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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: 1 tactician or 2?
Thread: 1 tactician or 2?
Sammyboi123
Sammyboi123


Hired Hero
posted January 26, 2024 01:22 AM

1 tactician or 2?

Wanted to ask the community whether they prefer the 1 tactician style, or the 2 tacticians style.  I’m torn between them.  I’ll explain the logic behind each of the styles then the pros and cons of each.

1 tactician style:  You have a single hero who is trying to GM every tactics skill.  This is the most simple and straightforward strategy, and you are avoiding the redundancy that comes with developing 2 tacticians.  You simply pack all of your tactics skills and artifacts on one single hero.  The downside is that if this hero is killed (and you better believe that they will have a big target on their head) then effectively half your army immediately dies with them.  Very all-your-eggs-in-one-basket in that regard.  Also there is almost no opportunity to get any advanced class other than the general, given how skill intensive GMing all those tactics skills and your desperate need for combat and magic resistance will be.

2 tacticians style: here we are developing 2 tacticians.  One is getting GM tactics, GM offensive or defense, just enough of the other offense or defense that is required and no leadership while the other is getting just enough tactics required, GM offense or defense that the other is NOT GMing, just enough of the other as required, and finally GM leadership.  

So with 2 tacticians we are NOT putting all our eggs in one basket and if one of them dies we are not so sad.  However there is some skill redundancy that weakens us a bit at the start of the battle.  The plus side though is getting a non-general advanced class, like field marshal for the tactician GMing offense is FAR more feasible.  

So which do you prefer?

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yogi
yogi


Promising
Famous Hero
of picnics
posted January 26, 2024 02:14 AM

this is going to sound overly simplistic but it actually depends entirely upon the map, especially the map size... the bigger the map the more inclined i am to develop more combat heroes.

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yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 26, 2024 04:08 PM

For me it would probably depend on what type of game I was playing.

For single player campaigns where heroes carry over, I would more than likely take option 1) and just build a single hero.

If I played multiplayer, I'd more likely lean toward option 2) for the reasons that you mentioned (kill hero, then army significantly weakened).

Yogi also makes a great point.

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baronus
baronus


Legendary Hero
posted January 26, 2024 11:13 PM

Yes in singleplayer is not enough xp. Usually at the end your single hero has only 15 lvl. Its only enough for 1 skill group and not full...
In the case 2 heroes is a big problem with hp. Your hero has only 150-170 HP.... In early game 120-130. Eqivalent of 1 single 3lvl unit.
So only strategy is max boost only 1 hero. It gives 200 -230 HP and you not die in each battle. HP is a big  fail of H4. Only 100 start HP is absurdal when 1 week growth 1lvl creatures  gives 250 HP... Growth 10 per lvl is very slow.

Campaigns has opposite problem. Too much XP. In third map usually with 25 lvl hero and 2-3 heroes 15lvl you dont need units. Nero is very strong after circa 20 lvl. And we have good known stories destroying 3-4 Black Dragons by one shot :-)))) But that never waste my immersion... It doesnt matters for me... Most important question is better power growth curve. Stronger at start and slowest growth.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 27, 2024 12:46 AM

I'm playing pure the spirit of the game.. An example of Haven Knight without Death, Chaos, etc.. Priest without Tactics, Death, etc So General and Paladin.. An easy! But campaigns "tested" me..

So the True Blade, I added on Nature.. Because of Sir Worton! It needed game eye.. And Glory of Days Past, I don't remember, because my favourite isn't.. Ok Mongo, I played Combat and Nobile.. I've not problem with champion level, but I tried extra Order and Tactics.. But its crazy comparison Dogwoggle, I understood that Combat, Tactics and Nature.. Because Agraynel, so Bohb without Resurrection, Charm, Necromancy, etc to GM magician.. Hexis waited it, but I tried Bohb with Necromancy.. So 3 different level.. Ok The Price of Peace has same fault, but taught that Chaos is OP, if you've Order.. I played Kozuss, no change.. Then Elwin and Shaera is nice campaign, if you don't use a Order, so she can love you.. So WoW campaign tested me.. AIs "tried" say me Order, and summoned boat for pass Megadragon.. Crazy! Half-Dead is easy, if Death, Nature and Combat.. So WoW found Nature, when I waited some magician skill.. But developed etc I don't played again.. I played what it ordered/told me.. Hardest A Pirate's Daughter, when Nature matter.. Ok? I summarized and made Return to the Avenger (MWM2) is MP map.. But can you play it? So time waste.. And MWM2 is also MWM continuation.. But adult/true game.. MWM is some joking..
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Fight MWMs - stand teach

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Sammyboi123
Sammyboi123


Hired Hero
posted February 02, 2024 05:51 PM

Yes, thanks all good points I agree that map dependency can play a big role this.  I was thinking in terms of a medium sized 1v1 duel map, where are you packing all of your tactics on to one general as 1 of your 4 heroes  or are you  splitting the tactical duties between 2 of your 4 heroes, for instance a warden taking care of defense, leadership, and nature magic + a field marshal taking care of offensive, raw tactics, and scouting skills.

I would also argue artifact management plays a critical role, for instance if I spotted a staff of summoning in my lands and a steadfast shield I wouldn’t want to commit to warden because he couldn’t use both of those artifacts at the same time.  Obviously you can’t know what every artifact you find is before committing, but judging it off everything that you can determine is a good idea.

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bloodsucker
bloodsucker


Legendary Hero
posted February 02, 2024 09:33 PM

Only for the biggest maps (the ones usually pick) and playing Death (no Equilibris) against AI, I came to prefer the two Tacticians but what I look for with them is Scouting and Nature Magic. My ideal army is an Archmage/Demonologist, a Field Marshal and a Warden and just hundreds of vampires.
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HeymlicH
HeymlicH


Famous Hero
posted February 04, 2024 07:18 AM

I just want to mention the possibility to simply learn Advanced Life Magic on your GM Tactician and protect him with Martyr. This is a lot more cost efficient than investing into combat levels. As long as you don't play MP, it should do the trick.

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