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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Witch civ do you like
Thread: Witch civ do you like This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
daikon
daikon


Adventuring Hero
with great magic powers
posted July 02, 2002 06:00 PM

And I must add: GM Necromancy can really win a game.
____________
Sorry for my bad english...

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celfious
celfious


Promising
Legendary Hero
From earth
posted July 02, 2002 07:06 PM

Necromancy the saviour?

I would like to come back to your praise of necromancy.
So can magic, you know? Hell, OnE SpELL Ccan really win a game. I dont want to see anyone become necromancy reliant Just because it's one of the MANY thing's that will win a game (in homm4)

Would you like to see someone become quicksand reliant because it won a battleagainst the 30 stack hydra?
I dont man, although it is a nice spell.

Many time's my longed ranger's won the game! Hey, using the map, big creature size's and BLINDWon a seemingly imposible battle (Which of course was required to win the game).

Sorry old guy, I'm just sayin' though.

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daikon
daikon


Adventuring Hero
with great magic powers
posted July 03, 2002 05:40 PM

Dont need to apology. Each one has its own way of thinking...
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Sorry for my bad english...

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undead_wolf_...
undead_wolf_lad


Adventuring Hero
Undead Wolf Wrangler
posted July 05, 2002 02:28 AM

very well balanced

I've played each civ pretty extensively now...and I'm glad to say I don't have a favorite. I like all of them for their unique style of play.
Currently, I'm still not sold on the Stronghold...there just doesn't seem to be enough to offset the lack of magic.

Necro/Death: Vampires are brutal and, if used correctly, the magic is incredibly strong. It may not be as dynamic as some like Chaos, but it is effective. And Imps are sweet...I here people b_tching about them alot, but don't think of them as attacking units, think of them as spell point regenerators for your hero PERIOD. Protect them LOS and you'll be happy your necro can keep pounding them with spells. Ghosts are amazing (especially when you hit them with the Vampiric Touch spell). Their aging plus regeneration make them almost better than the vampires.

Preserve/Nature: Summoning rocks. Summoners have to be one of the best hero classes. The size of your armies can get downright huge, by fighting almost entirely with summoned creatues. Just watch out for the Banish spell
Only problem with nature is the level 1's are still too fragile and neither are ranged like some other civs.

Haven/Life: Has slowly won me over. You really need to learn Order magic for it's damaging spells to offset how passive the life magic spells are, but they sure are tough to beat when the healing is in full effect. Regeneration is a b_tch.

Asylum/Chaos: Excellent all around. The thief is tough in MP. The units are excellent, but expensive. The chaos magic is great once you get past lev 2, but still very one dimensional with almost nothing but direct damage spells.

Academy/Order: Genies are tremendous. Mages are fragile, but helpful as well. Nagas, Titans and Golem Dragons are a bit disappointing. Nagas are sooooo slow and their only unique is first strike Lack of a melee flyer unit is kinda sucky. Sure the genies fly, but you don't want to use them hand to hand...makes the civ very slow. Also, slowest civ on the map...lots of slow units.

Stronghold: if the Berserkers were controllable, I might like this civ better. The lack of magic doesn't seem to be offset very well. Sheer numbers might work, but I'll still take magic over a barbarian any day. If the thunderbirds were a bit stronger or the ogre magi faster, it might change my mind.
 
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"where's a damn werewolf when you need one?"

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daikon
daikon


Adventuring Hero
with great magic powers
posted August 09, 2002 06:14 AM

Here is my reply to your post, Undead Wolf. I agree with almost everything but I have to post my opinions:

Death:

Quote:

Ghosts are amazing (especially when you hit them with the Vampiric Touch spell). Their aging plus regeneration make them almost better than the vampires.



Donīt you think itīs kinda offhand to get ghosts? You have to build undead transformer, this consumes precious resources needed in the early game.

Order:

Quote:

Also, slowest civ on the map...lots of slow units.



Usually, when you have an order army your enemy will have to hush his units to engage in melee combat into yours, because of halflings, titans, mages and primarily the genies. The order melee units serves as bodyguards for de ranged/spellcaster units. For that pourpose, they are slow.

Might:

Quote:

Stronghold: if the Berserkers were controllable, I might like this civ better. The lack of magic doesn't seem to be offset very well. Sheer numbers might work, but I'll still take magic over a barbarian any day.



Totally agreed. I think the magic dumper shoud protect the units as well as the heroes. Barb heroes already have Magic Resistance.


