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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Tips and Tricks
Thread: Heroes 4 Tips and Tricks This thread is 4 pages long: 1 2 3 4 · NEXT»
Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted July 06, 2015 12:46 PM
Edited by Hadji020 at 18:20, 24 Aug 2015.

Heroes 4 Tips and Tricks

Got any nice combo's? Smart usage of skills and spells? Adventure map tips? Or anything...  Share it here!

I'd like to submit the use of the Griffin unit combined with the Snake Strike spell, to get the most out of their unlimited retaliation ability. Additional cheese includes Giant/Dragon Strength. Forego First Strike if you have access to Vampiric spell.

Battle starts: Wait with your Griffins, Snake Strike or Vampiric buff em, move into the enemy ranks(possibly attacking any unit within your range if you want). 2nd turn with the Griffins you don't wait, but move further into enemy territory to block or attack ranged units and/or heroes. Any enemy melee units are forced to deal with the buffed Griffins. This is basically how you should be using Griffins even without buffs, so in case of enemy dispelling you just carry on. To counter enemy dispelling you shouldn't take the Archer hero, but use 2 Druids. If you're unlucky and get assigned an Archer at the start of a map and reloading is not an option, simply don't use him or her and buy druids.

I got more, but I don't want to make this a too long read. If people post some of theirs, meaning that if this topic sees activity, I'll add more in future posts.

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted July 19, 2015 12:37 PM

Nice combo. Don't have any special tricks atm, but please share more ideas.

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted July 19, 2015 04:42 PM

When battling the strong archers (Cyclops) on the towers use displacement, as you can remove the current archer from the tower, and place your own unit. Of course high moral here helps a lot!

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted July 19, 2015 05:16 PM

use the view world function to locate resources and artifacts that are otherwise hidden behind trees and rocks. This also goes for hidden tunnels and portals.
If you have just one or two kinds of troops, split them into stacks of 1, this way they serve as distractions and buy you time.

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lukifarol
lukifarol

Tavern Dweller
posted July 24, 2015 01:12 AM
Edited by lukifarol at 01:23, 24 Jul 2015.

Heroes IV problems in solution of some maps!!!!

I Played “The war of the Dragon” and I have all the cities and eliminate all other players but the map don’t end, Why??????

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted July 24, 2015 11:57 AM

One of the drawbacks of HoMM 4 is to win you must eliminate all forces of the opponent AND they don't get a timer once they lose their town. With the fow it means a two week map can extend into months. Reminds me about submarines in Red Alert.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted July 24, 2015 12:07 PM

Strange, normally when capturing all towns you need to wait for three days and you win automatically.

But it is normally, for sometimes you can encounter an army waiting for someone.

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted July 24, 2015 12:26 PM

Karmakeld

If you capture all towns, you must hold them for 3 days.
If you eliminate a player, a message is displayed, red player has been eliminated. If you eliminate all players, you win instantly. Keep in mind that garrisons can mean a player hasn't been eliminated.
Check the Thieves Guild for enemy army strength or check win conditions, if it's something else than the usual defeat all enemies or capture all towns.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 03, 2015 06:45 PM

Noticed that in quick combat, if you have strong heroes, you are likely to win against certain creature armies (without opponent heroes) if you don't have creatures in your army.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 22, 2015 10:19 PM
Edited by Hadji020 at 22:34, 22 Aug 2015.

Awesome, thanks for contributing. I'd like to submit another one.

This is intended for early game.. especially useful for melee oriented factions or builds and best used against neutral armies with melee units.

If you havent got every unit yet, you have free slots which can be used to put only 1 lower level unit in. The best example is an imp, with its high movement you can choose better which unit you want to focus. You can sacrifice this 1 unit just for the purpose of provoking a counterattack. Keep in mind though that your other units must be able to reach the unit you intendon focusing. Sometimes this means you have to wait 1 round for the enemy to close in. After this you focus your main force on the attacked enemy stack, and since it can't strike back anymore, you will lessen the amount of units lost in your army.

