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


Honorable
Undefeatable Hero
of Gold Dragons
posted October 18, 2011 08:32 AM
Edited by alcibiades at 08:35, 18 Oct 2011.

Heroes 6 strategy: Playing Stronghold faction

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

Strategy Thread Group: Haven | Inferno | Necropolis | Sanctuary | Stronghold
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Soho
Soho


Hired Hero
posted October 18, 2011 12:05 PM

Just have to say that cyclops looks so badass.

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Kitten
Kitten


Known Hero
Roar
posted October 18, 2011 07:23 PM

Why do people like Thunderclap?
Also, what hero special do you like for your Stronghold heroes? I made both my might and magic hero have +7 HP for Crushers. But for the might hero the +40 mana is very useful, being able to regenerate and cast more heal early on is very good.

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PitLord
PitLord


Known Hero
posted October 26, 2011 04:13 PM

how would you guys creep glories?!?!?! they are so damned strong and they're dispelling lifedrain/regen...

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pacifist
pacifist


Famous Hero
posted October 26, 2011 04:23 PM

You can attack the glories by brute force and try to take down one of the stacks to 2 or 1. But don't make them move from their starting position. Then you withdraw injured units, replace with other and heal or regenerate the ones out of reach of the glories. repeat and finally a heal, or a slow (from spell or dreamwalker) + regeneration .
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 30, 2011 01:12 AM
Edited by blizzardboy at 01:15, 30 Oct 2011.

Blargh! This faction's poor ability to avoid casualties early game is making my hair fall out. You're pretty much forced to melee with your maulers since the goblin's ranged attack is simply too weak. Damn boomerang is about as lethal as a playful slap on the rump.

Rushing for upgraded harpies for the faster movement and the no retaliation seems like a necessity if you don't want to keep losing maulers each fight.
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akaihane77
akaihane77


Hired Hero
posted October 30, 2011 03:19 AM

Quote:
Blargh! This faction's poor ability to avoid casualties early game is making my hair fall out. You're pretty much forced to melee with your maulers since the goblin's ranged attack is simply too weak. Damn boomerang is about as lethal as a playful slap on the rump.

Rushing for upgraded harpies for the faster movement and the no retaliation seems like a necessity if you don't want to keep losing maulers each fight.


Regeneration is your friend.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 30, 2011 03:48 AM
Edited by blizzardboy at 05:52, 30 Oct 2011.

That's what I took for the stronghold campaign but it's proving disappointing with the mana I have to work with. It's not like I'm not going to be able to complete the mission but I just got done with the Necro campaign where I was dominating nonstop with hardly any casualties and now I got bodybags upon bodybags of dead orcs. I think part of it is that Might heroes are generally at a disadvantage in a campaign setting to Magic heroes.
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 31, 2011 01:48 PM

Use reinforcements, they are very effective for campaign since you got a lot of troops right of the bat. Figure out what units ai hits first and use reinforcements on them. Easy peasy.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 31, 2011 03:00 PM

Neat trick with the Cyclopes' Feel No Pain ability: you can tank with them as much as you want, and if you can end the combat before their next turn is up, even after combat they won't take any casualties.
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MasterSunTzu
MasterSunTzu

Tavern Dweller
posted October 31, 2011 06:29 PM

The "storm arrows" spell is a must for goblins, or any other weak shooters, in order to shoot down big stacks of core creatures.  The only other way to eliminate range penalty is through major artifacts, so this spell is very much worth it at only 15 mana.

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forest001
forest001


Known Hero
posted October 31, 2011 06:32 PM

Quote:
The "storm arrows" spell is a must for goblins, or any other weak shooters, in order to shoot down big stacks of core creatures.  The only other way to eliminate range penalty is through major artifacts, so this spell is very much worth it at only 15 mana.


moreover if you are blood aligned then it's quite good dmg too.

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 31, 2011 06:39 PM

I would be very interested in finding out from players who experienced stronghold faction to know:

a) what skills/abilities are recommanded for a might hero both in creeping activity and big battles (when hero reaches 20 lvl or more)

b) what is best choices in a magic hero situation.

thx!
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-knowledge itself is power-
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juker
juker


Hired Hero
Rocking In The Free World
posted October 31, 2011 09:03 PM

i liked homm v toe rage system, it was awesome, also heroes gained lots of exp by visiting spell shrines (1000, 2000, 3000!)
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 31, 2011 11:53 PM bonus applied by alcibiades on 06 Nov 2011.
Edited by feluniozbunio at 17:16, 22 Dec 2011.

