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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 / NEXT»
Daikon
Daikon


Adventuring Hero
with great magic powers
posted October 31, 2002 04:52 AM


As you probabily know, the potions efectiveness is based on the power of the hero who is using it. For example, if you use a fire potion and the hero using it hero has the pyromancy skill, your potion will do more damage. It may be worth to give a look into your heroes stats before deciding who will get each potion (I donīt know if the potions are that usefull, but maybe it can help a little to know this)

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tree
tree


Adventuring Hero
posted October 31, 2002 06:32 AM

Quote:
how about first strike with grffins? with unlimited retaliation a large stack of griffins will never get hurt from meelee attacks


If that's the case, how about 1st strike plus fear (don't know what its called, a death magic that gives the unit no retailation ability) to a griffin?  Or give 1st strike and defender to griffin and let it use defend in middle of groups of enemy?  
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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted October 31, 2002 09:14 AM

It's Aura of Fear. Hmm, that should work, I don't see anything why it shouldn't work (or IF the Aura of Fear works only whe ATTACKING, then it won't work). But you have to remember, that arrows/spells and undead/mechanical/elemantal creatures could still harm him.
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-Largo has spoken-

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japjer
japjer


Adventuring Hero
posted October 31, 2002 11:39 AM

Quote:
Quote:
how about first strike with grffins? with unlimited retaliation a large stack of griffins will never get hurt from meelee attacks


If that's the case, how about 1st strike plus fear (don't know what its called, a death magic that gives the unit no retailation ability) to a griffin?  Or give 1st strike and defender to griffin and let it use defend in middle of groups of enemy?  


wow, good one, it makes griffins invincible against any non-shooter/spellcaster/undead/elemental/mechanical/no retal/first strike/negate first strike/fire shield/maybe death ward creatures (still good ), so you can take 1 and defeat 239864234832486986943 behemoths!!!wow! that's making it immune to 24 (!)(23 without crusaders) creatures!!

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Wub
Wub


Responsible
Famous Hero
posted October 31, 2002 05:24 PM

That griffin + snake strike/first strike + aura of fear combo sounds great, but it won't work too well. The reason is that you don't get a first strike against adjacent units. And on top of that, it is of course extremely difficult to get everything that is needed for that combo.
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daikon
daikon


Adventuring Hero
with great magic powers
posted October 31, 2002 05:57 PM

Quote:
That griffin + snake strike/first strike + aura of fear combo sounds great, but it won't work too well. The reason is that you don't get a first strike against adjacent units. And on top of that, it is of course extremely difficult to get everything that is needed for that combo.


I agree. There are others killer combos thatīs easier to get.

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tree
tree


Adventuring Hero
posted November 03, 2002 07:59 AM

Donno if it works on 2.0...cuz it's a bug

First hit T, switch to town screen.  Then you drag a creature in the slot, and hit H, switch to hero screen.  You drag that creature into one of hero's slot.  And it's there.  Instant teleport...much faster than caravan.

If you apply SHIFT while performing this, you can even replicate you creature.
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csarmi
csarmi


Supreme Hero
gets back
posted November 03, 2002 09:01 AM

When you don't want to fight a neutral stack

Assume there is a town (path, mine, artifact), and there are some creatures guarding it (ie. placed before it). You can lead them away by putting any army (preferably one which survives until he gets his turn in battle) in sight of the creatures. When the turn ends, they will attack your army. Now, you get your turn, save the game, then reload the game (between combat) and lose the battle. The creatures will stay where they moved to (reason: the save game does not store the point where the creatures came from before the attack).
Note - it's not far from cheating.
I guess it is a bug.

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japjer
japjer


Adventuring Hero
posted November 03, 2002 11:31 AM

Quote:
Donno if it works on 2.0...cuz it's a bug

First hit T, switch to town screen.  Then you drag a creature in the slot, and hit H, switch to hero screen.  You drag that creature into one of hero's slot.  And it's there.  Instant teleport...much faster than caravan.

