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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics [ This thread is 51 pages long: 1 2 3 (4) 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 ]
Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted December 13, 2002 07:00 AM

I think maybe theres one thing your missing here guys..

LordRiton I beleive is not dicussing a "necro war" but a war between his necro and other castles. Any player worth a dime will know his vamp lords can't kill a legion of skels lol.

But the crag hack, tazzar ect.. as necro main is one of the best strats you can go for.. dreads, and maybe powerlichs are enough to kill most on the map.. or you can let harvesters use them, whilst Hack runs with Lords.  You'd be surprised how much dmg a lv20 hack and 2000 skeles does Ask Jex hehe, my Hack vs Him got a necromancy scholar lol.

Anyway some common misunderstandings.. Vido is beyond a doubt a substandard main hero. She gets little to nothing in attack and defense stats, and all in all sucks in a main battle. Don't get me wrong, if you can get her or isra harvesting on the sidelines your gonna have a great game. The best Main out of the necro lot by far is of course Galthran.. second is most likely Tamika, Dread KNights, Arrow, and offense to start..  Other good heroes are Vokial and Clavius.. here only vokials Artillery skill is a pain, and Clavius special is not gonna help much in a main battle.

ANyway thats enough for now.

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The Dead Walk!!!

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hades
hades

Tavern Dweller
posted December 14, 2002 02:24 AM

quote:
--------------------------------------------------------------------------------
Use vamp lords on 3 or 4 heroes with exp. necro to harvest more skellies (sorry guess we all knew that huh? )
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Couldn't get what this means.. How do you use vampire lords to harvest more skellies?
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your game of life is played by fools.

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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted December 14, 2002 06:40 AM

Well Hades..

Its not a nice tactic.. as it makes your opponent wait countless amounts of time between turns.

The Vampire lords themselves surely don't increase your necromancy rating.. but with 3-4 heroes all with exp Necro skill, carrying 2-5 vampires each can do most any battle that you'd like to use for skel harvesting..

ie: horde of imps, dwarves(very boring).. basically they can kill any slow or weak armies.. with a little practice.. ie hordes of dwarves (very boring to wait for) or throngs of dendroids( HORRENDUOSLY BORING to wait for)

anyway thats all that is meant.. Rather than 1 skel harvester you can run 3-4-5-6 heroes with a handful of vamplords.. bore your opponent to death, and harvest ooodles of skeles.

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The Dead Walk!!!

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Frank
Frank


Promising
Known Hero
posted December 17, 2002 09:56 AM

15) Strategy to use with each castle type

HOMM3 without conflux is one of the best game (real time or turn based games) I know as far as balanced between army type.  What is even more interesting is that each castles offers more than just 1 way to build a successfull army.

Each castle type plays differently depending on starting difficulty and the richness (ressources) of the map behing played.

a) Playing Castle.

- Rich map/easy settings:  Your best move is to try getting portal of glory with castle before week 2 begins.  3 angels will vanquish just about any AI controlled groups.  It`s always better to build portal of glory even without citadel and castle.  

- Poor map/hard settings:  If you start with the archer dwelling already built, upgrading your archers to marksmen day 1 may be your best option.  Another option, risky but proven successfull on larger maps in which main fights can happen no sooner than week 3+, you can build strait to capitol starting from day 1 keeping in mind that before week 3 begins you absolutely need your portal of glory and your castle.

b) other castles comming soon, my turn...  

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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted December 18, 2002 01:55 AM

I've got a ques about castle.

I suck using castle (my fault, castle is boring anyway ) But one thing I've noticed is the fact that castle has one of the weakest starting armies available (correction, the weakest) If you're blocked by anything of higher levels than level 3 or 4 week1 you'd better pray

So my ques is, any idea how I can get a starting army that can actually do other things than just moving around doing nothing?
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Tagged officially as Noobegian two years ago. This typographic material is strictly copyrighted. All situations containing abuse will be brought to court.

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tewilligar
tewilligar


Famous Hero
Just another willigar
posted December 18, 2002 03:00 AM

another castle tactic

If you know that portal of glory is out of the question,build for cavaliers.6 of these week 2 also do well,especially in the hands of tyris
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Gimmickless
Gimmickless


Promising
Known Hero
Cannon Maker
posted December 18, 2002 01:21 PM

Taking on wandering stacks w/Castle.

I may not be the best strategist out there, but I know at least how to take out wandering creatures without too many problems. I tend to play defensively against wandering monsters in the first place. Namely, I let them come to me instead of me going to them. Practically, I make a lot of use of the "Wait" command playing against wandering stacks.

