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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 strategy: Playing Necropolis faction
Thread: Heroes 6 strategy: Playing Necropolis faction This thread is 3 pages long: 1 2 3 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 18, 2011 08:31 AM
Edited by alcibiades at 08:35, 18 Oct 2011.

Heroes 6 strategy: Playing Necropolis faction

This thread is for discussing the strategy for playing Necropolis in Heroes 6.

Strategy Thread Group: Haven | Inferno | Necropolis | Sanctuary | Stronghold
____________
What will happen now?

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Kitten
Kitten


Known Hero
Roar
posted October 18, 2011 07:25 PM

What hero special do you like for your Necropolis might hero? I made mine have +40 mana.

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Silpion
Silpion


Hired Hero
posted October 18, 2011 09:27 PM
Edited by Silpion at 21:29, 18 Oct 2011.

I was skeptical about the default hero with +2 speed for ghouls. It turned out to be really good, the improved ghouls get another +2 when attacking living enemies and thus are able to attack in the first round, running across the whole battlefield.

Afterwards the ghouls get swarmed by all enemy non-ranged attackers which turns the ghosts' healing spell to a mass damage spell.

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itwasntme
itwasntme


Hired Hero
#tigerblood
posted October 18, 2011 09:45 PM

The summon elementals spell combined with tear level 2 "sacrifice" spell is pretty powerful too.  I'm in the fourth necro map, hero with starting army can kill a 7-tier inferno army by using the darkness elemental on turn one, and then casting sacrifice on it on turn 2.  All damage lobbed at my liches or ghosts is reduced by 33% and turned onto the high-hp elementals.  Combined with the necromancy special you can go through 1/4 of the map losing nothing, and never returning to town.

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Silpion
Silpion


Hired Hero
posted October 19, 2011 09:32 AM

Curse of the Netherworld is pretty good, too. It did 14.000 damage on high levels (2.000 per stack) and resurrects some fallen allies as well and thus is a safe bet on round 2.

My round 1 favorite was Storm Arrows which raises the damage output of skeletons to ridiculous levels, even on a magic hero.

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xlnt
xlnt


Known Hero
posted October 19, 2011 10:22 AM

Back to day 1/week 1

2 units stand in the Necro army for me - specters and liches - both need magic attack to be better - so i get a mage hero. The one with regeneration - healing in this game is BROKEN.

usually a battle is like this:

skeletons hit sm.th., ghouls and specters wait.
a) ghouls hit walkers and specters use healing/hitting spell. repeat. use necromancy/regeneration where needed - best battle so far - 8 kirin (elit for sanctuary) killed with lvl3 hero (army: 7 skeletons,13 specters,7ghouls)
b) ghouls and specters go for the archers - use regeneration/necromancy where needed....

buildings:
1st - tavern - get a hero or two
2nd
2a - specters a really good hitter, not only a support
2b - town hall - this game has powerful healing and no troops are needed right away

3rd - go for all core units week 1 + some gold OR be a good multiplaier and find 7 crystals - than go for liches

most needed upgrade - liches! they do dark resist mass de-buff and with upgrade ...... mass resurrection/heal!

hero development:
1st - heal!! too good in this broken game
2nd - vampirizm/agony
3rd - logistic

on lvl 5 go for mentor
focus on +luck/defense/tactics and add some magic (i prefer heals/vampirizm/mass agony)

secondary heroes:
1st: logistics/pick stuff for free/mass hitting spells - this secondary will walk next to your main and help/harass

2nd: skills for gold/population and logistics - use it to bring new troops and later get some mass agony and defense i guess

love the special necro buildings! the one that gives -30% movement on enemy hero in your territory is bonkers

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Neovius
Neovius


Adventuring Hero
posted October 19, 2011 10:38 AM

Summon Darkness Elemental near enemy shooters + Stone Skin + Life Drain/Regen or both ftw! and of course Time Stasis

Quote:
love the special necro buildings! the one that gives -30% movement on enemy hero in your territory is bonkers

Does it work for just the territory of the town where it is built or for all territories?

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xlnt
xlnt


Known Hero
posted October 19, 2011 10:46 AM

Only on the territory of the town - much like the mines work - u control them in your territory

Anyone care to take on the mass haste hero + vampires/ghouls and some advice there? Are Might heroes *gooooood* in HoMM6?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 19, 2011 11:32 AM

Quote:
hero development:
1st - heal!! too good in this broken game
2nd - vampirizm/agony
3rd - logistic

I prefer Logistics first. Sometimes it's a good idea not to spend your ability points until level 5 so that you could spend them later.

