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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Good tricks to use
Thread: Good tricks to use This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV
hunnawunna
hunnawunna

Tavern Dweller
posted November 24, 2003 03:51 PM

Quote:


I allways put 1 lev1 unit in every sanctuary I come across.
They give the extra scouting range around it and because they can't be attacked they prevent it's use by the enemy.
A no brainer for me.


Definitely not a bad idea, but it costs 200 gold per turn what can be much.

What!! Oh crap. I really should look at my info screens more often. I guess I'll just leave 'em nearby and so they can dart in there if need be. Thanks.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted November 24, 2003 07:50 PM

You could leave a creature in a mine instead of sanctuary - while it wouldn't be safe , you could see more of the adventure map... and it's free!
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Azathoth
Azathoth

Tavern Dweller
posted January 15, 2004 02:51 PM

Here's a tip from me.. Don't think ive seen it anywhere in the thread but its quite obvious

Use teleport while siegeing, i.e. teleport those pesky shooters just in front of your own melee troops, since you probably are playing order most of the time while using teleport use your gold golems as the melee troop and voila! no more shooting from towers.

And as teleport dont need LOS you can teleport that evil wizard out of his castle and smack him down just in front of your feet

Teleport rulez!
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LordZXZX
LordZXZX


Famous Hero
Overfished
posted January 15, 2004 11:07 PM

Quote:


And as teleport dont need LOS you can teleport that evil wizard out of his castle and smack him down just in front of your feet





Not if he's immune to magic


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Azathoth
Azathoth

Tavern Dweller
posted January 16, 2004 02:58 PM

True... But it tends to be the wizards who lack magic resistance
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Gun
Gun

Tavern Dweller
posted February 14, 2004 05:04 PM

My fave tricks to use are:


*Necromancy fast-break in Expert player difficulty*
Start with a necromancer in Death alignment. Build Kennel and Mansion in expense of other creature dwelling ASAP. Use Imps as free resource collector as usual. Buy only Vampires, and use hero+vamp[s] to level up the necromancer to level 10 quickly, avoiding undead and mechanical creatures. It shouldn't take long to get GM Necromancy, and after that you WILL start to feel cheap because nothing can stand in your way! Just focus on enemies castles while attack all living creatures on the way to keep your vamps stack grows. That's the way i got Sea Monster rank [917 pts] in scenario high score...

*Berserker control*
just use tight formation, and put your berserkers in the middle spot surrounded by at least 4 stacks of other units. "Release" them when enemy walker is in range, preferably by using Nomads to get the first strike first to soften the enemies. I conserve my Berserker alot that way in Dogwoggle initial scenario in Advanced difficulty...

*the underrated Precision*
try use this spell for Centaurs to negate the short range trait. You'll then understand why they give realtively low growth for this level 1 creature...

*scouters as carrier*
use level 1 stacks, say in 7 units, to scout nearby area. And sometime you will find 'loosely-guarded' resources, meaning you can take it, but you'll immediately go into battle. Split your scouter into a lone unit to get the resources. Your remaining scouter then can further scouting without having to start over from the initial castle that way to save time...

*Tight is Best*
Always use tight formation unless you fight Cyclopses/Gargantuans or human player. With tight formation, you can set the battle with your pre-battle scenario. The basic strat is to cover your archer with hi-defense units that absorb/defend retaliatory shot from enemy units aka cut the enemy LOS.

*Level 2 and 3 are come in pairs*
CHAOS: Nightmare to cover Medusae.
ORDER: GoldGolems to cover Genies
LIFE: Pikemen to cover Monks
DEATH: Ghosts to support Vamps
MIGHT: Nomads to assist Cyclopses
NATURE: Unicorn to help Elves

*Hero class is overrated*
forget mastering other primary skill via levelling up unless you have already gotten a GrandMaster for the initial default primary skill. It's only so much exp in this game. You also don't want to raise 2 heroes at the same time for the same reason...


P.S: any of you the Ogre Magi user in this board? in what way they're better than Cyclopses??
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Celfious
Celfious


Responsible
Legendary Hero
Typo recoverey
posted October 20, 2005 09:24 PM
Edited By: Celfious on 20 Oct 2005

Restored and refinished.

Abilities and hero class

1: Stealth ability
can be used to get a portion of experience before you kill

2:Arch mage
This class can help or hurt. Read this link before you get more magic skills fwhen your class is already magic based.
http://heroescommunity.com/viewthread.php3?FID=4&TID=4488

3: Nobility
This is best aquired by a secondary hero with normal players.

4: Before choosing a secondary skill
be sure you know what CLASS your getting into

5: Fireguards
This class in a chaos town is useful. If you get Armageddon, your black dragons and effreet are immune from fire.
Fireguard class, with Armageddon, Black dragons, and effreet = a great offence lol.



