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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: MIGHT
Thread: MIGHT
ReinePedauque
ReinePedauque


Adventuring Hero
faerie
posted September 07, 2019 11:05 AM

MIGHT

do u enjoy playing MIGHT? (my favorit as well as PRESERVE)

and yes I use OGREs for cyclops and NOMADs for harpies
sometimes I admire playing cyclops=harpies - good tempo, but easy, no THRILL

OGREs are mad I tell u: 85hp, NICE damage and good stats
bad speed BUT they're to be used in party with BEHEMOTHs to attack before so it's just MADE for love

PLUS their magic is too good, behemoths kill the world with bloodlust as well as ogres

and I take use of berserks and nomads too: I wait for them to multiply, especially NOMADS(first strike) and then kill some baddest hardest monsters for the moment, losing of course all nomads and bersekers at once but getting MAD EXPO of the fight

and I use only 1 hero at first to get good lvl as fast as possible to use him in melee fights, then pick more, but anyway by the final battle I ONLY USE HEROs no monsters, they're hypnotised...

and f course I never use heroes from other towns(for preserve as well) to have good MORALE

...

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted September 08, 2019 02:17 PM

Yeah I use a Berserker, Centaur, Harpy/Nomad, Cyclops, Thunderbird/Behemoth. It depends on gold to build citadel and castle. Autocombat doesn't harm a Berserker, Centaur and Cyclops. Orge Magi is low price, but you need Order, Death and Chaos. When Stronghold always gets a Chaos skill. I don't need Chaos, and skill distributor always offered Chaos. If you use a Cyclops, Homm distributor doesn't give another spell skill. I think that Cyclops is really barbarian. Ok if you have three Stronghold, you can take a two Cyclopses and a one Orge Magi. You can try my map: Return to the Avenger (MWM II) is multiplayer. You can try Stronghold team. In there theoretics, because I copied about Homm 4 maps. If you have by heart about Homm 4 maps, you meet them again, and those are stronger. Another map you can download: Dreamland: Good or Evil] You play Stronghold, but AI has no chance so playing advanced level.
____________
Fight MWMs - stand teach

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Laati_Maticus
Laati_Maticus


Hired Hero
posted September 08, 2019 03:56 PM
Edited by Laati_Maticus at 16:01, 08 Sep 2019.

The total lack of magic turns me off, even with Equilibris installed. (Gives Ogre Magi the following spells: Magic Resistance, Mana Drain, Spell Shackle, Snake Strike and Sparks)

If you can't get enough Magic Dampeners and your heroes aren't developed enough in Magic Resistance, Might armies are prone to magic.

The heroes take too long to scale. As does the armies. Might might be (no pun intended D: ) one of the best late-game factions in the game, yet I'd still go for Order's or Death's late game.

The tier 1 units are meh. Saving and gathering of massive Berserker stacks can make the early game too much of a chore. Centaurs are only good in melee combat or if put on a tower.

Tier 2 units are a bit meh as well. Harpies are statistically weaker than Nomads, yet I choose them due to them easening the map clearing.

Tier 3 is the point where Might becomes actually fun to play. The Cyclops are the best tier 3 shooters (and in some cases, the 2nd best shooter in the whole game). Unfortunately they are expensive and their pre-requirements are expensive as well (for what they give). +3 attack and a moat.. Yeah.

Tier 4 units are quite nice as well.

Then there is the Breeding Pens, the main strength of Might. The building is ludicrously expensive, almost as expensive as tier 4 unit buildings are.

Edit:
Might does have the added bonus of reduced morale penalty.

The other issue is how the faction basically needs two or even three heroes. One with GM Tactics, one with GM Combat + GM Melee and (or) archery and one with high nobility.
____________

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monere
monere


Bad-mannered
Supreme Hero
posted September 08, 2019 06:49 PM

the lack of magic deters me, as well, from playing it. Oh, and also the low speed. I fall asleep and lose my interest in the game by the time it takes behemoths to reach the enemy. And when they finally reach it they are halved. Bleah!

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ReinePedauque
ReinePedauque


Adventuring Hero
faerie
posted September 08, 2019 10:06 PM

Ghost]Yeah I use a Berserker, Centaur, Harpy/Nomad, Cyclops, Thunderbird/Behemoth. It depends on gold to build citadel and castle. Autocombat doesn't harm a Berserker, Centaur and Cyclops. Orge Magi is low price, but you need Order, Death and Chaos. When Stronghold always gets a Chaos skill. I don't need Chaos, and skill distributor always offered Chaos. If you use a Cyclops, Homm distributor doesn't give another spell skill. I think that Cyclops is really barbarian. Ok if you have three Stronghold, you can take a two Cyclopses and a one Orge Magi. You can try my map: Return to the Avenger (MWM II) is multiplayer. You can try Stronghold team. In there theoretics, because I copied about Homm 4 maps. If you have by heart about Homm 4 maps, you meet them again, and those are stronger. Another map you can download: Dreamland: Good or Evil said:
You play Stronghold, but AI has no chance so playing advanced level.


dont play MADE maps, only RANDOM

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TheUnknown
TheUnknown


Known Hero
posted September 12, 2019 07:31 AM

Have you tries only hero armies? Just 7 full combat only brutes (maybe one ranger for pathfinding and others for estates and melee bonus).
If you manage to perfect this hit and run strategy, it's very effective against some towns and creatures.

The one I love the most is 6 heroes and thunderbirds.

Do not underestimate the power of potions or single spells.

For example acid potion is very useful as it can destroy corpses ... Not to mention spells you get  by learning basic magic school which you can access easily on almost any map. Just getting haste or speed and using it on the cyclops can shatter your opponents before they can even act, not to mention dispel, cancellation and exorcism even if they are single target.

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monere
monere


Bad-mannered
Supreme Hero
posted September 12, 2019 05:36 PM

nope, haven't tried any of these simply because I'm not playing Might much enough to try these things, because I hate Might's speed. It's a vicious circle

Also, I don;t like using potions (too much of a hassle for me to keep remembering to cast each type of potion on each hero, especially since I usually play 3 heroes army). And since we're at heroes, I have no idea how you will manage to level up 7 heroes at the same time cause I'm having a hard time maxing out 3 heroes.

I do agree, though that even level 1-2 spells can help Might turn the tables.

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TheUnknown
TheUnknown


Known Hero
posted September 12, 2019 06:14 PM

monere said:
nope, haven't tried any of these simply because I'm not playing Might much enough to try these things, because I hate Might's speed. It's a vicious circle

Also, I don;t like using potions (too much of a hassle for me to keep remembering to cast each type of potion on each hero, especially since I usually play 3 heroes army). And since we're at heroes, I have no idea how you will manage to level up 7 heroes at the same time cause I'm having a hard time maxing out 3 heroes.

I do agree, though that even level 1-2 spells can help Might turn the tables.


Might speed or movement because some of their units can move a lot. Harpies and thunderbirds and even nomads and centaurs are prety high in the movement department.

You don't have to cast all the map potions, but the battle potions for heroes that do not have spells are a must. Vial of despair is like level 3 or 4 death spell for around 500 gold. Smoke is like level 2 or 3 order spell if used correctly.

If you look up some pro games, if I remember correctly they usually have 4 to 6 heroes.

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