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xlnt
xlnt


Known Hero
posted October 19, 2011 11:48 AM

Logistic or Healz - it depends a bit in this game. There is so much and powerful heal, that one more is not important and logistics seems better than. But also there is the Heroes5 curse - nothing on the map - and than logistics seems bad - u have 3 more tiles to cross on an empty map

But generally you're right - more actions per turn is theoretically better. Starting with the Necromancer girl with regeneration solves the dilema in favor of logistics easily

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 19, 2011 01:05 PM bonus applied by alcibiades on 19 Oct 2011.
Edited by feluniozbunio at 13:27, 19 Oct 2011.

Time to refresh some memories and get some guide for you guys. Ive been playing h6 since launch non stoper, quite a bit of multiplayer. Been playing necro exclusively so i thought i can share some of my thoughts on them. I can't really compare the faction to others since i havent really played any other but i think i need to make couple general statements.

I picked necro partially at random, partially tempted by the fact that it has always been a good castle and i wanted to smash faces right of the bat I must say i havent been dissapointed so far. I think necro is very powerful castle. I can't say how its doing in end game fights because all those games that i played were decided before the final battle(much like in a RL) and it was either one sided or one side conceeded before it took place(i lost only once to a beta tester while i havent completed any map at this point, so this doesnt count). Anyway back to the guide.

HERO

You start the game with the choice to go might or magic hero.  I think necro magic hero has op ability and might hero's ability is worthless so the choice is simple. In h6 spells cost a ton of mana and i havent found any quick way (except for map locations, which u might not have too many) to regenerate mana. Being able to restore 3 mana with each stack dead is huge. Not only you get mana from enemy stacks but you can send 1 stack of 1 guy and suicide him if you need mana. This ability keep you casting spells and thats what you need to be doing if you want to steamroll through the map asap.

Next thing to consider is path. I have been using blood path as i think it gives you more powerful skills. Both skills from path of blood are pretty awesome. First one makes all your attacks that are blood oriented 25% better. That gives you 25% bonus to all the destructive spells in game. Thats just too good to pass for me and thats not even the ultimate. Ultimate deals good amount of damage(more then best spells in skill tree) and splits it to every enemy stack on the battlefield. On top of that your troops are getting healed for about half the damage. The total damage from the skill isnt OMG amazing as its just a tad better then implosion, but if you add the healing part i think its a very good skill.

Next is hero specialization and skills. I was tinkering with different spetializations and i came to the conclusion that there is not much benifit in having anything other than bonus movement. On some hard maps and hard settings 250gold per turn can be better. On some maps diplomation expert can be better. Some of the times you don't need either and you regret not taking movement boost. Ability i keep in mind that i have not really used or was able to really is bonus to vampires. I think this might be very good too. 10 to might and magic defences is huge i think. Its like having defense stats of vampires moved to legendary tier. This needs to be tested still.

I found that most useful skills in the beginning are tactics, regeneration, agony, logistics, enlightenment, pressed attack:

Tactics: thats the most important skill to have. I will cover this part in the creeping part.

Most important are:

Regeneration: as this is your only basic way of healing your troops other than necromancy.

Agony: cheap spell that does good damage over time.

Pressed attack: gives you more hero attacks, saves mana, yey.

Those 4 skills are your bread and butter skills needed to conquer all the map with handful of troops. Why necro is good? Because they dont need more.

Later in the game you might want to get:
Lightning bolt: some creatures are immune to dark, plus you need sometimes extra umph to the damage in some fights.

Meditation: having mana problems no more, just use this once every fight with mobs and you should be walking with full mana at all times.

Mass vampirism: especially when you play blood path magic hero, this skill gives you as much as it gets. For the longer games you need skills that affect % of creatures damage as creature damage is becoming more important then hero damaging spells, this is your skill.

Puppet master: whats nevro with good old puppet master Just make sure you use it right before the target is to act. In this case you are guaranteed one action with puppeted creature.


CREEPING

I think this is the part that necro excels in. All you need to pawn entire maps is 20 ghosts and 20 skeletons really. I think that's stupid op but lets not get into this right now. You can divide all fights into couple categories.

