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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 71 pages long: 1 10 ... 11 12 13 14 15 ... 20 30 40 50 60 70 71 · «PREV / NEXT»
LKru33
LKru33


Promising
Famous Hero
3x NFL Pick'em Champ
posted January 27, 2005 02:25 PM

Quote:
8) Opening a monk dwelling tactic

A very efficient way to open a monk dwelling:  You have to kill 9 monks in a single stack.  That`s 270 hps or, 6 magic arrow doing 50 damage, or 4 m arrows doing 70, etc...!  In the first week it`s usually possible to train a magic hero well enough to have the proper stats.  You should seek one of the following skills: air/earth/fire or water to lower the cost of casting magic arrow from 5 to 4 mana points.  Seek intelligence to.  Then all you need is 7 imps !  If the monks ever get high morale and you have to retreat you have to know that what you will have to fight when you return is the monks you left when you fleed.  You don`t have to kill 9 monks again.  Of course you could use your main hero to do the same job but monks don`t pay much xps and you will lose your precious archers for nothing.  That way of fighting with a properly trained magic hero works wonderfully for all fights involving one group of a fixed number of units.  For example, the titan on the island guading a quest item on hg3, don`t waste time with your main hero getting it, use 7 imps to kill that titan !



I just used this tactic in an online game yesterday!! I had Luna sitting in my tavern with 0,0,3,3 stats and I had magic arrow in my mage guild.  I gave Luna 7 pikeman separated into single slots and went in to fight the monk dwelling (This fight took place on dirt, so the monks didn't get any morale)... I was able to defeat the monks with 7 magic arrows (my last pikeman was able to withstand the shot of 1 monk). I was trapped in a small area where the extra troops early on helped me escape.  
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted January 27, 2005 02:38 PM

Yes Rainaclar i was wrong . Ashamed to say i did not know that you can cast dispel on your opp troops with advanced water. My tester map showed otherwise
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 27, 2005 02:40 PM
Edited By: angelito on 27 Jan 2005

Quote:
.....(This fight took place on dirt, so the monks didn't get any morale).....


What has the dirt terrain to do with the moral bonus??
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LKru33
LKru33


Promising
Famous Hero
3x NFL Pick'em Champ
posted January 27, 2005 09:09 PM

Quote:
Quote:
.....(This fight took place on dirt, so the monks didn't get any morale).....


What has the dirt terrain to do with the moral bonus??


Since you are questioning it, probably nothing.  My mistake for the post.  I figured if the fight occured on grass, the monks would have a morale bonus... I see this is obviously not true.  
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seut
seut

Tavern Dweller
posted February 20, 2005 08:26 PM

Griffin Conservatoty Tactics Requested

Hi All,

I was looking for early griffin conservatory taking tactics, but could not find anything. If someone could post a link if he knows an existing topic about that. That google search in heroes community is not really effective.

I'm talking about effective one considering week 1-2 random on 200 - not much money or freebies. Taking minimum conserv with ~10 grand elves, 50+ centaurs some spell/dendroids and Jenova is OK, but a more general tactics would be apreciated. Especially when there are royal griffins and no pegasi (no crystal).

Many thanks in advance. That's a geat thread and it would have been even greater if there were not that much blah in it.

Best Regards

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted February 22, 2005 11:41 AM

with exp slow it's easy!

I've tested Jenova 3/7/2/2 exp earth with exp slow, having 55 centaurs,11 grand elves and 6 dendroids guards against a small cons with 10 royal griffins in.
One thing became vrey clear very fast to me:No matter where i placed my GE, they will always be in reach for the R. griffins on round 1.

The thing is though, that neighter on 100% nor on 130%(same for higher levels as the comp already plays at it's best) the Royal griffins DON'T ALWAYS  attack the GE stack, but they ALWAYS block it.Sometimes by attacking it directly, sometimes by attacking a fodder next to it.
Using fodders to take retal as you would do in other dwellings such as cripts or stores is kinda useless here cos of the griffin's special.Still some fodder can be used to keep a stack or two away for a while(move the fodder right next to the griffin stack in order for it to kill it without moving from the corner).
  With the use of exp slow,casted 3 times for SP 2 i took the cons with 8 centaurs lost(and another 2 GE when the Royal griffins attacked the archer stack the first round).
Try it yoursels it's fun!

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seut
seut

Tavern Dweller
posted February 22, 2005 01:13 PM
Edited By: seut on 22 Feb 2005

)

Thanks, but having expert slow with a might hero start week 2 (or week 2 at all) is not a usual thing and playing rampart with a magician is not really worth (you need attack to maximize GE ranged damage). I meant a bit more effective tactics, of presumably using some exploit. By the time I have exp Earth I usually have pegasi anyway.

