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Heroes Community > Heroes 6 - The New Beginning > Thread: [Strategy] How to counter necropolis?
Thread: [Strategy] How to counter necropolis? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
tierigin
tierigin

Tavern Dweller
posted February 06, 2013 11:37 AM

Quote:


Here is a walk through, D1 build tavern get h2 and pass units to h1.  H1 choose +25% xp at level 1, at level 5, you should have enlightenment, logistic, tactic, heal(or regen) and pressed attack.
I am normally level 5 at W1D4.

Level 6 - lightning bolt, high dmg spell. + water grave, you ll be god like against npcs and other races except UD. clear map fast, with 10 shark, 17 priestess you should be able to clear guards if battlefield, (like 8 kensei, 6 Yuki-onna and 6 mizu-kami in one group) if you can't, then practice more. W2D3 ~ W2D4, H1 should be level 10.

At this time, you can get level 5 H3, and H3 should have few kappa.
Against non UD, you can use h2 H&R at level 3, lightning bolt is enough. 1 shot kill 10+ core range creatures. Against UD, use lvl5 H3, with Sunbusrt(H3 learn Sunbust + light magic 1 & 2 + magic infinity1 to max dmg output). After few H&R, H1 should be around level 12 ~ 13, and good enough to defeat your opponent. Spend the rest of your skill point on Magic Infinity1, Air Magic1&2, Ice Bolt, Ambush. OR whatever helps your combat the most.



A few questions
1)Is tactic that good a skill to get? I remember using it a lot in previous games but it doesn't seem that strong in this one?
2) H&R is hit and run I have read it a few times what is this tactic?
3) In the game can you see what each magic skill you have? like if you +3 light through skills, +4 prime through items, and do haven magic heroes get extra light magic be being haven, and negative or positive any others?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 06, 2013 12:19 PM

Quote:
A few questions
1)Is tactic that good a skill to get? I remember using it a lot in previous games but it doesn't seem that strong in this one?
2) H&R is hit and run I have read it a few times what is this tactic?
3) In the game can you see what each magic skill you have? like if you +3 light through skills, +4 prime through items, and do haven magic heroes get extra light magic be being haven, and negative or positive any others?

Tactics I are absolutely essential while tactics II mostly depends on the matchup. I don't think you can see how many magic bonuses you have and from what source but you can check spell effectiveness from the tooltip. Factions do not get bonuses for using their 'favoured' schools.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 06, 2013 12:46 PM
Edited by DoubleDeck at 12:47, 06 Feb 2013.

1) Tactics I is a must so can rearrange your troops. Tactics II is also good especially if you might and wanna get up to your opponent quick (duels).
2) H&R could be those stacks that strike and return (glories, harpies, etc.) or when you get morale, you hit and then run away on second go
3) Not sure what you mean here, but Haven Magic heroes benefit with stronger hero strike when having light magic skill. Demon - fire, etc. they don't automatically have better light magic just being haven, you have to choose the magic skill. Some factions are vulnerable to certain magic (inferno/undead to light magic)

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BlueLore
BlueLore


Adventuring Hero
posted February 06, 2013 12:52 PM

Quote:
Factions do not get bonuses for using their 'favoured' schools.


However isn't it so,that their creatures also benefit from these schools?

For example if you have light magic I,your glorys will do more damage or am I wrong?

So regarding this there is a point in using the favoured elements by a faction or at least the favoured elements of the creatures(light for heaven,air and water for sanctuary,earth and fire for stronghold(surprisingly no air,but at least the hero attack is air),fire for inferno and dark and I think prime too for necro(the namtarus have a prime based abilitiy if I am not wrong,but I'm not sure about this))

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 06, 2013 01:00 PM

That is correct though namtaru deals dark damage, just like lich and specter.
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Hermes
Hermes


Famous Hero
posted February 06, 2013 01:46 PM

I think he means Dance of Decay ability.

Btw, never knew light magic skills improve hero strikes for haven..makes sense of course

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted February 06, 2013 04:03 PM

Mage hero strikes do increase since they deal Light damage, but Might heroes don't, on account of dealing Might damage with their strikes.
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natalka
natalka


Supreme Hero
Bad-mannered
posted February 17, 2013 12:20 PM bonus applied by Elvin on 17 Feb 2013.
Edited by natalka at 14:41, 17 Feb 2013.

How to counter necropolis?

After having finished my last game with my bf I have some clue how to beat them.
I was a reaper and he was a vindicator. Reapers sp = 59 omg !!!,his attack = 40 but nevertheless he was doing insane dmg.
I also had unicorn bow so..

