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Heroes Community > Tournament of Honor > Thread: Heroes 4 Tactics
Thread: Heroes 4 Tactics This thread is 2 pages long: 1 2 · «PREV
Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted May 09, 2002 12:02 PM

I use the teleport/Blind spells quite a lot especially on the fast units.

I alway steleport them behind their heroes for two effects.

One the fast unit eg dragon golem can move because of the heros are in the way

Second The heroes espcially magic user/ranged users have to move thereby losing their turn to use magic.

It also helps to blind the heroes are as well for double effectiveness.


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bestanden
bestanden


Adventuring Hero
posted May 10, 2002 10:15 PM

Basic nature MP strategy/large map - LONG

This is a basic nature strategy for a large MP map where the game will take at least three months;

Hire a thief immediately.  Take experience from chests with the thief until advanced stealth is reached, then "steal" everything guarded by first levels creatures, trying to reach expert stealth that way.  Once expert stealth is reached, flag mines and steal until master is reached. Immediately when master is reached, send the thief out into the world at large to accomplish specific strategic goals such as explore/flag enemy mines/gather artys/trail enemy armies or towns.  The thief should be able to get up to g-master quickly by skirting 3rd level creatures. Hire another thief and repeat as practical.

After at least one thief has skirted a wandering stack in your area, use a druid and your built creatures to begin permanently harvesting the experience from such stacks.  Advance the druid to g-master summoning to the exclusion of other skills, s-be around 8-10th level.  Then retire that druid back to the castle and begin another druid with the army.  Make sure the druids you retire are summoning what you want.  I prefer water elem unless the opponent has lots of magic resistance, then I go for air.  After you have 2-3 druids, use your judgement as to how many you should/can build, doing summoning, you will be building an insurmountable defensive (and later offensive) force at the castle. It will be extremely difficult for an opponent to take your castle with either water elem or waspworts (if opponent has lots of mag resistance, you can summon water and hire wasp from the portal).  You can have 2 thieves and 2-3 summoning druids by the end of the first month on average difficulty. If you feel fairly confident that there will be no contact for awhile, you can continue to pump out summoning druids.  On some large fourth level stacks you can jump a summoner from first level to g-master in one battle.

Build - I prefer the cheapest build to get to fairy dragons, which are IMO, all things considered, the undisputed champion of 4th level creatures.  Their confusion spell will allow you to polish off stacks that would normally kill black dragons early on.  Square formation, hero in slot seven, water elementals in slot 4 and single fairy dragons in the other slots, the rest of the fairy dragons in slot six.  The ones in slot six will usually go last for lightning.  So the build I prefer is mage guild 1, shrine, tiger, rainbow, unicorn, portal, chaos annex, garden.  Unicorns and tigers are great for defense in a castle, and you will be doing your primary damage with the thieves and fairy dragon/elemental army.
After you have x amount of summoning druids, start a tactics hero to eventually use as a spearhead.

This post has gone on quite long enough.



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Re-Animator
Re-Animator


Adventuring Hero
posted May 10, 2002 11:35 PM

Dealing with human-controlled Vampires

To prevent the constant regeneration of Vampires, cast Animate Dead/Death Call or the Raise Skeleton/Ghost/Vampire spells on the stack after you kill a few.  Aside from the fact that it prevents the Vampires from regaining those lost stacks, it will also provide you with an undead stack with which to attack them and not give them any health back.  Sure your opponent can just Dispel/Cancel your animated stacks, but the Vampires are lost for good (not even Sacrifice will bring them back).

Are there any veteran players here that, even though they don't like the game, are playing hot-seat games?  Yes, the game is no challenge as SP, but then again neither was HoMM3.  Despite the fact that there seems to be so much more battle/tactic wise in this version, I think people are letting the loss of some HoMM3 adventure tactics cloud there view of what this game is going to be like in MP.

Finally, Rob you started this thread and I'm sure you're playing MP so I'm curious to hear a lot of the things you've learned.

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Thunder
Thunder


Responsible
Famous Hero
posted May 11, 2002 09:27 AM

Mire and Thief combo can make your opponent to wish that he would have taken that scouting when it was available to them, now he has invisible parasite slowing his movement. That's one more adventure map strategy.
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Mr_Shane
Mr_Shane


Adventuring Hero
posted May 11, 2002 10:14 AM

Having seen so much about thieves, now let us argue about the merits of a Lord.

Whats so special about a Lord? For one, they are a creature generator, advanced nobility already gives me something like 0.6 to creature growth to level 3 creatures, which is the equivalent of almost 1 a day. Just imagine producing genies at the rate of 1 a day and you get the picture.

2. People who complain about money, never fear, the Lord produces money at the rate of 100 gold +10% at basic level, this means that in 15 to 25 days you can recoup the investment.

Other mean tricks I use with order magic. The splitting of genies into individual troops, each casting song of peace, while the large stack of genies casting ice bolt or create illusion is the obvious one.

Another favourite is forgetfulness, i didn't use this much in homm3, but it is useful here.

2 mages each casting displacement is another trick I use, especially after casting slow. Even vampires don't get very far.

You can also cast town gate in the middle of combat, brings you to the nearest town,  useful for hit and run, not recommended against another player though.

I do have some tricks which I use for nature magic, but will post them some other time.
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mklthrkngl
mklthrkngl


Known Hero
posted May 11, 2002 09:50 PM

cool, if ya like hit and run

i not a fan o the tactic

but ya better be carefull stoppin close to yer ops town. if he can TP he can h/r ya something nasty!!!
with no loss of troops or gold i might add!
not sure i like the way the TP spell works right now
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The_Conqueror
The_Conqueror

Tavern Dweller
posted May 12, 2002 12:41 PM
Edited By: The_Conqueror on 12 May 2002

k.... here's one

get (g)master nature magic & (g)master demonology and u will be granted the summon (devil) venom spawn spell ... The cool thing about this is that it is much more  effective then summon (Phoenix) Wassport(Ex: same hero could summon 4 phoenix / 7 devils and 15 wassport /17 venom spawn) ... I know it is quite hard to get those 2 but I think master is obtainable ... What do u think?
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Re-Animator
Re-Animator


Adventuring Hero
posted May 15, 2002 07:22 PM

Killing stacks protected by the Sanctuary spell

Stacks protected with the Sanctuary spell aren't as completely protected from damage as the description implies.  Aside from Poison, Plague, and the effects of Martyr still applying to them (if cast before they are placed under the Sanctuary), they can actually still be damaged in combat.  The requirements to do this may not be too common, but it's still possible.

Stacks under the Sanctuary spell will suffer the follow through damage from a breath attack.  If you can get a Black Dragon or Phoenix (or Summon Phoenix) and place a non-Sanctuary-protected stack in front of a Sanctuary-protected stack (with either Hypnotize, Displacement or Teleport) you will damage the latter stack too.

Again, I realize this situation won't be too common (or even ever a problem), but some of the current posts are just plain retarded (why was the 3DO board being made fun of again?) and I felt like getting this topic back out there.

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