Town, resource, and army development

1: Caravanning peasants
pay well in the long run.

2: Order heroes
give gold every day. They are helpful in a shorter long run.

3: Treasuries
These have accumulative effects. (Each one payís)

4: Selling resources
This can be dangerous but also highly useful in the beginning of games. Itís not dangerous near the end when everything is built. Enhance your starting forces by selling resources you will not need. Enhance your main forces before you go into final battles.



Map tricks

1: Level one-creature = gofers
Use -preferably- fast low level creatures as go-fors. They pick up the petty resource piles & artifacts so your mains wont waste movement.

2: Level one creature scouts
Have these guyís expand the FOG of war. Theyíre also useful as a watch. They show you enemies coming near your stuff. Put a level one creature on a bridge, or path and no oneíll get by unnoticed [img src="images/smilies/tongue.gif" border=0]

3: Fodders/scouts can Find the right path
You can disperse level one creatures to find out the best path for your force.

4: Level 1 flaggers (heroes)
Any hero can flag resource spawns while you continue on your path not wasting time. (Stealth makes a good pick quality in flaggerís. Hmm [img src="images/smilies/tongue.gif" border=0] )

5: Fast goferís
Best selection in a gofer (See map trick 1 & 3) is a fast one like imps or fairies. See below the IMPS specialty

6: Set an army on watch
LESS than its max movement from a castle. If you see a heavy force coming, you can go to your castle to colaborate a defence. Your creatures can make there way to your heroes watch post every day/week/month/ect.

7: More than one force
this is necessary a lot of the time and preferably achievable by secondary factions (IE Chaos primary, order secondary). You need more area of the map covered versus having one hero running back and fourth between DEF, and OFF.

8: (not sure about this one) Use a scout faster than your hero to speed up your hero on the map. The faster unit's can be split away, and continue at their pace.

9: The enemy will upgrade your town if you "lend" it to the enemy. lol

What youíve been waiting for..

Battle tricks

1: IMPíS!!
The fiesty speedy mana drainerís can drain ALL MP from enemies.
Create separate forces with one imp per stack (thatís 7 impís in one army filling each creature slot). Send these forces into battle against the enemy until he/sheís drained of all mana. LoL

2: Hellfire again?
Iíve said it before and Iíll say it again. (Character development trick # 5) Fireguard class, with Armageddon, Black dragons, and effreet = a great offence lol.

3: Wait in first rounds
When you move forward 3 bad things can happen.
1: Enemy long-range attackers donít get a long-range penalty
2: The rest of the enemiesí turns can choose to hit you
3: You lose the choice to hit them.

If you click wait on every creature/hero, your not missing much. Youíll get the following
1: You get to shoot the enemies in the middle of the field
2: The choice to attack the enemies in the middle of the field.
3: defence from the enemies first rounds.

Most of the time this is useful. Use your head to determine the right times and the wrong times.

4: The right formation
Go into battle with the right formation. Experiment with formation and slots until you understand how it corelates.

4+:
have archers in the right place (slot) when defending a castle

If you have questionís about battle trick # 4 see my post on the second page of this thread.

5: Split level ones.
Make use of empty slots with fodder level one creatures. They take the hitís, and save a little of your force. Esp against AI.

6: Take out the foundation character/hero of your opposition
Example Which opposing hero has tactics? Kill him. If a tactic hero is adding to the force, take him out. It probably helps you a lot. If itís a magical hero, take him out.. ECT..

7: Illusions and phantom images
When you cast town portal.. The difference between 'create illusion' and 'phantom image' is that the latter can make duplicates that have exactly twice as many hitpoints as 'create illusion'. Otherwise there's no difference.

If you have not updated your game to version to 1.3, a phantom image will not add up to an illusion. If you have done so, phantom images will be created on top of illusions, also those that are made by genies.

Finally, keep in mind that illusions/phantom images have a magic resistance that differs from their duplicates. For instance, they completely disappear when 'dispel' or 'cancellate' is cast upon them. Also, never cast anti magic on them! They will not profit from spells such as 'precision' and 'mirth' either.

On the other hand, illusion and phantom images are immune to a good number of mind spells, such as cowardice, berserk, hypnotize and forgetfulness  plauge and town portal.

8: When Attacking a castle

Notethe enemy at first usually dose nothing but shoot and cast.

8a Cast poison. Sometimes the enemy will sit to death. Poison requires no line of site for casting

8b Displacement pulls enemy stacks towards the wall where you can hit them.

9: Medusas stone gaze revealed
http://heroescommunity.com/viewthread.php3?FID=4&TID=4286

10: Damage calculation
http://heroescommunity.com/viewthread.php3?FID=4&TID=4071

11: How alignmentís affect morale
http://heroescommunity.com/viewthread.php3?FID=4&TID=4383

12: A little on minitours ability
http://heroescommunity.com/viewthread.php3?FID=4&TID=5202



Pure magic tricks.