I wanted to post a stroghold guide after couple more games, especially i got one game unfinished that should be especially interesting because it is vs necro. But since you want some info i can post what ive got so far about barbs.

General stuff

I believe stronghold is top tier castle right now(among necro and haven)I think their strength lays in couple things.

1) They have 6 out of 7 units that use physical attacks, 7th unit doesnt really need one because dreamwalkers have awesome magic that they can use every other turn. Having so many creatures might dependant is unique among all factions.

2) They have very good racial skill. All levels of rage gives good bonuses ( even tho rage IV is bugged at the moment and all the attacks cause retaliations)

3) All stronghold units are good on their own and all of them can attack first turn.

4) They have very good creeping power with furies (tho necro is still better at it)

Hero

Due to the things i described above its easy to guess what hero suits better for barbs, might obviously. When it comes to reputation i think you can go either way, depending on what faction you play against. If you play against magic heavy faction, you go tears, otherwise probably still tears

Tears path give you very good ani magic skills.
Might over magic is awesome ability. It reduces magic by A LOT for 2 turns. I havent used it it too many times but when i tried it, it was like way more then 50% damage reduction, which is awesome.

Unfettered is rather situational skill but with no primal magic its only debuff removal might orcs have. Id say thats a good example of very good situational skill.

Versus might hero tear abilities wont be as good, thats why you may consider patch to blood. There is no clear way here.

I must admit i havent tried blood skills, and i would really like to go blood just because mass inner fire and mass heroism are like omgawesome skills for barbs. If you go blood patch on the other hand, apaart from antimagic skills you lose: boosts to counterattacks and to defence skills. I havent tried blood II ability. Blood I ability is pretty useless now because of the rage IV bug. If they fix it it might be good but im not sure about that.  

Skills

Starting bonus. For the most part i have been using same bonus for all my heroes, which is the movement bonus. Lately ive been doing some testing and i think i am going to switch it on favor of certain creature bonuses. That would be bonus to crushers's hp for barbs. The reason behind it is that on the big maps where movement is good you usually get multiple castles. And the thing with multiple castles is that you are usually short on resources and you have problems building high tier dwellings. What happens in the end is that you have a lot of dwellings for core troops which results in their high numbers. Another good thing about boosting crushers hp is that it helps in early game. You lose less units.

The other reason i like crushers bonus is that i started using reinforcements skill. Its really cool skill and in final fight you can boost numbers of one stack. When you got hp boost to crushers you just go with reinforced crushers. All of the reinforcements skills give same strength of troops, its only your choice which stack you want to boost, so taking reinfocements 3 over reinforcements 1 and boosting cyclopes wont give you better results

Your primary skills that avoid you losses during creeping are:

Reinforcements. Cast it on a unit that is about to be hit and you lose less units in a fight. Oftentimes ai shoots to harpies, cast it on them when fighting shooters.

Heal. Obvious reason, i like it better then regeneration because you can use it just before fight ends. When you use regeneration sometimes you dont have enough time to heal your troops because enemy suicides.

Pressed attack. Brilliant creeping skill. Best use it on harpies because their high initiative and use them when its their turn to act, this way they will use it 3 times, not 2.

I feel that first 2 skill might barbs should take are logistics and enlightenment. Going might i don't find any skills to be really vital when you start. Since you cant help too much your troops to fight i think this is good time to take those skills.


Late game skills i like are advanced tactics,counterstrike 1-3,mass heroism, taunt(doesnt work vs undead). If you find enough spell power then you might want to look at mass weakness and mass inner fire. Those spells are not really needed tho. Since all of the mass skills have rather short duration you need to recast them in combat. That means there is only limited number spells you can cast. All you can do is cast all of the shouts over and over. Mass heroism is really as good if not better then mass inner fire. Its a shame there is no shout defending you from magic. Its cool tho , you got your tears ultimate. Im not a big fan of mass vampirism becasure in final fight units dont deal all that much damage because of high ressistances. For might hero that is going tears your vampirism will be weakest possible. If you go blood mass vampirism should probably be on your list.