Handling those RG is something that I can not think out at that stage of the game. Anyway even some tactics for no RG but not minimal conserves will be appreciated.

I wonder if I split a small group of archers how much it should be in order RG to consider it best to attack. After that you can clear the upper left corner stack, move elves there, make a wall of crap and/or dendroids and then kil the rest. Even if it's possible it would work only for minimum conserve with RG - I should kill whole stack (upper left) in one turn without using elves.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted February 22, 2005 02:07 PM

  I cannot agree with you saying that you won't have exp earth week 2.In fact on an open template like Jebus or Ring if you want a computer template,one can reach lvl 10 or even higher week 1.That is enough in most cases for exp earth.
Just out of curiousity i've tested this without spells.I think the solution is placing your GE in a spot where they can be reached by a single stack of (royal)griffins and split your dendroids in stacks of 2(if you have 9 of them make 5 stcks), then after the griffins make their move,you'll be able to bind up to 5 stacks in place.A stack of 2 dendroids WILL withstand 2 attacks from 10 griffins.That's two rounds.In the meantime you can clean the remaining 10 RG with centaurs+any other units you have from castle or tavern.Elves SHOULD NOT melee attack the RG, but you have to move them away round 1, wait with them round 2(they will be blocked by the remaining RG begining round 2,you may lose another elf round 2,that's 3GE lost in all),then round 3 you will have the initiative with the elves.By now you should be down to about 20-25 griffinsthat can be taken care of with no more severe loses.So in the end you lose all your dendroids,3 GE and a couple of centaurs.
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Frank
Frank


Promising
Known Hero
posted February 24, 2005 01:58 AM

For conservatories you need to first of all know what quantities you are dealing with and if there is or not royale griffins in.  The way to do that is to visit the conservatory entrance but do not enter the building just yet.  Right click on the building to see by means of pack lots throng the quantities of griffins and royales present.  Knowing if royales are present can make a huge difference if you dont have a speed 10 + unit (on grass) in your army and you were depending on your slower archer group to do the job...

Then all you need is 2 groups capable of killing 1 griffin group each or close to it.  You dont need expert slow.  Ideally you can use single units as fast as the griffins you are attacking to make them stay as far as your 2 main groups as possible in the first combat turn.




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seut
seut

Tavern Dweller
posted February 24, 2005 06:52 AM

Well, thank you for the replies, but I'm not THAT lame. I know how to take no royals conserve without expert slow and even without 2 groups capable killing stack of griffins.

But I know some people can take conserves much more effectively. Obviously you should have army able to make enough damage to kill them, but I am specially intereseted if it is possible to make them not to attack the GE if I can't kill the whole stack upper left.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted February 24, 2005 12:45 PM

Quote:
I am specially intereseted if it is possible to make them not to attack the GE if I can't kill the whole stack upper left.


As i told you, the griffins may not always attack the elves, but they ALWAYS will block them(by attacking a adjacent unit or by attacking the elves themselves)
Bringing along a second archer stack to take the initial hit(s) may work on 100%, but not on 130 or higher difficulties.

In the end it doesn't really matter if the RG attack the elves or just block them,this renders the elves useless until you kill the RG stack, cos if you move the elves and there are still some RG left, the next round, they WILL follow(attacking or blocking the elves again)
After the RG are dead, you can outspeed the griffins with the elves.

Frank's post made a lot of sense to me, so at this point things should be clear for everybody.

Just my 2 cents.
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seut
seut

Tavern Dweller
posted February 24, 2005 05:27 PM

)

All written above is completely true, but the thing is that I expected to learn something new. If RG always will block GE on higher difficulty no matter what other stacks I have, then I will certainly need army capable to kill one stack of griffins in one turn or expert slow (or blind, hehe).

Thank you very much for the replies, anyway. I have read very interesting tactics in that thread and I hope I will do again.

Regards

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted February 28, 2005 11:25 AM
Edited By: rainalcar on 28 Feb 2005

My contribution to all those great things you people are doing here, and on everything I was able to learn by reading your posts.

Maybe it happened to you that you tried a 2-hex attack thinking that it will certainly be successful and then it turns out that it wasn't. Well, rules for what is possible and what is not are sometimes... odd. As you will see on the picture on this web page:
http://free-st.t-com.hr/miroslav/

What I'm considering as odd is, if, i.e., you take a look at the situation second row, first column, you will see that that one vertical red arrow is missing. Why is this important? Because, if you accidently move your mouse from the diagonal attack to a vertical while attacking the first hex of the down unit you will MISS, even though this is higly illogical because, from the picture, you are attacking at the very centre of the upper unit.

Another situation: compare, let's say, first row/column with third row, second column. You see from the picture that you can't attack the under unit and hit the upper one in the first situation, but you CAN in the second.