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undead_wolf_...
undead_wolf_lad


Adventuring Hero
Undead Wolf Wrangler
posted August 10, 2002 01:08 AM

Daikon...
Yes, it is a pain to get the ghosts because of the resources early, but in any large or XLarge map it is worth it. On small maps I definitely think twice about it...but since Necromancy yeilds skeletons, ghosts, and vamps on the respective levels it sure is nice to be adding to an already large army of those units, rather than having so many different unit types to consolidate...
and to be fair, cerebi are pretty darn good also. And the undead transformer is probably highly underused by many. Just caravan in some dirty Life units (or any others) and watch your undead army grow like mad...

As far as the Order comments. I just meant they are incredibly slow on the world map and that's the big negative... The order heroes often have much less movement because of the burden of so many slow units. In battle, it isn't a tremendous handicap except for the nagas, which are usually targeted first by the enemy (because the usual lev 1 cannon fodder are ranged halflings or incredibly slow dwarfs).


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"where's a damn werewolf when you need one?"

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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted August 10, 2002 01:15 AM

Which civ i like?

Well the first civ game i was playing was civilization 1, and i must say that i thought that that game really really rocked..me and a friend spent many hours in front of his amiga 500 playing that.

Civ2 was also a great game, some nice wonders of the world to build and those stealth fighters really rocked the place!

Then i played some Civ - call to power but that game was kinda complicated and not anywhere as interesting as other games.

And now i have Civ3 on my comp, have only finished one game so far tho but i like what ive seen so far...to bad one game takes sooo much time to finish

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Dark_Knight
Dark_Knight

Tavern Dweller
posted August 11, 2002 11:34 AM

I play almost only with necro and after i first
played i was really upset there are no leeches and dread knights (my favorite units) although the vampires are very
strong and the dragons improved since HOMM3 i still believe
the ghosts are't good their stats are more like first level
creature then second also if using vamp tuch isn't it better  to give it to the dragons?
also the necro have no ranged units (unless you take the green fellow but i prefer the vampire) and as a few people
said the megic is not the best but it's good asistance
to your tactics in battle
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Styky
Styky

Tavern Dweller
posted August 11, 2002 05:45 PM

Asylum

I finished all the campaings in h4 and I can say that I know all the civs. I prefer Asylum. If you know what 2 build, when 2 build and organize your resources well the creatures are not so expensive. And.. high quality comes with high prices . Great heroes.. grear abilities.. great spells.. I mean.. check out chain lightning, fire ring, inferno and DISINTEGRATE. And I love the creatures.. medusas and black dragons.. wow! Asylum can squash Necrpolis without any problem.. I said it before: I can't wait to play with Asylum against Necropolis when the multiplayer feature is ready. Asylum is.. by far.. the most incredible thing I have ever seen.
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daikon
daikon


Adventuring Hero
with great magic powers
posted August 12, 2002 04:55 AM

Ok Undead Wolf, I understand your point. I find the ghosts and cerbery to be good units, but I also think that necromancy works better with ghosts... I shoud add, I fell it's important to have a death knight as well as a necromancer in an undead army. The lack of ranged units makes tatics a vital skill due to the boost of movement. What do you think?

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undead_wolf_...
undead_wolf_lad


Adventuring Hero
Undead Wolf Wrangler
posted August 13, 2002 09:10 AM

Daikon,
Absolutely...I almost always have two heroes together...the biggest problem with Necro is the lack of ranged units (since it's been well acknowledged here that people rarely take Venoms), but the spells like plague and poison can force the action to come to you, so it's not necessary, but it certainly is preferable to have a death knight.
It's unfortunate that the Liches had to be removed along with the Dread Knights as units...two of the best three Necro units from HOMM3 gone >
By the way, the Demonologist Heroe Class is incredible. Especially when you can summon Venoms...benefit of ranged units in battle without the horrible movement penalty of moving around with them on the world map.



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"where's a damn werewolf when you need one?"

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Thunder
Thunder


Responsible
Famous Hero
posted August 15, 2002 09:44 PM

Stronghold, because I like it most. Cyclops make dead mages, cause havoc and if enemy engages them, well, welcome to be toasted by Thunderbirds and superior numbers of Stronghold army.

To Stiven: Babylonians are cool, aren't they?
Cultural Victory and Hammurabi the Magnificent. But I mostly like them because of their glorious beard style.
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daikon
daikon


Adventuring Hero
with great magic powers
posted August 21, 2002 04:47 AM

Quote:
Stronghold, because I like it most. Cyclops make dead mages, cause havoc and if enemy engages them, well, welcome to be toasted by Thunderbirds and superior numbers of Stronghold army.



Personally, I feel stronghold is the worst town to play with. A simple spell like forgetfulness can disrupt the cyclops, as an exemple. This is my opinion, of course, I just dont see advantages strong enough to compensate the lack of magic...

