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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 71 pages long: 1 10 20 ... 22 23 24 25 26 ... 30 40 50 60 70 71 · «PREV / NEXT»
-TheBest-
-TheBest-

Tavern Dweller
posted January 09, 2010 06:09 PM

Hello.

Im new in heroes3 community, till today had played this game only in singel player. So i discoverd this forum and playd few games in gameranger and now i have some nooby questions about dragon utopia strategy with pics on page 10 or something. First of all im playing version 4.0  what should be heroes complete and i have never get the spell called "Force field" so my question is what version should i play and what level spell is this. Hope im not posting in the wrong topic, couldn't find any topics called for noobs or something. Hope to get your answer asap.

-TheBest-
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted January 09, 2010 08:10 PM

level 3 spell in all versions
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jswissman
jswissman


Hired Hero
err...um...roar (or whatever)
posted January 14, 2010 10:31 PM

Azure Dragon spell immunity

Curious about the comment "Azure Dragons are not immune to level 4 spells....." by Angelito. Whenever I play the most updated version of WOG 3.58f, Azure Dragons are immune to all spells, even when my hero has the artifact/orb (I forget the name offhand) that cancels all creatures' natural magic resistance on the battlefield. (Which by the way is a great artifact if you like resurrecting your dragons.)  

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 14, 2010 11:07 PM
Edited by angelito at 23:07, 14 Jan 2010.

Quote:
Curious about the comment "Azure Dragons are not immune to level 4 spells....." by Angelito. Whenever I play the most updated version of WOG 3.58f, Azure Dragons are immune to all spells, even when my hero has the artifact/orb (I forget the name offhand) that cancels all creatures' natural magic resistance on the battlefield. (Which by the way is a great artifact if you like resurrecting your dragons.)
This subforum is about Heroes 1-3. WoG has its own forum here. WoG features differ from "vanilla" H3 creature abilities. In H3 SoD, Azures are affected by all spells from level 4-5. In WoG, they gain additional abilities with experience.
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jswissman
jswissman


Hired Hero
err...um...roar (or whatever)
posted January 16, 2010 06:00 AM

Thanks for the info Angelito...appreciated. I'll post on the WOG thread from now on since that's what I play, but I didn't see a thread for tactics there. Also, off topic, I'm willing to edit map text for non-native English speakers (HoMM 3). Where would you recommend I post this offer?  
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 16, 2010 09:22 AM

There is no WoG tactic thread simply because the abilities and stats of creatures are dynamic and constantly in change because of the experience system/custom scripts the mapmaker or player choose to use.

The standard Heroes tactics apply there as well, the mobs speed and hero secondary skills and spells are used in the same pattern. No need to write new ones.
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jswissman
jswissman


Hired Hero
err...um...roar (or whatever)
posted January 16, 2010 10:34 PM

Apologies. I wasn't suggesting WoG should have a separate thread for tactics. I'm merely a long-time player of HoMM3 and very glad you and others are still interested in the game and modifying it through WoG.

Angelito answered my question by making it clear that Azures operate differently in WoG than other versions of HoMM3.
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maretti
maretti


Responsible
Supreme Hero
posted February 02, 2010 12:41 AM
Edited by maretti at 15:14, 02 Feb 2010.

Here is a little tip on how to beat shooters like horde lizard warriors, horde magogs or lots grand elfs week 2 with 5 or 6 lvl 6 troops without losing any of them and without wasting fodder.

The biggest risk of losing something here is round 1 before you can block the shooters. When you are able to block them you can normally handle them by withdrawing any stack that gets very low in health.

What you do is place your lvl 6 units in 5 stacks and bring one or two single fodder units with the same speed as the shooters. For example if you attack 40 grand elfs with 6 effrets bring 2 single hell hounds. Round 1 wait with all effrets, now the first stack of elfs will shoot at the bottom effret, wait with the first hell hound, next stack of elfs will shoot at the same effret, now cast stone skin at the effret, now the rest of the elfs will shoot at another effret and they wont be able to kill anything. From round 2 on they are blocked and will be easy to kill. If you dont have stone skin, cure might do the trick too, but its not as effective since all shots will go at the same unit.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted February 02, 2010 08:51 AM

nice tip. what about Hell Hound? why do u need them?
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black_knight
black_knight


Known Hero
LT League
posted February 02, 2010 09:29 AM
Edited by black_knight at 09:43, 02 Feb 2010.

Similar tactic is with Flux. U can fight easy week one up to horde archers, gremlins, gogs and other shooters. For example scheme of troops: 1 pixie - 6 air - 1 pixie - 6 water - 1 pixie - 6 air - 1 pixie.
First round waiting with Air's / Water's, with pixies flying (sometimes u will get morale and will block shooter
Sure, you can have other army

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 02, 2010 09:53 AM
Edited by Salamandre at 10:19, 02 Feb 2010.