You have Marksmen and Zealots as adaquate range units: use them to their fullest potential. Let them wait out the wandering stacks, allowing them to come into good striking distance (10 hexes, I believe) and let the arrows fly!

Melee-wise, let your Pikemen and/or Griffins take the brunt of the monsters' blow and counter with your Swordsmen (forgot the upgrade name, oops!). That double hit without retalition is really nasty. Follow up with a well-placed distant attack from your Champions to maximize their jousting capabilities whenever possible. Finally, let your Archangels bring down heavenly judgement and make them see that you are God! (Yes, I'm getting carried too away with this.)

Of course, I'm far from ToH material, so take my advice with the grain of salt it deserves.
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notmytohhandle
notmytohhandle


Known Hero
posted December 18, 2002 02:37 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 !


Hi, this is a good tacic since castle army dont like to face ranged units cause of the lack of strong fast units to recruit early, pikemen takes forever to reach monks and griffins usually not a structure u want to build if trying to get angels or even cavalery.Archers / marksmen are good but they dont have enough power to take out the monks without getting hurt themselfves and loosing marksmen can be devestating in early game.

usually when u try to get this dwelling it will be on grass since its a castle dwelling. thus morale aint seldom an issue when fighting 6 or 7 rounds. and usually one try to take this dwelling late in first week not seldom day 7, so make sure u got another hero lined up if a morale would take place, forcing yr magic hero to retreat.

Since if u dont succed in taking the dwelling day 7 u will not only loose the obvious extra troops, u also have to fight 9 new monks on day 1.

/Archie

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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted December 18, 2002 02:44 PM

Quote:
If you know that portal of glory is out of the question,build for cavaliers.6 of these week 2 also do well,especially in the hands of tyris


Yep.

And if you have a stables around, you can upgrade your cavaliers to champions for free
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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted December 19, 2002 08:08 PM

hmm that monk dwell tactic seems awfully familiar archie, havent we seen that one in a game earlier? =)

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notmytohhandle
notmytohhandle


Known Hero
posted December 20, 2002 12:46 AM

Yep i remeber that, a long time ago

i also remeber what i said so heres another bit of information about the opening a munk dwelling.

if u use 7 imps, the morale will kill yr hero or at best forcing him to retreat.

if u use 7 pikes u can afford 1 morale and still get away with it cause the last monk (if spellpower makes it 1 left) will not be able to kill 1 pike in 1 shoot.

I really doubt that this knowledge will benefit anyone lol
but its true

/Archie

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_HutijiN_
_HutijiN_

Tavern Dweller
posted December 22, 2002 04:10 AM

hey, about killing ranged guys. Am i wrong or does the ai just love killing goblins? I think they ai is intrested ing killing the fasted units with which they can reduce the most potential damage, making goblins a prime choice. THey ncie to have to soak up hits from ranged guys. Well maybe i'm wrong, but i think i'm right. well while i'm here i'll post a couple simple tactics that might help some newbie types.
  1st off, on any map, i think it's a good idea to guage build based on when u will fight your enemy. If u expect a week 2 fight, maybe a castle isn't the best idea. that 5k can help u get the drop on your enemy. And like frank mentioned, sometimes straight capital can work nice. But in general, it is a good idea to only buy the creatures you need to progress since it's good to have money.
  a simple tactic when fighting things that are faster then some of your troops is to bait them in with a single brave soldier. . that little bait guy can save u quite a lot of units specially when fighting large numbers of fast guys.
 Another thing to keep in mind is how u are grouped when u get into a fight with ai. if you are spread out with troops in all slots, usually, single level 1 units need to be present, chances are the computer willl spread out too. but if u stack your units in a large stack, they will do like wise, which is good depending on what spells u want to use to smash em.

   

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Hexa
Hexa


Responsible
Legendary Hero
posted December 30, 2002 09:19 AM

hmm Huteijn I odn;t think it works that way.
The AI doesn't copy your creatures stacks like u decribed.
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If you want to realize your dreams >>> you have to wake up!@

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SapphireRavyn
SapphireRavyn


Promising
Famous Hero
Bird of Extreme Patience
posted February 10, 2003 09:37 AM

Hey Archie! Is this the one you mentioned in the Gryphon Conservatory thread? If so here it is for those of you wondering to find
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It's not who wins or losses that matters, it's how you play the game. Honor before all else!

