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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Faction battle map tactics?
Thread: Faction battle map tactics?
Laz3456
Laz3456


Hired Hero
posted January 20, 2017 04:07 PM

Faction battle map tactics?

Hello,

What are peoples preferred tactics for the various factions?

For example with the Sylvan faction I like to sit back in a defensive position marking as many of the enemy as possible before I get into melee, whereas with the Haven faction I usually assault the enemy relying on offence and war cries.

I have not had the chance to play as much as I would like and was wondering if more seasoned players could share some of their battle field tactics?

I am aware of course of the aged but effective HOMM killer tactics of having magic immune creatures and hitting the field with mass effect high damage spells or spamming low level necro creatures or summons but are there some different tactics available in 7?


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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted January 20, 2017 07:55 PM

I am really glad that thanks to racial abilities, combats are very different for each faction in H7.

Some of the combat strategies I prefer:

Haven: I do usually protect my creatures with legionnaire (and with justicar in the first row). I often do not use all my creatures in the battle, especially when fighting AI, as all of them cannot be protected by legionnaire. Then I like to cast mass Celestial Armor on these creatures. Shooters attack and the rest of unit wait/defend.

Academy:While using the Simurgh, it moves to enemies at the beginning of combat and I cast a destructive spell on them (if all are shooters) or I do actually wait till the end of battle round more often due to the small pyramid increasing  metamagic. When mastering fire or air magic, it is often better to use only cabirs or/and gargoyles which are immune to magic. Then armageddon or lighting chain have no harming effects.

Necropolis: Skeletons can be always sacrifised but they are good for teleport because they can do a very high damage and even recover (thanks to skill) after they attack. When defeating weaker enemies, esspecially shooters, I like to use only vampires and spells because I can reach 0 loses thanks to regeneration & life drain.

Stronghold: I like waiting generally but stronghold cannot wait with blood rage, so I must attack as quickly as possible, no special tactics, usually no waiting.

Sylvan: Pretty similar to what you say, just adding that leadership + master hunters = perfect way to make 4 marks in your turn.






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Laz3456
Laz3456


Hired Hero
posted January 23, 2017 10:26 AM
Edited by Laz3456 at 10:26, 23 Jan 2017.

Hello Antalyan,

I like your Haven tactics I’ll give them a try.

With the Academy I have found that if you position your gargoyles right you can still chain lighting armies with three units in as the forth strike hits the gargoyles doing no damage.

I have not played Necropolis yet but they do sound like they are similarly overpowered like the earlier games, is this the case?

I really enjoy playing Stronghold as they are so aggressive and have found that Centaur Marauders are beasts of ranged units, with 100 odd in a stack they murder most enemies and with move and shoot they are really hard to pin down.

For Sylvan I have found the mass stone skin and empowered entangle spells to be really powerful in supporting their defensive approach.

I have also found Minotaur guards for Dungeon to be very powerful with the pre-emptive retaliation and no retaliation abilities, often parking them in the middle of the battle map and using my other units to flank those that attack them.

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Cheers,

Laz3456

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Reptile
Reptile

Tavern Dweller
posted January 24, 2017 05:53 PM
Edited by Reptile at 10:09, 28 Jan 2017.

Stronghold: get GM air magic asap and split Gnolls to 3-4 stacks.

So basically 4 one unit stack of Gnolls do GM AM and harpies do the same and all of Gnolls shoot the target witch was melee attacked.  


Also get storm arrows.

This way raiding is easy as snow when enemy units are side by side.

If there are no very much resources in the map, skip basilisk raiders.

When you are built champion units (cyclops) build that special building (Idol of something?)

+1-2 movement is very useful too so harpies can strike and return and do that massive air damage =)


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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted January 24, 2017 07:20 PM

Laz3456 said:
Hello Antalyan,

I like your Haven tactics I’ll give them a try.

With the Academy I have found that if you position your gargoyles right you can still chain lighting armies with three units in as the forth strike hits the gargoyles doing no damage.

I have not played Necropolis yet but they do sound like they are similarly overpowered like the earlier games, is this the case?

I really enjoy playing Stronghold as they are so aggressive and have found that Centaur Marauders are beasts of ranged units, with 100 odd in a stack they murder most enemies and with move and shoot they are really hard to pin down.

For Sylvan I have found the mass stone skin and empowered entangle spells to be really powerful in supporting their defensive approach.

I have also found Minotaur guards for Dungeon to be very powerful with the pre-emptive retaliation and no retaliation abilities, often parking them in the middle of the battle map and using my other units to flank those that attack them.


Agree with what you added, I often use the benefits you mention too .

Actually, necropolis is not so much OP because the units often lack abilities so their power is in quantity, not quality. Also the necromancy is much better (imo) balanced than for example H5 one because you can resurrect only skeletons and banshees.

Additionally:
Dungeon: Also the Destiny perk Perfect Strike is really good in combination with the racial ability - Coordination.


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Laz3456
Laz3456


Hired Hero
posted January 25, 2017 03:30 PM

Reptile, sorry for being dim but how does splitting out the gnolls into separate stacks help?

I fully agreed Cyclops and Furies rule, making the stronghold line up very powerful indeed.

