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Heroes Community > Library of Enlightenment > Thread: 1-3 week gameplay, main and secondary hero
Thread: 1-3 week gameplay, main and secondary hero
Oliver
Oliver

Tavern Dweller
posted September 06, 2013 06:25 PM

1-3 week gameplay, main and secondary hero

I'm thinking of changing my strategy. Usualy I put all my army into the main hero. Now I'm thinking bout leaving the starting area with the main hero and just explore with a solid army, taking gold from chests. And then have a secondary hero capture the mines around and take what is to take. A third hero can just from week to week take the windmill and creature dwellings around. Secondary hero would get +1 stats where he can to make him strong enough to defend the town if needed.

Now it's very map dependent. But generaly I lsoe most my time cleaning up around my town with the main hero and waiting for that 7th level creature and then maybe the next week to get +2 7th level, wasting exploring time and leveling and getting artefacts.

However cleaning up your base with the main hero makes sure you got all resource mines on time so I can develop the town.

So what do you guys consider the best ?


Unrelated, my story is HOMM# player since I'm new (registered, I've know this forum for longer) :

I played HOMM3 around when it came out I was still a kid.I'm 26 now. I play it with my brother. We didn't play it in a few years and now paly again, he used ot always beat me now it's more equal. Last game I beat him with Inferno, he was Fortress.

After the pretty even main battle that I won I caught him with a similar size army, and killed all his creatures before he could retreat. I used blind on two creature stacks. Then duplicate. The left Royal Griffin stack he had had more speed then my creatures, but my blind lasts like 10 turns, so I hasted all 3 of my stacks plus a duplicate and killed him, it was funny. And I cast slow on his creatures while blind, it didn't stop the blind.

I used to be a bad palyer just turteling and going for capitol while my brother takes the map and has better levels and artefacts.

I never played Homm4 didn't seem really good to me. HOMM 5 was good not as good as HOMM3, the luck sucks, and to many abilites. Homm 6 I don't liek the design, I like the realistic Homm3 design, the leveling is weird, it's not a bad game but we don't play it. Way tolittle maps, not towns screens, some terribly designed creatures like sunshine knights and allien squids (inferno).

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted September 07, 2013 04:22 PM

You should change it again.

Let all your heroes fight. Place them in a way you can hand-over your armies as soon as they run out of steps. Lets say you have 4 heroes you shouldve at least 8 fights per round plus taking the resources behind them. Its called "chaining" or "map draining".

This way you will assure to grow the fastest plus getting tougher creatures earlier to make tougher fights, like the one in buildings, earlier then your opponent. Means you may win.
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Terminator775
Terminator775


Hired Hero
posted September 08, 2013 10:41 AM

I had the same tactics as you but I changed it recently. What I do, in first three weeks, I always create 2 heroes. If there are 2 castles on the map ok, but if it is only one I create 2 heroes because I send one to explore right of the castle and the other to the left etc. It is always a good thing. Also when there is too much enemy I leave one hero in garrisson with solid army because of attacks I always upgrade archers tower. For 3 weeks it should be good.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 08, 2013 12:56 PM

Worse advices we can ever read here, Terminator. Everyone listen to Xarfax and you will become better player. The "cautiously defend" strategy is always destinate to fail.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 08, 2013 01:58 PM

Quote:
For 3 weeks it should be good.

On many random maps 3 weeks is enough to dominate them completely if you advance fast enough. Even if map is complex and have strong guards, like Clash of Dragons, by then you should control at least 5 towns, not one or two.
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The future of Heroes 3 is here!

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Oliver
Oliver

Tavern Dweller
posted September 08, 2013 08:08 PM

Xarfax111 said:
You should change it again.

Let all your heroes fight. Place them in a way you can hand-over your armies as soon as they run out of steps. Lets say you have 4 heroes you shouldve at least 8 fights per round plus taking the resources behind them. Its called "chaining" or "map draining".

This way you will assure to grow the fastest plus getting tougher creatures earlier to make tougher fights, like the one in buildings, earlier then your opponent. Means you may win.


Great Xarfay but I need more detail, as detailed as I can get, you can also jsut link me to another thread with the content.

How do I kill all the guards with just hero starting army ? Or I give each hero just enough creatures to creep ?

Also does this mean that there is 1 main hero out of those ?


And since you brought up this strategy I never heard of give me some more pro things, which work but are not obvious.


Also does somebody have a link that explains demon farming with Inferno ?