I tested this three times, so I'm pretty sure it's correct. If it's totaly useless for you, don't be mad at me ;-)

Cheers!

Added:
I forgot: I know nothing about web page making, so for saving the picture select it first and than copy-paste it. Sorry.

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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted March 02, 2005 12:22 AM

So many pages to read, but my tactics on H3 are basically these (I always play on Expert or Imposible level of difficulty - cuz I think is the only levels the AI could take advantage enough to cause you some troubles):

1 / Hire a couple of heroes, the ones who have troops
2 / Shooter-1-1-1-1-1-Rest of level one creatures (big stack). The 1-1-1-1-1 could be level one creatures or the possible troops which aren't the same kind of my initial town, summing up, those ones which I consider them dispensable in order to use them in swallow up retaliations and cover the shooter (on the corner). Once the retaliation has been swallowed up, I attack with the big stack with only 1 troop lost (the kamikaze). If my level one creature is a fast one, I wait in order to make a double turn and retreat and so on.
3 / Fight almost anything, with the Haste or Slow spell and the tactics shown above anyone can destroy a lot of wandering monsters.
4 / Depending on the earlier days of scouting, I proceed like the following:
* If the map seems to have a good level of resources, I go for the economic buildings in order to have the money enough to recruit the maximum troops FASTER.
* If the map seems to have a low level of resources, I go for the troops growth buildings, trying to have the Castle built before day 1 week 2.
5 / Try to catch the enemy before this one catchs me (surprise factor).

Depending on each allignment I play more aggresive or more cautious, but these matters are too long to be typed here. Maybe for the next time.
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hispana más completa sobre la saga Might&Magic.

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csarmi
csarmi


Supreme Hero
gets back
posted March 02, 2005 10:19 PM

You may ensure that the Royal Griffins do not attack the elves. Place a single centaur so that he can be killed by the RG's first turn WITH blocking your elves.

You elf stack should be able to retal for ok damage too.

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Frank
Frank


Promising
Known Hero
posted March 17, 2005 09:39 PM
Edited By: Frank on 17 Mar 2005

27) The order in which to reduce/kill the opposing groups.

This works great if you are positioning your units like I do.  That is your best archer group in first.  Your best/strongest walking unit in 2nd.  2nd best walking unit in 3rd.  4th 5th and 6th prolly a single unit and 7th your flying units.

If you fight things that have the same speed has your walking units you will want to NOT kill completely the opposing 1st and 2nd group.  Why ?

If you bring down the 1st group and then the 2nd group to 1 or 2 units, those groups will probably attack your single units or your archers not killing any... Meanwhile it allows you to use your walking groups before the left out unnarmed opposing groups can move.  It makes a huge difference.

- Frank

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Frank
Frank


Promising
Known Hero
posted March 17, 2005 11:22 PM

28) Order in which to fight things on the map.

Lets say in the first couple of turns in your game you can fight a crypt and lots zombies.  Fight the zombies first if you know a full crypt will be hard.   Against lots zombies you are not going to lose much leaving you plenty to do the crypt but a full crypt can whipe half your army this early in the game and that would make the lots zombies a risk if your archers are gone...

Doing the fights in the proper order will ensure you to gather the most you can with the army you have.

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Plexus22
Plexus22


Known Hero
posted March 29, 2005 09:42 PM

Great thread! Thanks to everyone who contributed with useful information. I learned a lot of new stuff

Just one small question that I didn't see mentioned anywhere in the thread. Often in battles I am faced with the option of casting Stone Skin or Shield to help protect my army. I was wondering if any one knows which of these spells is most effective. Maybe I am missing something totally obvious. The only obvious difference I notice between the two is that Stone Skin actually raises defense stat of the stack it is cast on which I know is beneficial in certain situations such as when combined with frenzy, etc..

But if just being cast to simply protect a unit from a melee attack I'm wondering which spell is better. They are both first level, both earth magic, both pretty much the same cast cost (unless hero has stone skin specialty).


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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted March 29, 2005 09:50 PM

Shield protects more than stone skin but only against hand to hand-attacks. Stone skin protects you from ranged attacks as well, but if facing only ranged attackers, air shield is better.
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After all, marriage and murder are not too different - one ends your life and the other is a crime

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csarmi
csarmi


Supreme Hero
gets back
posted March 29, 2005 10:25 PM

Shield decreases melee damage on you by 30%.

Stone Skin gives you 6 defense (expert each).

Shield is better unless you are already up by more than 20 defense points.

(if you are up by 20, the opposing stack will do 50% of normal damage to you, Shield decreases it to 0.7*50=35, while stone skin decreases it into 50-15=35%)

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