If you apply SHIFT while performing this, you can even replicate you creature.


it's fixed in 2.0 so no cheating unless in hot seat.

new one, i think most already know about it:

when you get the opportunity to buy a life hero with your chaos army (and have either spell-shrines, or a castle with life magic available) buy him! chaos generaly has very high stats, which makes boosting more powerfull, especcially a simple bless can do wonders, also great against death to counter spells like curse (and exorcism for all the other curses).

Even better is giving your thief hero some life magic. you probably won't get very high on life magic, but if you do lvl it up, go for spell points! if you do go for life magic, try to get it at expert at least, that's pretty easy, if you use the thief for scouting and pathfinding only, there's a chance of getting lvl 4, which is great, but make sure you build the mage guild up to there first. the wrong wards make some lvl ups on life magic useless and you could've gotten some combat for it. best aspect of a thief/life hero: NO MORALE PENALTY! great!

order magic with a thief is a little less, and slow is not really needed, since your army is mostly an offensive one, but spells like precision and dispel make you not need necromancy, so you can concentrate on your chaos magic.

and ofcourse, try to avoid giving 2 magics to 1 hero, it may be nice to get an archmage, but one magic ability is enough to last for the rest of the battle, give the hero some combat,  scouting or nobility (diplomacy is nice)
and give the 2nd magic to your (mostly useless) thief. preferaly life

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Nidhgrin
Nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted November 09, 2002 03:24 PM

CHAINING!!!

I don't think this trick has been mentioned by anyone yet.  Perhaps you're keeping it for yourself to whack all your enemies in multiplayer .  But there are situations in which it can be extremely useful.

Everybody knows that artifacts and potions can be chained by using lone creatures set at 1 day movement from each other to get artifacts quickly from one hero to another by now.  Creatures can be transported quicker by using the caravan.  But un(?)fortunately, the true chaining of armies from heroes 3 seemed to be gone.  But in fact there is a way...

Suppose you have 3 or 4 high level heroes (lvl 20-30) that should be on the other end of the map in one or two days (XL-map) to go to one of your towns there.  Through the caravan, using throughs, town gate, ... this is impossible, it would take 7-8 days at least.  Now it can be done in one turn by using a weird backdoor (bug?) in the game.

What to do?  Position 7 creatures in a logistic chain in the direction you want to have the heroes go, preferrably very fast moving creatures.  Make sure there is atleast one big stack of powerful creatures in the army along with the heroes.  Attack wandering creatures with the army and make sure you can win the battle without using your heroes.  The trick is to get all your heroes to die, but your creatures should be able to win the battle.  After battle, you will have the tombstones of the heroes in your army.  Move them to the first element of the chain and pass the tombstones on in the direction you need the heroes to be.  The tombstones themselves have no movement and will reach the end of your chain in one turn.  When they arrive at the town of destination, the heroes will be raised and be ready for battle.

Though chaining requires practice and a good knowledge of the speed of the chaining units, this might be a lifesaving tactic for heroes 4 in some occasions.  Maybe it's a bug, but until fixed, we can benefit from it if necessary.

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csarmi
csarmi


Supreme Hero
gets back
posted November 09, 2002 04:28 PM

This is nothing new. Anyways, it is easier to fight with the hero alone and retreat.

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Nidhgrin
Nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted November 09, 2002 04:33 PM
Edited By: Nidhgrin on 9 Nov 2002

What are you talking about?  Hit'n run with one hero is something completely different from chaining an army of heroes across the entire map.

EDIT: And if you retreat from combat with a hero, your hero will be resurrected at the nearest town which is 'no good' if you need his/her tombstone.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted November 16, 2002 11:12 PM
Edited By: Lich_King on 16 Nov 2002

Well I have discovered  few very interesting things during the exploration of TGS !!!

1. If you cast "Cancelation" (D:lvl.1) on summoned creature, It will lose it's +HP Ability. That mean, summoner will be not able to add any creatures to that  summoned stack, instead, he will summon another one.