As for skill build it's pretty obvious what the best skills are ;

Logistics (best out of all we often ban log born heroes or take both a log born), 1 school of magic expecrt (Air and eartha re msot popular but mass curse is great vs dungeon or Fortress, water magic is good for Fortress ect, Armorer, Offense.

(why does Offense give a 30% bonus but armorer only 15% ? )

Then

Pathfinding - crucial on maps with a lot of "bad terrain".
Tactics - only cause I found out here how good it is.
Wisdom - yep.


Then

Archery - if you got strong shooters, for Tower with upgraded Titans it's very good.

Inteligence - can be very good and let you cast expensive spells in combat. Or on the adventure map.

Nopw to comment the remaining without any order

Diplomacy - on bigger maps (large) or Medium with big underground cna get you a lot of free creatures, next game I wanna play with a hero who starts with Diplo just for fun to try it out, to play with it from the start.

Balistics - only good for sieges, I don't like it to much as most battles are rather in the free but it's not an uslesss skill especialy if you don't have many flyers/shooters and your oponent has good shooters. But not a wasted skill.

Artillery - good on small maps, helps creeping later on adds some solid damage each round in fights. Ok on medium maps without underground. On bigger maps it's to weak. My opinion, feel free to corect me.

Resistance - solid skill vs good casters. Nothing to great but ok, can definitely help. Very luck dependent. Last time I had it it activated 4 times a row and me and my brother were like 15 % ? More like 15% that it won't activate, and 85% that it will.


Estates - I'd rather not waste a skill slot and 3 levels on +500 gold but it's not terrible, especialy if it's a poorer map.


Leadership - 3 morale is the max so often you won't need expert at all, considering items and places on the map that give + morale. It's not wasted tough.

Luck - same as leadership.

Mysticism - weak skill, restores to little spell points. At least does something moderately usefull.


Navigation - extremely strong on island maps, on maps with a good portion of water it's good too. On maps with little water it's useless.


Scouting - considering it doesn't make you stronger in the fight this skill is not very good, if the scouting bonus was higher it could be good this way an unwanted skill. Enlighen me if I'm wrong of course.

Sorcery - should be an 30 % bonus as expert, this way a not very good skill.


Now the 3 terrible skills, you never want and hate when offered to pick between the 2, that's why of course you shall get a basic level of a skill you do want before all your skills are expert, so you can pick to up the normal skill instead of learning these :


Eagle Eye Learning, Schoolar, First aid tent


First aid tent "could" be usefull on small maps. Healing your level+5 units every turn. More so if it's a poor map.




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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 08, 2013 08:44 PM
Edited by Warmonger at 20:45, 08 Sep 2013.

I can't tell how many times I posted this link, but here are some masterful games by Maretti.
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The future of Heroes 3 is here!

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Oliver
Oliver

Tavern Dweller
posted September 09, 2013 06:08 PM

Warmonger said:
I can't tell how many times I posted this link, but here are some [url=http://www.youtube.com/watch?v=XJzQ8DXrgcY]masterful games by Maretti[/url].


changed the way I play. What is the rule to saving movement points exactly, I mean no + bonus but how to walk the hero to get max movement ?


Also I'm seeing spells and skills as usefull I used to think are bad and thinks that seemed overpowered seem alright now.


However do people agree to no hit and run with Armagedon and black dragons ? It's imba imo

Other things is Hill forts (free upgrade building) me and my bro just agreed to 1-4 level ugrades, hill forts seem imba ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 09, 2013 06:39 PM

People insisting on rules have the hope to leave their nick on a hypothetical ranking page on internet, as more rules, less surprising games you'll have, so in some way, the rankings are less fluctuating.

However, if you don't want such thing, no rules game is the way to go, you will learn a lot from unlucky situations and eventually you will find out that rules are not needed at all.

@Hit and run with blacks, counter with: anti magic spell, immunity fire creatures, shackles, cursed ground, resistance specialists, golems, summon fire elementals and some more I may forget.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted September 09, 2013 07:15 PM

In my opinion, only Phoenixes with speed arti's on your hero makes Hit & Run safe. Otherwise you risk your opponent goes first, uses mass haste, and you might very well be done for.

Next he recruits the entire tavern until he finds your H&R hero, and uses it against you.
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Living time backwards

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Oliver
Oliver

Tavern Dweller
posted September 09, 2013 07:52 PM
Edited by Oliver at 19:58, 09 Sep 2013.

good points guys I think I'll go no rules from now on including hill fort, cause when yo upgrade creatures it makes it more difficult to combine them with your forces at home unless you upgrade both.

