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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Favorite town + strategy as them
Thread: Favorite town + strategy as them
sammydakid
sammydakid

Tavern Dweller
posted October 08, 2013 05:33 PM

Favorite town + strategy as them

So go ahead and here tell us what your favorite town is, then briefly discuss your go to strategy with that town.

My favorite town is order. What I like to do is get a lord and start going for some nobility skills. For creature choice I like to get magi/genie, to try and fill that magical void left by not getting a Mage. These creatures also work well with nobility. With caster units, who cares about tactics. Sheer numbers is what's important and that's where a high level lord can help. With split stacks of genie and magi along with a large hafling stack, it is very easy to control the fights against neutrals and I rarely take casualties. Later I usually get dragon golems just because my army really needs a strong melee unit before a scrap with a player. I will add a Mage too at some point.

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Nicostream
Nicostream

Tavern Dweller
posted October 16, 2013 06:51 PM

I think Order is very underrated. Hypnosis is very nasty, especially because you only need journeyman life magic to combine it with martyr. If your hero has a Crown of Enchantment, that means that only heroes with GM magic resistance and black dragons are able to stop him from turning the force of an entire army against itself. Around level 13-14 this can be achieved and the hero will be able to take on almost every neutral alone. Which means more OP artifacts and resources, and a snow ton of XP.
Also Order is the only town where you have access to both Death and Life magic. Cast Plague and then use Sanctuary. Watch everything die slowly.

Though I never played on internet, don't know if there is any written/unwritten rules for using twisted tactics like this. Anyway I don't mind against the AI...

Then of course Death is still by far the most powerful on maps that are not too small because of the Vampires. They grow in numbers super quickly due to Necromancy, and the DK with Tactics skill makes them even more OP. Demonologist heroes are also funny. Not enough vampires, well just summon more. Or if you really badly need ranged attack in the fight(I highly doubt it, vampires and devils can pretty much handle anything) you can summon some Venomspawns too. Or how about a few hundred Ghosts that will slow and weaken the enemy army to death in no time? Death is full of possibilities but it needs a big map badly because skeletons and imps are more like just annoying to the opponent than really threathenning.


Chaos is great once the Thief gets Journeyman Stealth. It is just crazy that not only can you steal and capture everything, the hero will outlevel any other enemy hero in no time because of the xp bonus you get for "cheating". Also, Chaos spells are very powerful. Slayer, Cat Reflexes and Bloodlust will make any hero be able to handle mass armies of level 4 creatures. Cloud of Confusion is a spell to spam and deactivate half of the enemy army from turn one till the end of the fight. And yeah, there are Black Dragons too which are really expensive, though with a Thief you won't have much money problems.

Life is very tactical and in my opinion hard to play. You need to really maximize the effectiveness of your heroes and their abilities and you might need a little luck with artifacts too to be really successful with it. I usually max out Combat and Magic Resistance for my Priest and then the procedure is something like this:
Sanctuary, Regeneration, Sanctuary, /all kind of buffs, if HP is going down, just use Sanctuary again and wait for regen to do the healing/ And then a completely buffed up army, with another hero using Tactics is not so weak anymore. You would need some mana potions for this though, and learning some Order magic to slow the opponent down can also help a lot. If you're facing Order or Death however this will not work because they just dispell your buffs and you're pretty much dead. You can only hope for your Heals and Wards to be enough.(Not going to be enough...)

I never really liked Might because I rely on magic very much in my fights and it just doesn't have it. And it annoys the hell out of me that Berserkers, though extremely strong for level 1 creates, just go on suicide missions and I can't coordinate my army, it can walk into AOE effects like Breath or Cyclopes' attack because of this and that's just a pain in the ass.

Nature is probably the hardest of them all. Every building that is worth something is ridiculously expensive. I usually don't go for the two level 4 creatures, I rather take Water Elementals. What is really annoying is that Nature gives you the hardest decision of your life between Phoenix and Faerie Dragon. That is a decision to make very carefully and should always suit the actual game, or else you're doomed. Well, that's if you managed to survive so long to have them. I like to teach Life Magic to my Druid because all the Life buffs+Dragon strength+Giant strength+Luck+Stone skin, it's just impossible to kill something with this combination, though your opponent has to be very stupid to let this happen. Anti-Magic is one interesting skill on the other hand, it can do wonders against Chaos and Death, is basically a game ender against Order, but it's quite ineffective against the others.

