs Kispagat, there's not a single one won by me with hit and runs. If i remember correctly, in one of them i tried 3-4 times to do hit and run and i couldn't. So, it's not lame, it's just pure aggression. A good race for doing hit and runs is inferno too. Necro is awesome with hit and runs. Swift mind + frenzy/puppet and 7 ghosts. Now, if the opponent has word of light.... . So this is hit and run, a risky play which can prove to be darn effective or game-loosing. Also, dwarves are good with hit and run too. You don't need fast army there, but tanks. So it's a different kind of hit and run, but nonetheless powerful. The thing is to level-up destructive which many people don't because when they play dwarves they go for long games with light and might skills.
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Elit

 
   
Famous Hero
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posted May 06, 2009 09:38 AM |
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Edited by Elit at 09:41, 06 May 2009.
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Hit and run is possible main on smal maps with low army and fast meet. Units what have both sides are lvl 1-4 and main not upgradet so forget about Imperial grifon and if you have any this will be 10-20 you can fly but your lvl 1-2-3 will die from spels and after grifon pop can be kiled too. Necro units lvl 1-2-3-4 cant catch enemy units 1st 2 turns so can be killed easy from low lvl hero. Fortres have +3 ini WM but its not enough. His lvl 2 will act after enemy hero and mass decay/or destructive spel with lvl 5 hero can kill alot.
Sylvan with Imbue arow and destructive spel can make decent hit run with 7 pixes. or Arcane archers and shot and run.
Academy with 10-15 mages and split them can make hit run with lvl 1-2 hero and be very efective vs dwarf/necro/haven.
Dungeon is most easy. He have stalkers furies. many way for hit/run.
Hit/run is efective main with both sides have smal armies and low lvl heroes. With huge armies and low lvl heroes chance for success hit run is less. lvl 5-8 hero cant make enough big dmg and chance enemy hero to have ini arts and kill all your army is decent.
I'm not say its impossible to conter hit run. Hav game long time ago vs FELUNIOZBUNIO on PENINSULA. He was dungeon me academy. Map is good for dungeon because have few places for +1 spel and well every 1.5 turns under. So he try to make me hit/run. First meet killed almost all my gremlens and run before i can do any dmg. After it he get all his army and come to crush me Bu i have prepared secondary (lvl 3-4)hero and did same to his main= hit/run. After kill all his furies and assasins attacked with main hero same turn and get won.
I won game but bad feeling still stay how my oponent wanted to get easy won. So i'm avoid games like it.
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samiekl

 
    
Supreme Hero
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posted May 06, 2009 10:27 AM |
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Well, that's what i call a fun game
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Anakrom

 
  
Known Hero
(Scroll) Out of the blue
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posted May 06, 2009 10:57 AM |
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Quote: Actually former friends can be decided on day 3. If you can break to middle that day you get the two tier 7 dwellings, rush opponent and win. Havez is truly broken there.
On day 3? I never managed to break that quick, but I usually aim to end game in certain time horizon (like if I have 2 hours of free time, I just adapt my gamestyle - get Goldmine first, than Gems, artifacts, defeat computers and let my opponent develop army for some challenge). As I said before, nowadays I play mostly Academy, so I donīt really care when we will clash, since Academy has relatively stable position though whole game. I donīt use Havez, I donīt like WM for Wizards - Iīm usually trying to avoid imba heroes (my pick is Jhora most of the time, or random selection). That break on day 3 isnīt possible every game, is it? I canīt really imagine how you will go past Wind Dancers/Druids to the middle on such a early day (if my memory servers well, and first guard is upgraded tier 2 and middle guard tier 4). Anyway, when I play with friends, we always aim to wipe computer players first and attacking others is possible only if computers are gone or his hero entered your territory, so whole game is based mostly on creeping, building management, skill management and some map knowledge - no advanced tactics. Just friendly games to kill some time, no serious TOH business. 
Which day do you usually get Goldmine/break past gate guards on Dragon Cape?
Quote: you find latest version of my maps here
Thank you fiur.
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Result matters
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feluniozbunio

  
    
Promising
Supreme Hero
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posted May 13, 2009 06:32 PM |
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I have always been hit&running like crazy. My dungeon vs necro must have been like 20-1(shackless)
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted May 13, 2009 06:58 PM |
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@anakrom
If the starting hero is a necromancer, warmachinist, warlock or you are lucky then goldmine can be taken on day 5, otherwise week 2. Guards I used to break week 3 back in 3.0 but then icebolt from water elementals did triple the damage it does right now. Maybe it's possible to break even faster. That said I have not tried all factions there, just necro, orcs, academy and I'm pretty sure dungeon is the easiest there hence why it was banned I heard someone broke week 3 with haven as well.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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