Armagedon can be countered by just having the map scouted or expert earth (this one reveals enemy heros not exp. air ?) and for armagedon to have good damage the enemy needs their main hero who will lose a lot of movement points if he can't get to you - cause if you see him you can just walk away from him or enter a town.

And yes mass haste works well. And resistance is something. And mass protection form earth ! Never tough about protection spells being very good. The overlooked things all have their palce even exp first aid tent is very good for level 6,7 heroes in smaller battles - early fight, smaller maps or battles after a big main fight were both players have less troops left in the next fight.


I saw the statistic how Inferno are the least picked, so they are officialy considered the weakest ? And somebody explain demon farming if you can bother too, I'd thank you (unless I forget too).


I used to always play Inferno like 7,8-9 years ago and always lose.


Armagedon in big battles can be countered by killing the blackies first.

Hit and run you waste a lot of movement if I evade the obviosu armagedon attack seeing your main hero move around with black dragons.


However we do play no Conflux, not that any of us really wanted to play it. But is it true that Conflux really is OP ?

Their graphics aren't as good as the rest anyways, also the concept is not something I am really into.

Necro is ok let's say, on big maps the skeletons are a problem but if you find and attack the enemy on time it won't come to 1000 skeletons.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 09, 2013 08:02 PM

Hit and run can be very expensive strategy if not all optimal conditions are 100% fulfilled. If you start with slow factions as fortress or stronghold and the game has no rules, your priority is to find a fast faction town and build it asap to counter hit&run. This is practically impossible on the templates generated today as they remove forts + match main towns.

Hit and run with blacks + armageddon is not so terrific it looks like. If you have better speed artefacts you will move first. Then you can use anti magic, black orb, red orb, and many other things which will force the other to surrender in pain. Ok, if he is VERY lucky, then he may have all the speed artefacts, arma in guild and blacks, but that's why the game is fun.

But in general, the best tactic against hit and run is to play open maps and never let him achieve neither blacks or guild IV. A town as stronghold can easily defeat dungeon if first week.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted September 10, 2013 01:10 PM

Oliver said:
Necro is ok let's say, on big maps the skeletons are a problem but if you find and attack the enemy on time it won't come to 1000 skeletons.

Necro is ok? hmmm
What means "on time" exactly?
1000 skeletons are risen very fast if played well....just to say...
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Oliver
Oliver

Tavern Dweller
posted September 10, 2013 03:17 PM
Edited by Oliver at 15:17, 10 Sep 2013.

angelito said:
Oliver said:
Necro is ok let's say, on big maps the skeletons are a problem but if you find and attack the enemy on time it won't come to 1000 skeletons.

Necro is ok? hmmm
What means "on time" exactly?
1000 skeletons are risen very fast if played well....just to say...


only rule no Necro and Conflux ?

Everything else can be helped, even though I'm not sure about those super artefacts

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Oliver
Oliver

Tavern Dweller
posted September 10, 2013 03:27 PM

Wizzards Well + DD seems like auto win.


Cloak of the Undead King - OP on necros, getting to many liches.


?



So that are 4 rules thus far.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted September 10, 2013 06:27 PM

DD means gorilla warfare. If your opponent has it, and you don't, you better get it.

I believe the amount of units revived by necromancy, liches, skeletons, etc. cannot exceed 100% of the total health of living monsters defeated. While this is still a huge amount, it means it's not a limitless amount, and I would imagine one thing Necropolis dreads would be H&R tactics with Implo/Armageddon.

It's not particularly difficult to get a good H&R hero fast on a big map with a lot of power up dwellings. At such a case, you might be able to counter the Cloak.

Also Conflux is overpowered, but if it's fun, go for it.
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Living time backwards

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markmasters
markmasters


Famous Hero
Dragon of justice
posted September 16, 2013 05:58 PM

Where does DD stand for? (sorry)

back to the topic, chaining is an important fact early game. But i wonder what is the best thing to do early game if you play 'impossible' difficulty on a moderate rescource map?

In such situations i only get like 3 heroes and focus on building dwellings, but it completely slows down the exploration and rescource farming. What are other people their experiences with this?
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted September 18, 2013 10:05 AM

DD stands for Dimension Door.
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Living time backwards

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