1) First turn he casts mass haste and now glories can block any space on the map where fateweaver could be and also he could reach me with both angels and crusaders. I casted mass agony and concentrated to kill the glories. I couldn`t break formation and because of the obstacles I could attack them only with my shooters but they were down anyway. After that my giant spider kills 130 of his shooters with good luck . They had emerald yumi bow so I had to get rid of them.
End of turn griffins dive with good luck and kill ~100 skeletons, ~20 liches, 4 spiders...massive pain for me. Also my bf put guarding angel shield on crusaders so I could do nothing about this big killing machine for this whole first turn. After having seen how much dmg agony makes on his small troops he decided not to move them because by the time they reach they will die . His new strategy was to massacre me with permenantly shielded crusader, angel and griffin. All those units did massive dmg.
2) Second turn he casted mass inner fire and my meat shields(lamasu,vampire,zombie) were nearly gone. Also my good dmg dealer (specter) was nearly killed by his crusader (no retal). I got to cast necromancy IV and I ressurected my 3 shooters and lamasu. I couldn`t cast puppet master because his key units had already moved this turn..I casted meditation at the end of turn..
3) His griffins get morale and with cleave and heroic charge they kill 3 units!! and now they are shielded and next to my spider and only skeletons remain from my whole army next to them in the corner. I casted chain lightning on angels and crusader...with 79 sp you can imagine what happened and I also had dazed effect which helped me..
4) I cast puppet master on crusaders and attack angels. My bf reinforced griffins and killed nearly half spiders but that was all he could do before I killed them with implosion..

All in all very good game. Wasn`t it for the big 2x2 obstacle behind which I put my spider, and lich plus skeleton behind it, it would be a massacre. First turn he would attack with 3 big dmg dealers also angels and he wasn`t able to manouvre well with crusader. Next turns with constant shield on crusader is enough to kill my whole army. Spider got to attack 4-5 times...if no obstacle he would attack 1 time maybe. No replay this time but next time we play this pair he promised to massacre me so replay from next time

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2013 03:30 PM

I think a shiny is in order for overall contribution, keep it coming There are more people who deserve shinies but I'll need to take some time and evaluate the recent posts. If you believe there is a post that deserves a quality point don't hesitate to drop a line here!
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Hermes
Hermes


Famous Hero
posted February 17, 2013 04:25 PM

Hmm..did he have Hour of Judgement ultimate? It works wonders with sun crusaders also, if due to mass haste or high ini the opponent goes first, I usually puppet master his highest ini creature at the end of my turn so that I can cast another spell right away and to ensure successful puppeteering

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natalka
natalka


Supreme Hero
Bad-mannered
posted February 17, 2013 06:54 PM
Edited by natalka at 19:01, 17 Feb 2013.

Yes, he had +60% damage the turn he killed 3 stacks
First turn maybe I should casted different but his crusaders weren`t shielded and his x-bowmen had emerald yumi bow. They killed after agony 2 spiders and 20 liches. And his highest ini units were the glory and the crusader but then he put guarding angel on the crusader.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 05, 2013 01:07 PM

Hi,

I returned to heroes 6 after a year break to check whether they repair the common bugs (which apparently they didn’t). Anyway, I play only duels (they are fast while normal map game can last at least 2 hours) and I have problems with Necro.

How can I beat Necro Might Tears with Haven might (preferably tears but blood I good too)?

Specifically there is a guy named Negro126 and he plays Necro Might tears and he turtles in the corner. We played a lot and I think I beat him only once (although it might be a disconnect). I checked him profile and he played almost 4000 games, and won 99%!! It’s insane!
He plays with dynasty bonuses, which I don’t mind that much. He has Sword of the Wolf (lvl. 5) and i'm using Sword of Whistlebone (lvl. 5).



Uploaded with ImageShack.us

The game usually goes as fallows (he camps in the corner):
1 turn: I start with heroic charge on crusaders to charge Lamassu to get to his archers, shoot with marksmen.

He attacks mostly with vampires (which are extremely hard to kill especially that his heroes has vampires specialty (+10/+10 defence), casts reinforcement on them and they have drain life) and shooters.

During the first 2-3 turns im trying to kill Lamasu, he defends with them, cast necromancy and depletes my army with shooters.

Any advice??

Also what are your traits and abilities for a duel hero??
I have:
max: defender, morale, assailant, counterstrike, toughness
resilience, cleave, reinforcement, ambush, tactics 1,
stand your ground mass, pressed attack, heroic charge
magic defense 2 and magic power 2, burning determination mass

hero specialty: marksmen master or painless (+2 to defense).

dynasty traits: +3 attack, defense, magic defense.