1: Town portal trick
Say you portal to the nearest town.. Normal... If you prefer another town, you can fill the castles garrison and town portal will teleport you to the next castle

2: Go for it!!
This is not a tip, itís a vote of encouragement to use and get to know spells. These little beastís can win the game by themselves some timeís. Do not over look any of them, for few are useless. Some are deadly.

3: Quicksand explanation (How it workís-proper casting method)
http://heroescommunity.com/viewthread.php3?FID=4&TID=4400

4: Path finding
http://heroescommunity.com/viewthread.php3?FID=4&TID=4221


Notes from wub-Really good one's on page 6 (multiple posts) Wub knowz his ****
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Celfious
Celfious


Responsible
Legendary Hero
Typo recoverey
posted October 21, 2005 06:59 PM
Edited By: Celfious on 21 Oct 2005

Bump..
Add more tricks, combos, ect. Btw I recieved qp already in this thread

If anyone knows about the illusions and phantoms whatever.. Please quote and fix my explanation. I dont remember the complexities of them :l

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csarmi
csarmi


Supreme Hero
gets back
posted November 01, 2005 02:58 PM

Quote:
My fave tricks to use are:
It's only so much exp in this game. You also don't want to raise 2 heroes at the same time for the same reason...



On the contrary, the more heroes you raise at the same time, the better. It's because the levelup system is not linear. For example you get 3 level 12 heroes for 1 level 18, guess which one is better.

Your advices are generally right, but I would add:

Use death knight+necromancer with death; but get a pathfinder too as fast as possible.
Single fast units can carry heroes too, not only artifacts (in tomb format, or just keep switching the tired ones for new).

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katarraktis
katarraktis


Hired Hero
A Greek semi-god
posted January 11, 2006 12:49 PM

Quote:

This is a little trick all of you will have found out about already, but for those who haven't...  When you are able to recruit peasants somewhere, create caravans of them regularly and put them somewhere safe (preferrably in a town).  Seems silly, but this can really really help to raise your daily income, certainly in the early game.




the caravan costs 4000 gold if i am not mistaken.
each peasant produces 1 gold each day.how many days do peasants want to produce this amount of gold?especially in the early game as you propose?not to talk about the cost of recruiting them...
i simply say it is not an interesting strategy
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it is not worthy to get sad about problems that can be solved and about problems that cannot.

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Lord_Pc
Lord_Pc


Promising
Famous Hero
Groin-Grabingly Clever
posted January 11, 2006 01:13 PM

Quote:
This is a little trick all of you will have found out about already, but for those who haven't... When you are able to recruit peasants somewhere, create caravans of them regularly and put them somewhere safe (preferrably in a town). Seems silly, but this can really really help to raise your daily income, certainly in the early game.


sorry but no way

4000 gold is way too much (unless you want nightmares) for some peasants. and i dont think they get you anything if they are in a town. i think you have to put them in a mine. also it costs something like 25 gold for 1 peasant? that means u have to wait 25 days for a profit
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Da-da-dada-HEY-dada-da-da

Two goldfish were in their tank. One turns to the other and says, 'You man the guns, I'll drive.'

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katarraktis
katarraktis


Hired Hero
A Greek semi-god
posted January 11, 2006 01:17 PM
Edited by katarraktis on 11 Jan 2006

if you have a hero with grandmaster meele and the hideous mask or the aura of fear cast on him then he can win thousands upon thousands of the most fierce units on the game,lets say behemoths or sea monsters without loosing 1 hp,they will never touch him.GM meele gives you first strike and negates the first strike on enemies so you are always going to attack first and with the hideous mask the creatures won't retaliate.
now if you are defending against an attack with grandmaster meele you will play first and the creature will go back some steps without attacking you.so you attack again afterwards and so on.

this trik works only if your hero is alone in the army the other cratures are only one stack and offcourse are not shooters.

the only creature that has none of the above but will handily defeat you if you play this way is....

the efreet thanks to their fire shield.
you simply can not defeat them that way.

thanks for your time...
sorry if i wrote to long story...

hope to help you.
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it is not worthy to get sad about problems that can be solved and about problems that cannot.

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Lord_Pc
Lord_Pc


Promising
Famous Hero
Groin-Grabingly Clever
posted January 11, 2006 01:53 PM

i used this combo in the might campaign

u get hideous mask on and also get melee GM. also get GM archery and make sure u have GM spell res when u meet spellcasters    

now u can defeat tonnes of guys. as explained in above post it is also great if you can get a life spellcaster to cast sanctuary. then u get all ur creatures around the life spell caster so she cant get attacked, no line of sight. then she casts helper spells, and healing sometimes.
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Da-da-dada-HEY-dada-da-da

Two goldfish were in their tank. One turns to the other and says, 'You man the guns, I'll drive.'