Quote:
without losing any of them and without wasting fodder.


I don't think it is similar at all. Maretti use defensive spells to change the target at the right moment, so there is no loss. The flux tactic is a common one. I quoted the right phrase so you can see it now

Quote:
nice tip. what about Hell Hound? why do u need them?


Speed 7, so it has the time to cast defensive/heal spell between elves shoots. If no hell hounds, all the elves will keep shooting the same effret until it dies. Needs precise stack position and works only against gran elves. (the most dangerous anyway)
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted February 02, 2010 10:29 AM

Quote:
Here is a little tip on how to beat shooters like horde lizard warriors, horde magogs or lots grand elfs week 2 with 5 or 6 lvl 6 troops without losing any of them and without wasting fodder.

The biggest riak of losing something here is round 1 before you can block the shooters. When you are able to block them you can normally handle them by withdrawing any stack that gets very low in health.

What you do is place your lvl 6 units in 5 stacks and bring one or two single fodder units with the same speed as the shooters. For example if you attack 40 grand elfs with 6 effrets bring 2 single hell hounds. Round 1 wait with all effrets, now the first stack of elfs will shoot at the bottom effret, wait with the first hell hound, next stack of elfs will shoot at the same effret, now cast stone skin at the effret, now the rest of the elfs will shoot at another effret and they wont be able to kill anything. From round 2 on they are blocked and will be easy to kill. If you dont have stone skin, cure might do the trick too, but its not as effective since all shots will go at the same unit.



This tip is not little. I dont think many will get how big this advice is. Inferno is all about Demon Farming, so killing shooters without loosing any fodder is a BIG advice. Nice strategy and Thanks for sharing!
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 02, 2010 10:33 AM

Yes, it's great. Didn't know this. Thanks.
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spliff
spliff

Tavern Dweller
posted February 05, 2010 09:43 AM

Does it depend on how much life is left for the attacked unit?

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maretti
maretti


Responsible
Supreme Hero
posted March 03, 2010 08:38 PM bonus applied by angelito on 04 Mar 2010.
Edited by maretti at 20:46, 03 Mar 2010.

"Does it depend on how much life is left for the attacked unit?"

Does what depend on how much life is left for the attacked unit?


Heres another "little" trick to avoid loses aginst shooters.
In some cases you dont have any scouts close to the main hero to take troops you dont wanna bring into a fight. So you have to bring them.

Example: You just took a hive with 3 or more angles (speed 12) and are now facing a throng elfs. Your hero is pretty strong, lets say 10 10 with adv armor but without tactics. If you wait with the angels round one the elfs will all shoot at the wyverns and will kill at least one. If you move all the angels forward the elfs will all shoot at the same angel and will kill it. To avoid that, you move the first angel forward so that the first two stacks of elfs will hit it with full arrow, the 2nd angel forward so that the next two stacks of elfs will hit it with full arrow and the 3rd angel forward so that the next two stacks will hit it with full arrow. The elfs will most likely shoot at the angels they can hit with full arrow and like this you will devide the damage between the troops so that you wont have any loses.

This strategy can be used in many diffrent situations. For example effrets, pits and demons against throng master gremlins. The point is to devide damage by moving some strong units into full damage range of some of the shooters.
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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted March 03, 2010 09:48 PM
Edited by dimis at 21:50, 03 Mar 2010.

I am normally against to saying thanks in this thread, but you deserve some praise for the tips.

Thanks for both of them maretti.
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maretti
maretti


Responsible
Supreme Hero
posted March 05, 2010 10:18 PM

Thank you all for the nice words and the qp. I appreciate it. If I think of some more strategy, that I dont expect more or less everyone to have thought of allready, ill post some more.
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uruk-hai
uruk-hai


Adventuring Hero
posted March 05, 2010 10:53 PM

Quote:
you move the first angel forward so that the first two stacks of elfs will hit it with full arrow, the 2nd angel forward so that the next two stacks of elfs will hit it with full arrow and the 3rd angel forward so that the next two stacks will hit it with full arrow.


How many cells should I count to know if they have a full arrow or not? Does it depend on their speed or all shooters have same "full arrow" distance?

Haven't tested it till now and don't know the answer, that's very important factor in fights. Hopefully someone knows?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 05, 2010 10:55 PM

11, counting creatures squares.
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maretti
maretti


Responsible
Supreme Hero
posted March 05, 2010 11:54 PM

I would say 10. If a 1 hex unit stand in the same position as the shooter you will be hit with full arrow if you move 4 steps forward. Thats also why you often see zombies or pikes on position 1 move 3 steps forward and then 1 down, so that they wont be hit by your full arrow.
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