Just make sure you don't attack units with First Strike or Griffins with their unlimited retaliations.. and don't use any units which won't provoke a counter like faeries

However, this also means the neutral army is split up into more stacks, which in some cases may cause more trouble than its worth. Ranged units come to mind, you don't want multiple stacks of medusas firing at you. Though you could still find use for these 1 unit stacks using them as shields to protect against enemy ranged attacks.

This approach has served me well while playing the Death faction. Try it out, I'd say.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 22, 2015 10:40 PM
Edited by Hadji020 at 22:41, 22 Aug 2015.

EnergyZ said:
Noticed that in quick combat, if you have strong heroes, you are likely to win against certain creature armies (without opponent heroes) if you don't have creatures in your army.

Aye, with the right items especially, or a hero (most notably a druid)able to cast quicksand, terrain walk and poison(whether by spell or poison arrow) you can solo melee neutrals (who cant fly). Extra cheese: Summoning water elementals who can also cast quicksand and fatigue. Just walk around and watch the enemy die slowly

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master_learn
master_learn


Legendary Hero
walking to the library
posted August 22, 2015 10:59 PM
Edited by master_learn at 23:11, 22 Aug 2015.

Well,the Griffins could try to deal with no retaliation stacks(nagas),shooter stacks(titans) or casting stacks(Faeries).

The problem is that the unlimited retaliations occur ONLY with melee attacks without Griffins gettin frozen/confusioned/berserked or else.

Some other problem-they can be not only slowed,but aged as well,so will become very easy prey to whatever enemy hero wishes to engage them in combat.

One other thing to worry about-Bone dragons send wave of fear that keeps Griffins from retaliating-how about that?

My point is-Griffin tactic should include some more aspects to be effective against larger types of opponents.

Hadji020 said:
Extra cheese: Summoning water elementals who can also cast quicksand and fatigue. Just walk around and watch the enemy die slowly


I often summon them to do that job.The good thing is that quicksand works against many creatures immune to fatigue.
(Even the Frenzied gnasher is forced to deal with it.)
On the other hand,quicksand and fatigue doesn't do ANY harm,so even with both of them applied they need something extra like Poison to do the job.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 23, 2015 02:18 PM

master_learn said:
Well,the Griffins could try to deal with no retaliation stacks(nagas),shooter stacks(titans) or casting stacks(Faeries).

The problem is that the unlimited retaliations occur ONLY with melee attacks without Griffins gettin frozen/confusioned/berserked or else.

Some other problem-they can be not only slowed,but aged as well,so will become very easy prey to whatever enemy hero wishes to engage them in combat.

One other thing to worry about-Bone dragons send wave of fear that keeps Griffins from retaliating-how about that?

My point is-Griffin tactic should include some more aspects to be effective against larger types of opponents.

Hadji020 said:
Extra cheese: Summoning water elementals who can also cast quicksand and fatigue. Just walk around and watch the enemy die slowly


I often summon them to do that job.The good thing is that quicksand works against many creatures immune to fatigue.
(Even the Frenzied gnasher is forced to deal with it.)
On the other hand,quicksand and fatigue doesn't do ANY harm,so even with both of them applied they need something extra like Poison to do the job.


Spot on about the Griffins, though I prefer them over unicorns even when facing opponents who can't be retaliated against. Their abilities outweigh the blind ability the Unicorns have imo.. eventho Unicorns are slightly sturdier.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 24, 2015 03:46 PM

Place imps close to angels, they will syphon their mana and give it to your devils After 2-3 syphons your devils can summon a second ice demon stack.

Use a hero for death and another for order magic. Then hypnotize enemy stacks and sacrifice them to add insult to injury.

Hypnotize order mages and use them to hypnotize their strongest unit.

Breeding pens + nobility for uber stronghold growth.

Aww yeah
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted August 24, 2015 05:34 PM

There were no Angels and Devils in HoMM 2 Elvin.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 24, 2015 06:12 PM
Edited by Hadji020 at 18:19, 24 Aug 2015.

Elvin said:
Place imps close to angels, they will syphon their mana and give it to your devils After 2-3 syphons your devils can summon a second ice demon stack.

Use a hero for death and another for order magic. Then hypnotize enemy stacks and sacrifice them to add insult to injury.

Hypnotize order mages and use them to hypnotize their strongest unit.