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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted February 10, 2003 09:48 AM

nice post xar,

the artillery tactics were new to me, thats good

And about that "candy" tactics, this is vital if playing for example shak. And also a reason why you need adv/expert tactics to attack some creatures. But it is kinda kewl if losing 1 trog and 3-4hags when taking a red drag dwell

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Kuma
Kuma


Promising
Famous Hero
u can type so much text in her
posted February 26, 2003 08:05 AM
Edited By: Kuma on 26 Feb 2003

The art of being lucky ( by Mollo & Gardener)

How many times have u heared this: "Man, I was going for some easy exp.points, but monsters got morale and killed some units."

There is one important thing for all u lazy bumms who start with a wait automaticly.

If u can lower the HP's and/or amount of monsters enuf so ur main attacking stack can kill them anyway, do it.
This way a smaller amount of monsters can get morale.

e.g. ur fighting wif speed 8 elves and speed 7 cents on grass against some speed 7 monsters.

U have 12 elves and 40 cents and ur fighting 2 stacks of 35 fams.
If u shoot halve damage on the fams ur cents can still easily kill the fams.


Only wait to shoot wif full arrow if u really need to.

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People used to call me crazy, but now that I'm rich I am excentric.

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted February 26, 2003 11:41 AM
Edited By: DoddTheSlayer on 26 Feb 2003

Nice one Kuma. Move the real heroes guide to the top right?
I would like to hear something from the vets about chaining heroes efectively.
Do most good players have a number 2 hero and if so which tasks would you assign him, and what is priority for main hero?

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notmytohhandle
notmytohhandle


Known Hero
posted March 22, 2003 03:03 AM

HAVING A 2ND MAIN HERO IS IN MY OPINON USUALLY A WAIST OF TIME. THERE ARE SOME OTHER PLAYERS WHO HOWEVER ALWAYS DEVELOP 2 3 OR EVEN 4 GENERALS (SORTA LIKE 2ND MAINS). THEY WIN SOME GAMES DUE TO BEEING ABLE TO ATTACK ON MORE FRONTS, AND THEY LOOSE SOME GAMES DUE TO THEY NOT HAVING AS FAST MAIN DEVELOPMENT / SEPERATED FORCES.

FIRST 2 3 DAYS IS ALWAYS GONNA BE RANDOM SCOUTING FOR ALL HEROES BUT USUALLY U FIND SOMETHING WORTH WHILE OR AT LEAST INTERESTING WITHIN THOSE DAYS. THEN U SET A GOAL WICH IS IMPORTANT FOR GAMEPLAN. WITHOUT GOAL YR CHAINING WILL BE RANDOM AND INEFFICIENT.

ITS HARD TO DESCRIBE CHAINING MOVEMENT FOR UNDERSTANDABLE REASON (I HOPE).

JUST GRAB THOSE BOOSTERS AND HIT YR GOAL DAY 1 WEEK 2.  

/ARCHIE

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Blitzkrieg_I
Blitzkrieg_I

Tavern Dweller
Viva o F.C.Porto!
posted March 28, 2003 12:16 PM
Edited By: blitzkrieg_i on 7 Apr 2003

For those who didn't know (like me)

How far a given hero can move is determined by the speed of the slowest creature in their army. This was taken from the H3 help file and is only related to movement in grass terrain and with no roads. When the terrain is diferent some modifiers have to be taken in account.

Slowest Creature / Speed(hexes)      
Super Slow - Extra Slow/ (1-4).......15 tiles
Slow/ (5)..................................16 tiles
Swift - Extra Swift/ (6-7)..............17 tiles
Very Swift/ (8)..................................18 tiles
Ultra Swift - Super Swift/ (9-10)....19 tiles
Quick - Super Fast/ (11-21)..........20 tiles

I was told that when heroes walk in diagonal (slalom) the rules are diferent. I checked it out and found out that it really is diferent! When walking solely in diagonal, the movement is as follows:

Slowest Creature Speed(hexes)
1-3............................10 tiles
4-5............................11 tiles
6-7............................12 tiles
8..............................13 tiles
9-21...........................14 tiles
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DEATH's Scythe: The Sadistic Bliss

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted March 29, 2003 05:59 PM

Thanks Archie.  I think i have the picture. i played random the other week and drew Rampart. First few days my scouts discovered 2 green dragon dwellings 3 unicorn and 1 pegesus. Although they also found guarded areas to break through i made the decision to chain them in such a way as to have all the Dwellings flagged before the end of week 2.  I won the game very easily.
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Retaliation is for the foolish. Silence is wisdom

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