Antalyan, last night in my first game as Dungeon I got completely owned early on when two huge AI armies attacked me from two directions at once. I routed one but the other steam rolled my weakened forces, so your suggestion to get perfect strike is one I will definitely try out.



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Laz3456

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Laz3456
Laz3456


Hired Hero
posted January 26, 2017 11:24 AM

BTW, how do I make it so I don't have to keep selecting my off field units every battle?
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Laz3456

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 26, 2017 02:07 PM

Laz3456 said:
Reptile, sorry for being dim but how does splitting out the gnolls into separate stacks help?


I don't play h7 but it is common practice in older titles to lure AI with 1s stacks and also use them to deal with retaliations and block shooters. Again I don't play h7 but logically harpies should be better than gnolls to do this (flyers, faster).
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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted January 26, 2017 05:15 PM
Edited by SoilBurn at 17:33, 26 Jan 2017.

Galaad said:
Laz3456 said:
Reptile, sorry for being dim but how does splitting out the gnolls into separate stacks help?


I don't play h7 but it is common practice in older titles to lure AI with 1s stacks and also use them to deal with retaliations and block shooters. Again I don't play h7 but logically harpies should be better than gnolls to do this (flyers, faster).

Nope, this is not the reason why he/she splits Gnolls. The GM Air perk reads:

Whenever an enemy unit is damaged by an attack, all enemy units around it get 60 to 260 Air Magic damage

Moreover, Gnoll Hunters get a free ranged shot the first time one of your creatures attacks in Melee. So you pretty much do a lot of AOE damage for free.
Laz3456 said:
BTW, how do I make it so I don't have to keep selecting my off field units every battle?

This is a bug that was (supposedly) corrected with one of the last patches. It still happens, but much more rarely than before (esp. with Fortress as they have a lot of off-combat units that might glitch).
Please make sure you have patched your game to 2.21.

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Reptile
Reptile

Tavern Dweller
posted January 27, 2017 03:25 PM
Edited by Reptile at 15:45, 27 Jan 2017.

SoilBurn said:
Galaad said:
Laz3456 said:
Reptile, sorry for being dim but how does splitting out the gnolls into separate stacks help?


I don't play h7 but it is common practice in older titles to lure AI with 1s stacks and also use them to deal with retaliations and block shooters. Again I don't play h7 but logically harpies should be better than gnolls to do this (flyers, faster).

Nope, this is not the reason why he/she splits Gnolls. The GM Air perk reads:

Whenever an enemy unit is damaged by an attack, all enemy units around it get 60 to 260 Air Magic damage

Moreover, Gnoll Hunters get a free ranged shot the first time one of your creatures attacks in Melee. So you pretty much do a lot of AOE damage for free.
Laz3456 said:
BTW, how do I make it so I don't have to keep selecting my off field units every battle?

This is a bug that was (supposedly) corrected with one of the last patches. It still happens, but much more rarely than before (esp. with Fortress as they have a lot of off-combat units that might glitch).
Please make sure you have patched your game to 2.21.


Yep, this is the trick And it's so so WO.

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Laz3456
Laz3456


Hired Hero
posted January 30, 2017 01:51 PM
Edited by Laz3456 at 13:55, 30 Jan 2017.

This is great stuff, thanks.

Antalyan, I have found the Legionnaire Shieldguard ability is indeed superb and when supported with powerful mass healing this does make Haven a tough faction indeed.

BTW I have also found that fog shroud is a superb spell to supress range focused opponents.

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Laz3456

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 27, 2017 06:20 PM

While playing fortress, I like to use two heroes:

The magic one has a mastery in fire magic (+ also light and/or air if possible) and only fortress champions in the army which are immune against fire. So armageddon and other spells can be used and units survive that.

The might hero has the rest of the units, sure the fortress GM is good in combination with offense. And my speciality is a prime magic teleport which is often casted on magma elemental (thanks to its ability to summin fire field).
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Laz3456
Laz3456


Hired Hero
posted March 10, 2017 09:58 AM
Edited by Laz3456 at 10:03, 10 Mar 2017.

I don't have Trial by Fire so no access to the fortress faction but I am waiting for it to be on 75% offer on Steam before I buy it as it seems overpriced to for just one faction when I already own the core game.

I have found that Yog with stronghold is absolutely obscene using Enraged Cyclops(love their Fiery Eye ability) with +8 Att and +8 Def on top of the idol that gives them +1 growth a week. I also like blood rage as it forces you to be super aggressive.

Unfortunately though the wyverns high initiative is wasted as I find them too vulnerable to charge straight into the fray without something big like a cyclopes or behemoth to hide behind.
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Laz3456

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Laz3456
Laz3456


Hired Hero
posted March 26, 2017 12:12 PM

I have also been playing Dungeon recently and found that the confusion ability on the heroes attack allows your black dragons to not only attack without retaliation but with coordination to double their withering breath making it very powerful indeed.
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Laz3456

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted April 21, 2017 07:57 AM

Recently, I started to like to play with Water Magicfor Sylvan. That's especially because I found the Ice Strike spell casted on Master Hunter extremely useful - the additional damage is applied twice!
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