1x1 walkers, 2x2 walkers, shooters

1x1 walkers: here you need to place your troops in tactics mode like this:
__    _ - edge of the map
xo    o - even stck of ghosts
oo    x - stacks of skeletons

Placing your troops this way makes your skeletons invulnerable to all attacks. All hits absorb ghosts. Ghosts are your shields in each fight. You don't move them and you don't cast spells until there is only 1 or 2 enemy left just to heal up rest of your army. Ghosts have these OP skill that give them 50% from the beginning of the fight to the moment the make action other than wait or defend. Add to this natural 25%/35% might damage reduction from the other skill. Your hero in the meantime needs to do 2 things:

1: make sure no stack is dead. With all the ghosts defending they take so little damage that thy can on take all but hundreds of units. If you take a lot of damage and you are not able to heal up with necromancy and you expect to have loses after using ghosts heal then you use regeneration spell.

2: kill them all. Most efficient way of killing is by hero attacks as it doesn't drain precious mana. I dont remember the case that i had to use any mana spells vs small walkers as all the high tier units in game are large. Best ability for that is pressed attack. It gives you more hero attacks and doesn't cost mana, me likey.

2x2 walkers: here the plan is basically the same, only thing thats different is placement of troops. As 2x2 hit harder(all of the elite and legendary creatures) its better to use this formation as it lowers the risk of wiping the stack before you are able to regenerate it.

__    _ - edge of the map
x     o - stck of ghosts
 o    x - stacks of skeletons

shooters: the pain in any homm game. With necro they aren't so tough, especially later in the game. You kill them dungeon style to avid casualties. Whats dungeon style? You place lone ghost stack wherever you want to and you defend with them till the last rounds of the fight, just to heal again. Your hero kills all there is to kill and regenerates the ghosts. As you can see this strategy relies heavily on hero so that means your hero need to be able to take down all the creatures and regenerate the ghosts at the same time. This can take sometimes a lot of mana and require spells like agony, lightning bolt(sometimes) and obviously regeneration. You place ghosts only to decrease damage received by 50%. Playing one stack means they will get hit thus its easier to recover them all and end fight with no casualties. So the fight looks more or less like this. You start with agony(mass agony), regeneration, basic attack(lightning bolt),agony,basic attack... until all foes are dead. Not very appealing but effective. This strategy will require you to manage your mana well. If your map is full of elite shooters you cant kill them all this way in one week. You will run out of mana. If there are some mana restoring objects you can chew through them fast enough(tested).

Worth to notice also that for early fights, when your hero isn't so good you might use following strategy versus lesser ranged foes (like crossbowmen). Make couple stacks of 1 zombies in addition to the rest of your army (skeletons and ghosts in one stacks) You rush with your zombies asap to get to enemy. When they die just rez them with necromancy. Ever seen zombies movie? Zombies rush, they get pounded on, then they raise and keep going. Yeah, you can be the zombies now. When your zombies get to the enemy you will have time to heal your units and kill the enemy no problem.

ECONOMY

When comes to buildings. There is not much to say i think. I get gold producing building ASAP as with the good trading and artifact merchant available there is always something to spend your gold on. Then focus on building all core stuff, then elite, then legendary. No magic here. From what i understand there is no hurry to build all the dwellings because (i think, might be wrong though) creatures are stored in the world map dwellings and when you build corresponding building you can recruit those later, so they are not wasted as it was the case in previous games. Upgrades give you additional troops so there is no real loss when you make them over new building. Artifacts that increase growth, on the other hand, require you to have certain creature dwellings. Say if you get war banner of the legion(+2 legendary units growth, omg wtf stupid op item by the way) you need to build your legendary dwelling ASAP to benefit from the (omg wtf stu... i think you get it by now)

Things worth to notice is realm skills. You should have at least 2 heroes with at least economist2. Economist2 is sooo good, i just make heroes to get more of this skill. With good exchange ratio you don't need to worry about resources anymore, everything you find can be exchanged to whatever you need. Architect2 is another good thing to have, if you get him fast enough, he can decrease cost of the capitol too, which is nice.

That would be it, it was only couple days, when i get more info, ill add it.

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vikeen
vikeen

Tavern Dweller
posted October 19, 2011 05:48 PM

Awesome points. Specifically the strategy behind the ghost wall with their initial buff. I didn't realize you could tactics / defend them into an immovable shield like that!

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vikeen
vikeen

Tavern Dweller
posted October 19, 2011 08:28 PM
Edited by vikeen at 20:29, 19 Oct 2011.