Units and creeping

As i stated above your primary creeping force are furies. Furies are like blood elves on steroids. All this time ive played dungeon in h5 i said to myself : omg, i with those furies had more hp. Well what do you know, furies now not only tear everything apart, not only have more hp then any other core unit except for crushers, they also fly now.

Other core stronghold creatures are also very good. Goblins, even tho their damage isnt very high they are very useful in many ways. They are cheap and there is a lot of them. In h6 all core units are precious and there is very few of them compared to previous parts. Losing them each fight is pain, usually. Goblins are many and they are cheap. When you add the fact that even single goblin in a stack can stop a bunch of cyclopes from charging by laying down a trap in front of them they become real good.

Crusers are just good, not too much to say about them.

When you start the game you have 2 priorities. First build capitol asap , second build furies asap. you probably have to choose which one you want to go first. That may depend on what difficulty level you are playing on , creatures you got on the map etc. You really want furies to creep effectively. What i usually do is i build the lvl 3 town hall  and market, then go for the furies. In this first week i clean all the stuff i can clear with the bunch of starting dudes, then i clear the rest next week when i get furies. If you got a lot of gold laying around, or you start at easy difficulty you may go straight to furies and worry about gold generating building later.  



Tactics. Use goblins and harpies.
__        _- maps edge
xo        x-furies
Zo        I-maulers
Io        o-stacks of 1 goblins
o        Z- rest of goblins

Thats you basic setup for all the melee fighters. Single goblins are your meat shields, they cast traps that slow enemies down too which makes them perfect for this job.

Shooters pose much bigger danger. Here you have to rely on reinforcements and heal. Keep the single goblins to tie enemy shooters in melee range to decrease your loses. Put harpies in a first row and wait with them, when opposing forces start shooting they will get racial bonus and will be able to move 2 additional squares and hit the shooters. First turn you wait, and move with the crushers. Second turn you should have first level of rage which should allow some of your units jump before shooters and tie them in close combat(if you have not reached lvl1 rage then you can perform a hero attack, this will increase your rage and it will usually be sufficient to cast the rage)
Tied shooters pose no real threat, you can start using your healing magic at this time. Watch out for the fire elementals and succurubes, they are nasty.

Final fight

With advanced tactics and might barb racial skill all your units can either cross the battlefield or shoot to the enemies. This should allow you to zerg your opponent. When fighting a mage you pop might over magic and you are safe from their magic for 2 turns. Otherwise you can cast taunt or one of your mass spells and charge. From turn 2 most of you units will be acting before opponents and all the first strikes should give you upper hand in battle.

Word of caution

Might heroes rely on creatures, when going might you shouldnt be playing rushing map because you wont get enough army and you will be at the disadvantage playing vs mages (especially if you choose fast/faster hero leveling speed)

Other notes

As a barb its good to take all the joiners you can find so that you dont have to lose your own troops. Another awesome thing about going tears is that sometimes large group of enemies run from you and you dont have to lose any troops at all. So many times i was scratching my head how to kill certain group just to see they run from me when i finally decided to kill them. Think thats all i got for now.

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted November 01, 2011 08:13 AM

thx for the awsome guide!
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dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 03, 2011 08:33 PM
Edited by blizzardboy at 20:33, 03 Nov 2011.

The Jaguar Warrior's feral charge ability isn't susceptible to Pain Mirror or the centaur's free shot I found out. Another neat trick / potential bug. Although I also found out that centaurs can take their free shot even if they're blocked off.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted December 22, 2011 02:19 PM

Morale is great for Haven (obvious) but it's actually good for Stronghold too....

When damage is done, Stronghold's racial changes the order of the ATB bar....so if morale triggers you have a chance to use the racial built up from previous damage done and change the ATB bar....quite useful...

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RollingWave
RollingWave


Adventuring Hero
posted December 23, 2011 03:21 AM

There isn't much point in going magic for your primary hero as stronghold... the creatures are wayy too might oriented. only two creature do any magic damage and one of them's better with his might damage (Enraged Cyclops)

Heroic charge is really really good for Furies. at full range it virutally doubles their damage and with rage stacked on it's crazy damage.


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theHORDE
theHORDE

Tavern Dweller
The Unstoppable Horde
posted December 25, 2011 07:51 PM

How would you guys suggest setting up (talent wise) for a hotseat game that's usually a larger map against Haven and Necropolis? I'm thinking tears would be the the best reputation. and of course going Might.

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