I'm pretty sure that most of the time Death will prevail if played properly, apart from that, I'd say it's kind of equal except for Life and Nature which need really good skills, and the opponent's help to win the game.


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master_learn
master_learn


Legendary Hero
walking to the library
posted October 16, 2013 07:56 PM

So,I also like to play with Order town.
It gives me the genies-very effective with summon clone(I like to have genies with any 4th level creature in the order army(escept the Gnasher).),casting song of peace in the right moment and your heroes teleporting any creature that threatens them far away from them.
If you don't count resistance in creatures and enemy heroes,it's very efficient spell.

Sometimes when it's possible,I cast blind/berserk/forgetfullness.
Hypnotise is great,when working!

The thing about Order is,that his heroes can't be thiefs,but can learn scouting from the training building there.

Just for the record:
Even the strongest town can't do anything without Heroes.
That is why the game is called Heroes IV!
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 16, 2013 08:04 PM

I played more as death. picked venom spawns and devils. also used little stacks of imps to regenerate devil's mana points, since I relied a lot on summoning demons. usually had 3 heroes in the army, a death knight, a chaos mage (for stuffs like first strike, misfortune or cloud or confusion) the 3rd one was a mage too, but I don't remember what I picked. I wasn't very fond of death spells, especially since many of them didn't work that well with demons, but terror was always nice to have. it is quite possible that I picked an order mage too since I liked disabling spells.

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Ronbrgundy
Ronbrgundy

Tavern Dweller
posted November 14, 2013 11:30 PM

I play this game pretty hard like a munchkin.  Here are some of my munchkin tactics.

I play as Necropolis (Necromancy).  I tried Order magic recently and it was fun also.  


Beginning of game:

Break units into groups of 1 and have them explore the whole map until they encounter resistance.

Hire a Hero every time one is available.  

Hire Lord Heroes whenever possible for the gold / resource production.  Hire at least 14 of these over the first several months.  Whenever a new town is obtained, caravan these to the new town for nobility bonus.  Run these heroes to experience point power up nodes.  Do not bother using these in the regular army.  You can use one for an army for the diplomacy skill.  

Every party needs a Necromancer and a Death Knight or the (Life) Knight.  You can screw around with the other classes all you like, but these are absolutely necessary for every party even if you have 4 different hero groups roaming the map.  I like to fill the initial party up with 3 necromancers and splinter them off as they get Grandmaster Necromancy.  The reason this party works is everytime you kill something you get 2 - 5 Vampires and the Death Knight provides several bonuses to your group attack and defense.

When possible, get Scouting for your Death Knights.

When possible, get Order Magic for your Necromancers.

When possible, hire Mages and get them Grandmaster Order and Hypnotize.

Knights: As stated, get them scouting and pathfinding asap.  Another thing I like to do with them is make them my “Melee / Ranged Attack” Hero.  This means he gets first dibs on Stun Arrows, Poison Arrows etc as well as the good melee weapons.  They should also get first priority on magical potions particularly Potions of Freezing.  Combined with the Sword of Swiftness this is a great combo.  As your Knights gain pathfinding, equip one of them with the Equestrian gloves and the Boots that give plus movement if you find these magical items.  


Thieves: I have mixed feelings on the (Thief?) class with Pathfinding.  I prefer to get my Knights the scouting skill and get them Pathfinding.  I don't think I have ever used the sneak skill of the thief to steal items and may be selling myself short.  I just beat in my opinion the hardest and best map called King Ruprecht and will probably take a break from the game.  

Green Mages: On an XL map with lots of Experience power up nodes, you can create 7 - 14 Green Mages and get them Grandmaster Summoning.  Then put 1 waterelemental in the group and they will start building it up.  This strategy I don't bother with except on huge maps.

Chaos Mages: You need some of this for Cat Reflexes on the Vampires.  It is a lesser priority to getting Order Mages with hypnotize though. Confusion and Cloud of Confusion are nice but I always wonder why I am casting that and not Hypnotize, Berserk, Blind, Forgetfulness etc.  