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted January 11, 2006 05:26 PM
Edited by TDL on 11 Jan 2006

a contradiction....

Quote:
Quote:

This is a little trick all of you will have found out about already, but for those who haven't...  When you are able to recruit peasants somewhere, create caravans of them regularly and put them somewhere safe (preferrably in a town).  Seems silly, but this can really really help to raise your daily income, certainly in the early game.




the caravan costs 4000 gold if i am not mistaken.
each peasant produces 1 gold each day.how many days do peasants want to produce this amount of gold?especially in the early game as you propose?not to talk about the cost of recruiting them...
i simply say it is not an interesting strategy


Sorry for the short posts, but I cannot make a long reply on such matters.

For one, both Lord_PC and the guy I quote, have a point. Yes, at the very start of the game, building caravan is useless, as well as buying the peasants themselves, unless you want to have a 'bait' for the AI. Also, do not forget that the distance between the dwelling and the town affects a lot.

But this strategy proves to be useful if playing not on champion.

As I am a great fan of Equilbris - it is very good and each gamer must have it IMHO - I can say that these things are of much use. First of all, caravan costs 3000 gold and, although I do not exactly remember, 10 wood and 2 ore... Peasants, as you get 25 of them a week, give 2 gold each, every day, which means you get... ummm... 350 a week... I am not sure about peasant growth, but I think it is 25. So, 350 a week seems to be too little. But, and I want to underline this but, look! Usually, you play the game, if a L or XL map, for a long time. Thus, as you get a new wave of peasants each week, it can do wonders. Here's some calculation (if you buy peasants each day):

peasant weekly growth = 25
gold/day = 2
weekly gold = 350

each day you get umm... 2-3 peasants... 2-3 peasants are 4-6 extra gold a day. this test is a bit illogical, but it is easier to understand the benefit then.

Difficulty: expert

First day: you conquer the peasant dwelling and buy caravan. peasants arrive in one day.

Day 2: you get 50 gold and buy 2 peasants

Day 3: 50 gold and buy 3 peasants

Day 4: 54 gold and buy 2 peasants

Day 5: 60 gold and buy 3 peasants

Day 6: 64 gold and buy 2 peasants

Day 7: 70 gold and buy 3 peasants

Day 1/week 2: 74 gold and buy 2 peasants

... and so on...

You can see that buying peasants from the start (well, when you first buy them) is quite expensive and seems to be quite useless. But look, on Day 2 of week 3, you will get more than gold and the number of gold will just increase. If you do this, you will see the benefit in a few weeks. And beware - you can get two, three, four peasant dwellings!

Also, if you don't like the idea of caravans, you can recruit a hero for 1500 and send it to the dwelling where it would stay and buy peasants each day.

However, it proves to be really useful in long games. I do not suggest that you do this while playing short games, but if you're playing a long one, then they're worth it.

Oh, I have just remembered. 'Caravaning' peasants is extremely convenient with Academy when you have the treasury

Those are my cents... you can disagree, but that's the way I play... Even on champion, when I play a long game, I find the benefit of peasants - then they tend to bring you a lot of money .

about combat and hideous mask...

This not always proves to be useful... Dragon golems can still attack your hero... And yes, you're open to enemy shooters... And I think to mechanicals and undeads, but as I do not have the chance to fight them... Still, I agree with you - I often use this.

About GM magic resistance - oh brother, if such GM combat heroes meet a GM chaos/death mage and a guildmaster of any level... on equilibris... The combatant will most probably lose - the sorcerer has a naturally gained Guardian Angel and, using guildmaster's Ignore Magic Resistance by 33%, the GM mage will kill the Combat hero.

I tried this once and I was succesful. My two cents again...


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katarraktis
katarraktis


Hired Hero
A Greek semi-god
posted January 18, 2006 04:40 PM


just a comment my friend.
caravan costs 4000 and peasants give 1 gold each day.
check it out.
and above all what you recomment is a loss of time for a tiny benefit.
i still believe this strategy is useless
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it is not worthy to get sad about problems that can be solved and about problems that cannot.

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csarmi
csarmi


Supreme Hero
gets back
posted January 30, 2006 03:45 PM
Edited by csarmi on 30 Jan 2006

A few corrections:

- Units in sanctuary are transparent (they do not count when determining LoS).

- The hideous mask + expert melee trick will only work if you can fix your opponent's morale on either zero or -10. Otherwise there will eventually come two turns in a row with bad morale than normal morale. Meaning you will not retaliate in the 2nd turn and you're hit.

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