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Wub
Wub


Responsible
Famous Hero
posted August 21, 2002 04:51 PM
Edited By: Wub on 21 Aug 2002

weaknesses and strengths of the stronghold

Quote:

Personally, I feel stronghold is the worst town to play with. A simple spell like forgetfulness can disrupt the cyclops, as an exemple. This is my opinion, of course, I just dont see advantages strong enough to compensate the lack of magic...



These were exactly my thoughts. I really think that a stronghold army is very vulnerable when facing order if a hero does not have the right skills. I tested this and I found that I could defeat an army that was 2.5 times my size without losses. So much for the extra growth in strongholds that require a very expensive breeding pens anyway.

In some situations however, I do think that a stronghold can be the best town choice. But then they will have to get some magic somewhere (by capturing towns, obtaining spell book artifacts or robbing ivory towers) and gain the appropriate magic skills (by levelling or tuition). In that case they have magic AND extra creature production, which will make them very hard to beat.

Other ways to improve the performance of the stronghold in my opinion are:
-Gaining tactics rather than nobility. Extra movement and speed is crucial to counter spells like slow and forgetfulness a bit.
-Immortality potions are as always needed of course.
-If even a barbarian can gain something like basic order magic and dispel or basic life magic and exorcism it will make the stronghold a lot less vulnerable.
-Thunderbirds fit better in a stronghold army then behemothes. Their only large drawback is that it requires a castle to build them. But if you DO manage to build them and can let them profit a bit from the tactics skill, your enemy will have a hard time choosing between casting forgetfulness and mass slow in the first round.

These things may help stronghold protect versus (order) magic, but spells such as berserk and summon water elemental are always to be feared.
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted August 21, 2002 09:27 PM

Death magic weak???
It looks like you've never played with death.
I think death is the best.
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Daikon
Daikon


Adventuring Hero
with great magic powers
posted August 28, 2002 05:15 PM

Wub, even if there are situations where Stronghold may be good, this doesnt change the fact that it is the worst town. You must rely on so many aspects to play a good game with them, it just doesnt worth the effort.

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japjer
japjer


Adventuring Hero
posted August 28, 2002 09:01 PM

the stronghold should get some spells to protect themselves, or potions of spells like exorcism, anti-magic. now i know they exist, but only for the heroes (who most of the time will have GM resistance anyway).

with some resistance for the creatures, they will be more powerful and not unbeatable.

and for order and necro being too powerfull, they should lose mass dispel and mass cancellation (maybe mass steal enchantment too, stealing guardian angel is powerful enough from one hero/creature). life armies are useless without the buff-spells, and the chances to counter them are way too big for order and death. death has (mass) cancellation,that's 2 spells to get rid of the life army, order has (mass)dispel,(mass)steal enchantment, that's 4(!!) spells to make life too weak to fight.

sure, life's got wards, and they are great, but what if you don't get the ward? and what if you do? you may get the wards, but then you won't have bless prayer etc., and there still is a 50 % chance PER UNIT to lose it.

i love to play life in SP, but i think i won't stand a chance with them against anyone but nature (no access to those spells) in MP.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted August 29, 2002 12:37 AM

~~ NECROPOLIS AND ACADEMY - RULES !!!

Necropolis creatures are more powerfull than ever. (exept Imps,skeletons and cerberus). It's a pity, that it is mixed with inferno. Anyway spawn are strong (and only) ranged units and devils are fast hero-killers.

Academy units are not so strong as necropolis, but them spellcasting abilities make those units almost equal than others.But Order Magic is increadible.

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undead_wolf_...
undead_wolf_lad


Adventuring Hero
Undead Wolf Wrangler
posted August 29, 2002 01:51 AM

my only reasonable necro complaint so far...

The biggest blunder I think the developers made was making the Death Knights starting skill 'Tactics'...
Normally, 'tactics' and 'combat' go great together for a sweet might hero. BUT, if you take combat with the Death Knight and build upon it, he/she will become a 'General'.
Generals are great for every other town, but the +1 Morale bonus does the Necro hero no good whatsoever, so it's a completely wasted sub-class...

Other than that...Necro is great. Still very well balanced overall.
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"where's a damn werewolf when you need one?"

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Medusa
Medusa


Famous Hero
Yeah, right
posted August 29, 2002 10:52 AM

CHAOS!!!

That's what i play with! maybe it's because i've played with dungeon in hmm3, or maybe i just like that insania. but i don't like bandits, minotaurs and hydras coz they're so weak! anyway- necro, order is also fine towns. might? ummm, i don't like playing without spells. nature- fine but a bit boring. haven- i don't like it and i NEVER play with it.
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