Breeding pens + nobility for uber stronghold growth.

Aww yeah


I tend to try this out if I can cast mana flare. Otherwise I use the imps in a similar fashion just for the purpose of nabbing a little mana so the Angels can't cast their spell anymore. Though this usually doesnt require preparation, just put imps in the front row, the enemy's angels should be in
the front row too, unless you're playing against a human player who is careful with his angels.

The hypnotize/sacrifice trick is neat by the way, gonna have to try that one myself.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted August 24, 2015 06:43 PM

It was updated. At least the way described, but if the enemy hero has sacrifice, then it may still work.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 31, 2015 01:03 AM
Edited by Hadji020 at 01:09, 31 Aug 2015.

Ah, a somewhat obvious addition, but when levelling heroes, try focusing on the skills you already have (basic), as you might be able to learn other basic skills from trainers, instead of learning them by levelling up.

Also, I suggest making heroes with both a might and a magic skill, as to be able to make use of all the various power-up/skill-up structures. In my usual army-setup of 2 heroes, this means both heroes gain the advantage of improving their skills when they encounter such a structure.

My favourite might/magic hero.

Tactics/Life Magic
Crusader:
If you play LIFE you really want this special class. With it's constant maximum morale you'll be acting before most others, beef him up with speed to ensure enemy units who are lead by an enemy hero with tactics don't act before you. Mass ward, bless... and the very, very useful, Martyr spell.. which can be used in various ways, making yourself a martyr if you're buffed with resurrection. Good on Angels also. If you're playing Death and there are life magic skills available, turn your Death Knight into an undead crusader. You wont regret it.

Other useful combinations include

a Seer (order/scouting), being a better explorer is useful, normally most of your exploring will be done by your main heroes/main army, unless you're building a dedicated thief explorer/treasure nabber.

Warden (tactics/nature) 10% army melee/ranged defense.

Bard (scouting/nature) hero has maximum luck, at first glance not that impressive, but this is an excellent character for soloing considering the combined advantages of Nature Magic in battle and Scouting on the map. Pick up combat skills if you can, which will work nicely with your maxed luck. Poison spell or arrow is a must though for bigger armies.

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted September 10, 2015 01:18 PM

Guess I'll add another.

Dropping units in favour of multiple (2 or sometimes even 3) stacks of the same unit... or a 3rd hero even if you like, tho I prefer 2 heroes per army.

Squires, dwarves, bandits, skeletons, wolves, berserkers.
Do you really need them later on in the game when you have all structures/units? I would say no. Leave em in a town.

Drop bandits for 2 stacks of nightmares, meaning you can disable 2 enemy stacks with terror. This can help you overcome stronger armies. If you go for efreeti, then you may want to have 2 stacks of medusas to increase the chances for stone gaze proccing on enemies.

2 stacks of faerie dragons can do the same, tho you may wanna opt for 2 stacks of water elementals instead, which is what I usually do.. quicksand and fatigues and start ice bolting.

2 stacks of venom spawns or vampires works well too. The prior variant serves well earlier on, helping to increase your overall poison damage while the latter can be devastating during endgame fights.

For Order you want 2 stacks of genies.

MIGHT... you want 2 stacks of the mighty Cyclops, which will make it extremely hard, if not impossible, for enemy heroes to survive.

Life profits the least from this tactic. You may wanna opt for an extra ranged unit stack or a 3rd hero.. tho 2 stacks of Angels can be useful.

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bloodsucker
bloodsucker


Legendary Hero
posted September 10, 2015 03:43 PM
Edited by bloodsucker at 18:26, 10 Sep 2015.

Hadji020 said:
Dropping units in favour of multiple (2 or sometimes even 3) stacks of the same unit... or a 3rd hero even if you like, tho I prefer 2 heroes per army.


Is it really profitable to have two or more heroes as main army? Cause I've been watching a lot of videos where people just give combat to any kind of hero (I saw Halfdead turned in to a crusader...) and vaquish the entire map with no army.
Being a fan of necromancers I usually get much stronger armies with at least two heroes and hundreds or thousands of vampires but those guys in fact develop faster and I know from experience that a few weeks delay means total defeat if you're playing another human player.

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