2. How to win with "Armageddon" (C:lvl.5) without whole army ? Simple: You need to have 2 (or 1, or more) heroes with GM. Life and GM. Chaos (It requires to cast Armageddon). And have the spell "Sanctuary" (L:lvl.5). Cast "Sanctuary", then cast "Armageddon" and none of your troops will be hurt. It is very riscky though... Your hero can die during those six roundds...
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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted November 17, 2002 03:26 AM

I don't know if anyone's mentioned this or if it's too obvious to mention, but devils are the key to attacking castles. They can teleport behind the walls and take out the nasties and then run back if you're clever enough.

And when you're attacking with an order army, and you are either facing a death town, or have a devil in your army, things are a whole lot easier. Just creatre illusions using your genies and let 'em loose. Watch out for the enemy hero using dispel or cancellation, though.
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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted November 19, 2002 12:38 PM

And I'm quite sure no one's mentioned this, but this is solid gold for those who don't know...you can dismiss your hero by selecting double clicking him, selecting his picture and pressing D. It saved me a GM archer in the Lysander campaign when I rescued this useless level 20 something fool from a prison who was carried over instead of my previous hero.
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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted November 19, 2002 02:51 PM

its pain mirror -- mostly a useless spell because you dont want to suffer any pain in the first place, but in those grande finale battles of multiplayer, where nearly everyone dies, it can be THE most damagedealing spell.
how?
option 1: Suicidal Peasants.
Yes, take those pesky peasants you have collected for their moneyearning ability to see the final showdown. By that time you have possibly a large mass of them. Like, say, 1000. Thats 10 000 hitpoints, costing 15 000. Alone they couldnt really hurt anyone in battle, but with pain mirror, they can kill 5 000 HP worth of angels costing nearly 87 000 just by dying. Plus they work well as retaliation absorbers.

option 2: Summon Death
summon imps -- they come in high numbers and die well. pain mirror them, and they take out tough bastards nice and easy.

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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted November 19, 2002 03:06 PM

option 3: Screaming Vamps
who suffers the most pain in battle? vampires. in a good long battle, a stack of vampires can even take more damage than it has hitpoints, and still keep living. why not leverage on it and make those dangerous bastards even more dangerous.  

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daikon
daikon


Adventuring Hero
with great magic powers
posted November 20, 2002 03:40 AM

There are some reasons why Pain Mirror isnīt a popular spell:

a) 90% of the battles are against neutral creatures. You have none or minimal losses, making pain mirror nearly useless. (Still, in the key battles it might have some use)

b) Hipnotize is surely a better spell in almost all acasions, so you would like to use pain mirror only when you donīt have it. But even if you donīt have hipnotize, there are a lot of killer LV4 order spells, such as mass slow, berserk and blind that are usually better than pain mirror.

Even if I didnīt find many uses for pain mirror, maybe thatīs because I didnīt knew how to use it well. You still may be right about Pain Mirror being an overlooked spell, maybe we should try to use it in a better way.

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fallen_one
fallen_one

Tavern Dweller
posted November 29, 2002 04:51 AM

Canīt we think of any tricks to be added on? Do this thread already have all strategies any heroeīs players can think of? Now thatīs a good question.
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terje_the_ma...
terje_the_mad_wizard


Responsible
Supreme Hero
Disciple of Herodotus
posted December 17, 2002 12:46 PM

I just thought I'd add a little strategy I favour, but it's not very good; I would go so far as to calling this strategy DISASTROUS: If I'm Life or Order, I usually use all my money the first day on Academy/Seminary enhancements for my heroes. This is not to wise, since this leave me with little or no money to purchase creatures or buildings.
As a result of this foolish 'Strategy', I always get a slow start, and it takes me usually 2-3 MONTHS(!!!) to get with in level with the AI/Hotseat players. But I do, and THEN my victoty usually is deceicve..
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"Sometimes I think everyone's just pretending to be brave, and none of us really are. Maybe pretending to be brave is how you get brave, I don't know."
- Grenn, A Storm of Swords.

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