Do you guys play ranked duels on ladder (it seems to be a new feature)? It seems that nobody is playing ranked duels nowadays and became 3rd on the server even though im kinda a noob.

thanks for any help

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

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natalka
natalka


Supreme Hero
Bad-mannered
posted March 05, 2013 03:34 PM

What level is your hero in duels? I would go blood against this turtling necro. You need that dmg...so take mass inner fire.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 05, 2013 04:24 PM

Quote:
What level is your hero in duels? I would go blood against this turtling necro. You need that dmg...so take mass inner fire.


30, every hero is 30 in duels

yeah i thought about it. But when should i cast it. I almost have to start with heroic charge (with blood i dont any other way), then anathema and hour of judgement, which gives me inner fire at 4th, and isn't heroism a better option?? if so at turn 5 its a little too late.

I guess ill try when i find the time.
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natalka
natalka


Supreme Hero
Bad-mannered
posted March 05, 2013 06:19 PM

Mass inner fire gives much more dmg and init is very important... So I start the battle with it. Why buff one unit first turn instead of buffing whole army. Before I was sceptical about heroic charge and didn't use it at all but my bf showed me its great use when u need that dmg to clear whole stack and block shooters etc. . Now I use it in those situations mainly.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 05, 2013 06:37 PM

Quote:
Mass inner fire gives much more dmg and init is very important... So I start the battle with it. Why buff one unit first turn instead of buffing whole army. Before I was sceptical about heroic charge and didn't use it at all but my bf showed me its great use when u need that dmg to clear whole stack and block shooters etc. . Now I use it in those situations mainly.


but you see at first turn i cannot reach them with my 2 primary dmg dealers angels and crusadors so using inner fire at first turn would be a waste imho at 2cd turn perhaps. The innitiative is nice but not that important, haven alrady has innitiative advantage over necro (with the exception of vampires). Heroic charge is great even for tears.

I will give you some numbers:
(all numbers vs Sun Crusaders, same duel hero played on hot seats)

1) sun crusader vs sun crusader with heroic charge 1426-1630  (603-689 with 0 charge - 1 SC deals 9,64)
2. Angels vs SC 739
Angels vs SC with heroic charge 1162 (473 additional with morale 2cd strike)
3. marksmen normal 468-702, marksmen special 328-493
reinforcement: gives you 59 marksmen
after reinforcement (209 marksmen) normal 652-978, special: 458-686

gryffs 402-537  (1 gryff deals 9,58 dmg)

also i think griffs are bugged and are much weaker than their stats and dive deals much bigger dmg than normal griffs' attack (sample: 658, 585,658,565,714,580,559)


The point of the aforementioned quotas: inner fire or reinforcement on marksmen will give you much less dmg output than heroic charge on the first turn.


some things to remember (maybe will be helpful for others):
- marksmen afer cleave cannot use their special ability (only once per turn)
- burning determination works 2 turns or until you have morale and take action, so you can have 2 morale only if you stand with your unit (bug?)

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natalka
natalka


Supreme Hero
Bad-mannered
posted March 05, 2013 07:11 PM
Edited by natalka at 19:17, 05 Mar 2013.

yeah if u can`t reach cast mass haste otherwise inner fire. I didn`t quite catch your numbers but I still think 20% more dmg to whole army is better, moreover beware of vampires with taunt, besides heroic charge with a unit that already has inner fire is better and don`t forget you have to count dmg for 2 turns.
e.g. If I were necro and you didn`t cast mass inner fire I would put vampire among your stacks and cast taunt next turn.

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Nikolas
Nikolas


Hired Hero
posted March 15, 2013 03:19 AM bonus applied by Elvin on 15 Mar 2013.

Quote:
Hi,

I returned to heroes 6 after a year break to check whether they repair the common bugs (which apparently they didn’t). Anyway, I play only duels (they are fast while normal map game can last at least 2 hours) and I have problems with Necro.

How can I beat Necro Might Tears with Haven might (preferably tears but blood I good too)?

Specifically there is a guy named Negro126 and he plays Necro Might tears and he turtles in the corner. We played a lot and I think I beat him only once (although it might be a disconnect). I checked him profile and he played almost 4000 games, and won 99%!! It’s insane!
He plays with dynasty bonuses, which I don’t mind that much. He has Sword of the Wolf (lvl. 5) and i'm using Sword of Whistlebone (lvl. 5).

[URL=http://imageshack.us/photo/my-images/571/negroqs.jpg/][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

The game usually goes as fallows (he camps in the corner):
1 turn: I start with heroic charge on crusaders to charge Lamassu to get to his archers, shoot with marksmen.

He attacks mostly with vampires (which are extremely hard to kill especially that his heroes has vampires specialty (+10/+10 defence), casts reinforcement on them and they have drain life) and shooters.