White Mages: I like Defender and Celestial Armor, as well as Guardian Angel.  To be honest this is always a secondary hero for me that I will only get after getting Black, Order and Chaos.  

Game Play

On an XL or L map I will have two main hero groups, and two groups I call "Squires".  The two main groups get all the best loot.  The Squires are used for support roles and one of their main duties is to mine treasure spawns / monster pops.  Off the top of my head, the Labyrinth has been known to give some good items such as magical shields and crown of enchantment.  The best is of course the dragon lair which can give some of the best items in the game.  These squire groups must be lead by a necromancer with Grandmaster Necromancy from traveling with the head group leveling up.  In this regard, he can make vampires during his forays attacking little monster groups that have sprung up or monster lairs. Whenever you attack a Monastery you must pay attention to the loot you get.  If you get scroll of Hypnotize or Blind, equip these immediately.  These can even be equipped by non magic users such as Knights.  

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted November 15, 2013 06:34 PM

Ronbrgundy said:
I just beat in my opinion the hardest and best map called King Ruprecht  

Is this map called "King Ruprecht Attacks!"?

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scythesong
scythesong


Adventuring Hero
posted November 16, 2013 08:35 PM
Edited by scythesong at 00:35, 17 Nov 2013.

Note that the alliances between factions is critical in H4 because each faction can hire heroes/learn spells from factions allied to them. You don't have to learn actually learn Order magic as Life, for example. Just hire an Order mage.

About Nature, you just have to understand how Nature works. See, with just Advanced Summoning your Druids are already mobile dwellings. With summoning spells on top of that you won't even need to rely on your town for reinforcements - just bring two druids. After getting Advanced Summoning I usually give my druids Combat and then try to max it asap. This makes them excellent meatshields - between them and their summoned creatures (and spells like Quicksand, if I get lucky) I rarely lose any of my real units and I can just keep exploring/fighting neutral stacks nonstop.
In end game the combination of Nature/Combat makes them extremely tough summoners. The beastmaster class seems to get a lot of flak because of its class bonus, which is ridiculous since Nature and Combat are almost too powerful together.

Anyway because I don't buy reinforcements from my town (though I do buy a few on occasion, it depends on map difficulty) and because my heroes are always fighting neutrals/getting resources/flagging buildings in most cases I can build anything I want. On maps with very little resources I can even out-build other factions.

Note that the thing about Summoning though is that the number of XP worth of creatures you get is static, which is why getting Master/Grandmaster can actually harm your character (Summoning gives you less returns as you level it - the first two levels give you the best returns for the lowest required XP/levels). Bottomline is that while Summoning is excellent for automatically giving you reinforcements for creeping it's nowhere near as powerful as Nobility for creating large armies. It's not really worth maxing out unless you find yourself in a scenario with lots and lots of +XP structures.

Finally Nature has access to the Ranger, a strong martial hero mainly useful for wiping out small enemy groups at higher levels (just add Scouting), the Knight, who starts with Tactics, and the Sorcerer, which is (arguably) the strongest early game hero. Sometimes after your druids have already jump-started your town's progress it helps to to train a new set of heroes to deal with specific threats.

And about Life, while Life by itself seems unimpressive consider that it is allied with two factions with very powerful creeping and end-game heroes: Order and Nature.

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Ronbrgundy
Ronbrgundy

Tavern Dweller
posted November 20, 2013 06:35 AM

Vlaad said:
Ronbrgundy said:
I just beat in my opinion the hardest and best map called King Ruprecht  

Is this map called "King Ruprecht Attacks!"?


Yes it is which is the best map I personally have ever played on Heroes of Might and Magic IV.  

I would be interested to hear of any other maps people have played they feel were exemplary.  Particularly interested in maps like this where a stack of 10+K of units was a semi common sight, thus requiring the most insanely cheap and well thought out tactics.  

I'm not going to say I couldn't have beat the map without Hypnotize spell, but it would have been very very difficult.  

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SteelAce
SteelAce

Tavern Dweller
posted November 20, 2013 10:45 AM

New Campaign Scarlet Sun

I want people to know that there is new extremely large Heroes of Might and Magic campaign "Scarlet Sun". Large part of it is generated by program. I did it because I like that wonderful game but there were not enough campaigns available. You can download it in http://hot.ee/steelace/AceGame.htm . You are welcome!
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