I went home during my lunch and tried out that strategy with the ghosts and was almost shocked it worked so well. This was even on a sh*tty map. I can't remember the name but it's a 2 player 'large?' I think. Basically outside of your wood / ore there isn't a pack under "high". It is kind of slow, but you sure feel really powerful when an army 14 skeles and 18 ghosts kill 22 necro gargoyle things (lumus?) I can't remember because I try to imagine that we have a real elite unit in that tier somewhere...lol

Anyways this stratgey is pretty broken when you can kill 5 upgraded pit lords in week 2 with 30ish of both skeles and ghosts without out losing a single unit . I wouldn't be suprised if it got nerfed somewhere down the road, because once you get mass regen, last stand, stoneskin and maybe that storm arrow buff for your skeles I could see only ever needing to use those two tiers for neutral killing.

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 19, 2011 08:45 PM
Edited by feluniozbunio at 20:46, 19 Oct 2011.

Quote:
Anyways this stratgey is pretty broken when you can kill 5 upgraded pit lords in week 2 with 30ish of both skeles and ghosts without out losing a single unit . I wouldn't be suprised if it got nerfed somewhere down the road, because once you get mass regen, last stand, stoneskin and maybe that storm arrow buff for your skeles I could see only ever needing to use those two tiers for neutral killing.


I wouldn't be surprised either. The thing is you don't need anything else to kill what ever is on the map, at least at those i played on. If some people make maps with 50+ top tier creatures, as it was in older games, you might start having problems there.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 20, 2011 08:38 AM

Regardless of faction, the first three abilities I always get are:

1. Enlightenment (+25% exp)
2. Logistics (movement)
3. Pathfinding (rough terrain)

Then I go for other abilities but these three are a must for getting going and creeping!

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xlnt
xlnt


Known Hero
posted October 20, 2011 10:37 AM

The 3 abilities give nothing for creeping or get-going

- when the map is 'empty' - no need for logistics
- getting 25% more exp. is important, getting something to actually kill the creeps for the 100% exp., is kinda *more* important
- path finding works only with rough terrain - so apply where and if needed


on the brighter side:

week one army (7 skeletons/13ghousts/5ghouls) from the first 2 heroes with agony/regeneration/pressed attack - killed 8 kirin dragons for me (lost the ghouls.... op?)


so, if creeping is important - use agony, use regeneration, use pressed attack


logistics and enlightenment are fine really - just can't says always go for them first and u'll smash

If you start with Luna (has regen - check) And you don't need help with dmg - i.e. creeps are weak - And the map has a lot of spots to cover - Than go for logistics on lvl 1 is more accurate

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 20, 2011 11:50 AM
Edited by AlexSpl at 11:52, 20 Oct 2011.

Enlightenment can wait as it really makes difference at high hero levels only. But, for sure, not a wasted skill.

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xlnt
xlnt


Known Hero
posted October 21, 2011 10:31 AM

1 thing to pay attention to:
when i ever lose a unit in battle, it is because of retaliation strikes my ghosts are usually stacked in order to prevent big guys from hitting the skeletons in the corner - i.e.

----- <- end of battle map
S x x x
x G x x
x x x x

so the big guy comes and hits the ghosts some time, gets almost killed by the hero and there is the trick - don't hit the Big Guy too much! calculate whether it will die on the retaliation strike from the ghosts. saves you 1-2 ghosts every now and than


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evinin
evinin


Supreme Hero
Servant of Asha
posted October 22, 2011 03:07 PM

My basic strategy from the very beginning was this: Necromancy+Ghost Ability+Vampirism (I know that the spell has another name, but I call it like this). I almost never loose units, because I have also made a very powerful Lighting Bolt with which I start, then I make all of mine non-shooters wait, shoot with Liches, Skeletons and Fates the most dangerous units/shooters and then kill with the non-shooters everything that comes nearer. Works perfectly expect at sieges - then it's a little bit harder, again Lighting/Chain and also Dark Elements - they keep the enemy distracted quite well.
____________

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bluecamel
bluecamel


Adventuring Hero
posted October 23, 2011 12:57 AM

Quote:
1 thing to pay attention to:
when i ever lose a unit in battle, it is because of retaliation strikes my ghosts are usually stacked in order to prevent big guys from hitting the skeletons in the corner - i.e.

----- <- end of battle map
S x x x
x G x x
x x x x

so the big guy comes and hits the ghosts some time, gets almost killed by the hero and there is the trick - don't hit the Big Guy too much! calculate whether it will die on the retaliation strike from the ghosts. saves you 1-2 ghosts every now and than




yeah ghost box is OP against walkers, that's why i think it's good for maps to place specific monsters every so often who are different types (some shooter, some flyer, some that heal, etc.)in order to prevent super cheesing from strats like this

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