During the first 2-3 turns im trying to kill Lamasu, he defends with them, cast necromancy and depletes my army with shooters.

Any advice??

Also what are your traits and abilities for a duel hero??
I have:
max: defender, morale, assailant, counterstrike, toughness
resilience, cleave, reinforcement, ambush, tactics 1,
stand your ground mass, pressed attack, heroic charge
magic defense 2 and magic power 2, burning determination mass

hero specialty: marksmen master or painless (+2 to defense).

dynasty traits: +3 attack, defense, magic defense.

Do you guys play ranked duels on ladder (it seems to be a new feature)? It seems that nobody is playing ranked duels nowadays and became 3rd on the server even though im kinda a noob.

thanks for any help


i think you should also pick the sword of the wolf because its a long fight and it really shines the more rounds are passing by.
try to outcamp him.your archers are far better then his because of the piercing armor thing they got.try to keep them protected by all means.them and griffins must be your attacking units
all the rest you should keep them protected at the back waiting for the right time to charge.for hero specialty you can choose +2 magic def. or the griffins +15%damage thing.your built should be sth like this:
defender 3,destiny's chosen 3,assailant 3,i think that morale is not that essential since you can still raise it with proper spells.
next pick reinforcements 1 or 2,1 is better because you would probably cast it on your archers as second spell.
ambush and tactics 2 is a must.pressed attack of course then heroic charge maybe rush too.
resilience,toughness 3,archery 1,rampage,giant slayer maybe,cleave of course,
then you should get arcane ward 2 for maximum magic def
mass burning determination and inner fire.
you dont need counterstrike 3 since you will not be attacking him
with your archers try to focus on one stack and not many.liches are a good start.
first spell should be pressed attack on archers and then guardian angel on them as long as you can
second spell could be a mass determination or a reinforcements on archers.try to calculate the damage they do to liches so that you can get cleave at second turn.if you will have a morale on them you should be able to do so.after liches your main target should be weavers.archers can do insane damage to them,leave skeletons for last since the do might damage and you are pretty resilient to might damage.
if you manage to keep archers at about 100 for enough turns you will  be able to do some insane damage.dont forget to defend with all the others for that extra +10 def.you need all your units feeding you with morale.and you can use inner fire to boost your archers initiative and damage output.also if he comes towards you with his vampires try to protect your glories from them,probably behind angels and horses.glories can deal great damage to vampires.If you dont have the sword of the wolf then maybe you could use malathua's cleaver and to get an extra attack to one of your units(probably archers or horses





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natalka
natalka


Supreme Hero
Bad-mannered
posted March 15, 2013 09:34 AM

Good strategy Nikolas but what if archers ran out of guardin angel and fateweavers accidentaly get a shot on them? By the time you kill all liches and start killing weavers maybe necro can bring 1/2-3/4 of liches back(?!) And what if the necro plays intimidation. That is 4 turns for your already boosted archer(pressed attack , reinforcements) in vein. He can attack only skeletons then which is also no good (50% dmg reduction).

You should also put vestals and shooters next to pretorians because vestals will be the first target before marksmen.

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Nikolas
Nikolas


Hired Hero
posted March 15, 2013 05:20 PM

Quote:
Good strategy Nikolas but what if archers ran out of guardin angel and fateweavers accidentaly get a shot on them? By the time you kill all liches and start killing weavers maybe necro can bring 1/2-3/4 of liches back(?!) And what if the necro plays intimidation. That is 4 turns for your already boosted archer(pressed attack , reinforcements) in vein. He can attack only skeletons then which is also no good (50% dmg reduction).

You should also put vestals and shooters next to pretorians because vestals will be the first target before marksmen.

that's why i said keep your glories protected.If you activate your dispelling skill after waiting at that round you can dispel for that round and the next one too.But you need to have your army all together packed in the middle of the field.and your glories on third row to be able to reach opponent.I must have forgot to say that all your units should be protected by your pretorians.Also fateweavers will not be that deadly against your archers i believe they can take at least one shot from them and still survive.use your healing from angels and vestals to keep them alive.also don't hesitate to take your angels out from the formation to do some damage.the problem will be if he has picked blizzard.that will reduce your pretorian numbers quite fast.the real problem will be those vampires at late game.As for the intimidation spell you should keep in mind that he has to cast that spell while your archers dont have guardian angel on them,so try and have them like on permanent GA.I know it will take a lot of luck for this strategy to work but i feel its better than charging against necro tears
and dont forget you will have some good damage coming from your griffins as well.the problem is that you cant focus on one for that damage.unfortunately i cant connect with Negro to try and beat him but i could try against anyone else who will duplicate his tactics.
My ingame name is Nikolas_356.

 

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