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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 · «PREV
RollingWave
RollingWave


Adventuring Hero
posted December 26, 2011 02:57 AM

Quote:
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.


Tear would be better for early unit perservation (better healing and better reinforcement) but generally speaking later game blood is much stronger due to life leech and generally more powerful offensive skills. though against Necro you might want to go tear anyway because it helps you survive enemy magic a bit better.


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TheHORDE
TheHORDE

Tavern Dweller
The Unstoppable Horde
posted December 26, 2011 08:58 PM

Alright, I'll give tears a try.

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juker
juker


Hired Hero
Rocking In The Free World
posted February 19, 2012 03:07 AM

What about a magic stronghold hero? Did any of you use it?
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KaynaCrous
KaynaCrous


Adventuring Hero
posted February 19, 2012 03:58 AM

Well, when it comes to duels, I like the might blood and sometimes the tear mage.

Even against another might, Id rather have might blood over might tears. Might tears doesnt generate as much rage points, and its fun to have a full lvl 4 racial at the start of the second and third round...

My might blood is really, really simple. I got all damage oriented passives, along with inner fire mass and purge as spells. That s it! inner fire mass at start of first round, trash the guy... do the racial lvl 1 as quick as possible vs another mage hero, or keep your rage vs a might hero to be sure you have a full lvl 4 racial by the second round. Cast inner fire single target on your best unit that acted twice last round, etc etc...

Dont be scared of taking a few retaliations vs a magic hero! using a lvl 3 racial and acting first is more important then!

With a tear mage hero, I get all cc spells like puppet master, petrification, etc etc... Puppet master first round, unit stack increase spell second round... remember that if you can do wait with your units before casting that spell, they ll retain their extra units for the next round...

And in normal games, yeah, creeping is kind of hard, you lose a bunch of crushers. Do decoys, stacks of 1 crusher each, put em in a corner with your army, make em take counter attacks and attacks... also use the goblin trap every fight. target the enemy unit that is the farthest, or the slowest one, so that way you can really split the enemy army in 2.

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httassadar
httassadar


Adventuring Hero
posted February 21, 2012 05:03 PM

Quote:
And in normal games, yeah, creeping is kind of hard, you lose a bunch of crushers. Do decoys, stacks of 1 crusher each, put em in a corner with your army, make em take counter attacks and attacks... also use the goblin trap every fight. target the enemy unit that is the farthest, or the slowest one, so that way you can really split the enemy army in 2.


setting aside some 1 goblin is better than crusher right? They are cheaper and can trap as well, also less valuable as crusher in later games.

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Falconian
Falconian


Adventuring Hero
posted February 23, 2012 06:33 PM

Crushers+regen/heal/stand ground/heroism or whatever fits the map seems the only way to creep decently to me.
Goblins are weak, harpies need to be upgraded (can't do, we're locked into rushing for capitol), so I just stick to the hero bonus health to crushers and just creep with them and some trapping backup.

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MeanMan
MeanMan


Adventuring Hero
posted May 01, 2012 05:43 PM

do you guys have experience with a stronghold might hero against a sanctuary might hero? who would - generally - win? what are the strenghts and weaknesses of both factions (with might)? and what's the best strategy to win against sanctuary/might?

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southern
southern

Tavern Dweller
posted April 26, 2013 06:04 PM

after I finished the Heroes VI campaigns I tried to play skirmishes with the stronghold faction. I always start with enlightment, heal and reinforcements abilities. I have experimented with the magic hero and I have managed to gain few victories in big maps. I go for blood because I think it is easier to gain levels in order to compete with AI. My favourite hero is Matewa due to the bonus in dreamwalker production. I mainly specialize in dark magic using spells like life drain, mass live drain, terror, puppet master, agony, mass agony, purge combined with might ablities such as reinforcements and ambush from tactics, and from the paragon abilities I select destiny's chosen and charismatic leader in the first stages later I take defender and assailant(after finishing with the dark magic options). the stronghold magic hero doesnt have access to prime magic so I select 30% to 40% of his abilities to be from might. Other useful spells that can be added in the mix are inner fire and storm arrows, (synergy with the ambush from tactics ).
In the first stages of the game I reinforce maulers, then I apply it to furies so I can always have a big and leveraged fury force. This is nicely combined with Inner Fire. This is my experience, and I wanted to share it with other Heroes gamers!!

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NamelessOrder
NamelessOrder


Famous Hero
posted August 08, 2013 09:38 PM
Edited by NamelessOrder at 08:08, 09 Aug 2013.

Some relevant information:

1. Cyclops' dmg is under reported in the creatures window

It seems like cyclops dmg is under reported in the creature window (the window you see when you right click on a creature).

Data:
Enraged Cyclops dmg is 57-65 | a duel stack of 25 units deals 1425-1625 | under a hero (blood might with no abilities, 21 attack) they have 1688-1924 dmg, attacking a stack of crusaders (under haven might hero with no abilities, 21 defense) they deal 895-1021 dmg
Pit Lords dmg is 57-66 | a duel stack of 25 units deals 1425-1650 | under a hero (blood might with no abilities, 20 attack) they have 2248-2603 dmg, attacking a stack of crusaders (under haven might hero with no abilities, 21 defense) they deal 887-1015 dmg


Hope that proves that it's a bug, although a minor one.

2. Rage II gives around 20% bonus to might dmg to every creature (i thought the bonus is higher for cores)

Data:
- all numbers vs stack of crusaders (duel might tears hero, 35 def)
- all numbers with first blood

stack of:   normal dmg avg  rage 2     avg    bonus
cyclops    1144-1305 1224,5 1372-1564   1468     20%
harpies    553-995 774 663-1193    928     20%


Hope it helps


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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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