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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 ]
Frank
Frank


Promising
Known Hero
posted March 10, 2004 12:41 PM
Edited By: Frank on 10 Mar 2004

17) Tactic of what to do during your opponent's turn.

During your opponent's turn you can check many things.

Check your tavern each day to see as many heroes your opponent have.  It's very hard to hide your main hero throughout the game...  Does your opponent have a scholar?  Do you know with what spells each heroes starts?  Does he have gold/resources providing heroes?  Tactic heroes?

Check inside every of your opponent's castles.  That sometime can give you info of the whereabouts of your opponent's main hero.  As a player you don't need to hide your main at all cost.  Its better to citadel all your slow troops and keep only your fastest when you are staying in castle for whatever reasons.

Check every monster groups you see on the map!  This is very usefull and should always be done when week change is close.  Look and remember what groups were packs, lots, hordes, etc...  When new week comes for all the groups that changed denomination you know almost exactly how many monsters there are and in some case, ie strong monster groups guarding key pandora, artefacts, etc,... that's very precious information!

- Frank




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Frank
Frank


Promising
Known Hero
posted March 10, 2004 01:15 PM

Last 2 games I did a mistake I hadn't done in a decade...I have to update the following tactic with a new entry in the list !

6) Common mistakes to avoid

- When you have a ballista but you don't have the skill, if blind plays any part in your fight... remove that ballista !  Give it to another hero.  I used 4 war unicorns and 16 grand elves to kill 45 archmagi.  I wasn't expecting that many but I would have still made it without losses if only that ballista didn't unblind that last group of archmagi !  The archmagi killed my unicorn, of course got high morale and then killed 4 of my grandelves...  Ballista can win you fights against horde goblins when you have only 1 harpy but it can also be desastrous in a fight.  Know when to use it and when to remove it.

- Visting a castle with your main hero and depart from it without having bought a magic book. Cost: at least 2 turns !

- Entering a combat in which you will have to cast ressurect but you forget to unequip the recanter. Cost: from some of your troops to your whole army + 2500 gold to rehire !

- Entering a combat with your main hero only for being able to rebuy it in another castle but you have the shackles equipped. Cost: all your artefacts + your main hero or (n) times 2500 gold if you are lucky to get it back in your tavern

- For any chain of heroes that has to pass through a town: Switching your troops IN the town to the next hero and depart from it without having transferred the needed artefacts. Cost: you get your troops implosionned whereas with the recanter...

- While moving towards opponent`s castle day 7 a Marletto attracts you just by the road and you end up short 1 tile from your target. Cost: instead of getting a free castle you end up fighting the opponent`s main hero with + 1 week worth of troops.

- You see your opponent`s main hero with few thunderbirds and you are in reach with dragon flies. What are the only 2 factors that can prevent you from ending the game right there given the fact that you have enough dragon flies to kill 4 t-birds at once? answer: more advanced tactic skill and speed artefacts !!! You think that 13 speed would be enough to kill 11 speed when the opponent hero isn`t Shiva and not standing on rough (barbarian`s terrain). Well cape of velocity +2 and Wayfaerer ring +1 is all it takes ! I had the swiftness necklace and being careless I didn`t equip it before the fight. To my big surprise I wasn`t playing first with same tactic level. What a great opportunity missed to end the game.

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Immortal
Immortal


Adventuring Hero
Transylvanian Dread Knight
posted May 21, 2004 04:02 AM
Edited By: Immortal on 21 May 2004

Frank, i think you can add to that list the situations where you end your movement near a mine and put all your troops except the fastest as guardians to get more movement next turn, but next turn you forget to take them back...
____________
You and which army?

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Frank
Frank


Promising
Known Hero
posted June 09, 2004 03:14 AM

Indeed Immortal! I did that before.  But the one mistake I clearly make so often it seems is get back to castle to get a book and depart from it without one.  In one game I did it in 3 seperate occasions!

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Vietnam_0i
Vietnam_0i

Tavern Dweller
posted June 09, 2004 11:19 AM

are Treasuries stacked?  i mean if i build two treasuries will i receive 20%?
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Frank
Frank


Promising
Known Hero
posted June 09, 2004 07:14 PM

No it stays at 10%.   Same reasoning with artefact merchants, the price doesnt go down if you buy more than one.

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angelito
angelito

Hero of Order
proud father of a princess
posted June 09, 2004 09:45 PM

Sorry to correct you here Frank, but it DOES count cumulative. If you have 5 treasuries built, u will earn 50% of the money u had at the end of day 7 as bonus on day 1 of the following week.

Example:
Your daily income would be 10.000 gold, u have 100.000 gold at the end of day 7, then u will have 160.000 gold on next day.


And about the artifact merchant....the stuff u can buy there will be cheaper if you build more MARKETPLACES.....

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Orion
Orion


Known Hero
Dark God of Ordered Chaos
posted June 09, 2004 10:39 PM

these are the spells if find best to cast on my stronger more important troops
fire shield (taking damage from fire shield then retailiation can cuase major loses), shield (the previous spell works even better becuase you might not lose any units so retal is even stronger), and 1 of the following prayer (general stat increase) counter strike (retaliate against multiple stacks) or  haste (get in and attack sooner if you play offensively) the point of all of this is to take as little damage as possible while dishing out the most after all fodder will not work on aeven a intermediate player so giving your strongest unit the etc defense and allowing them to do extra damage when attacked is very useful
also any items to boost morale luck medal 0f courage good 3 luck and morale  as well as vial of life and fisrt aid tent this will allow your strongest units to recover from damage and return to fall health (expert first aid good for this )also resitance downgrade there stacks and resist magic and combat speed boosting artifact golden bow
just destroy all enemy archers first (follow advice here and you can afford to send one lone unit in to a group of troops and leave others standing around becuase they will still win)
____________
Though I walk through the valley of the shadow of death,
I will fear no evil, for it bends to my will  

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Frank
Frank


Promising
Known Hero
posted June 09, 2004 10:51 PM

Angelito is right about the treasuries.  It does add up.  I've just tested it on the same map I had firsttested it like 6 years ago when it wasnt adding up tho.  So sometime in between versions or HOMM3 new game it changed.

Maybe angelito can explain to us how artefact merchants prices are computed.  I've seen prices for one particular artefact be 20 sulfurs (example) increased to 30 sulfurs the following week eventhough I had still the same number or even more markets...

One last thing about the treasury.  I play many different maps and building a treasury in a rated game is already exceptionnal, I doubt you'll ever be in a position in which the outcome of a game depends on if you build a 2nd one or not !     In long campaings I bet it can be usefull.  

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Frank
Frank


Promising
Known Hero
posted June 09, 2004 11:42 PM bonus applied.
Edited By: angelito on 1 Apr 2005

18) Fighting technic

This is the hardest for me to explain in details but since it may be the most precious tool I may provide you to improve your game I will try my best to be clear on what you need to achieve in any fights with map monsters.

First you have to define your needs.  If the group you want to attack contains walking units that can reach your troops in 2 turns, you may want to wait until you have either tactic or mass slow.  Its easy to mess up starting a game attacking lets say horde centaurs captains, they morale of first turn and if not destroys your archers, they keep you from using them.  If your archers were what you needed to kill the centaurs then you are doomed.  Starting a game you have to plan your fights accordingly to your hero's skills.
Zombies and Golems are perfect for they have high Hit points which translates in a lot of experience points for your main hero and they cant get morale.

a) Against walking/flying units.

This is basic layout for a typical main hero army against walking troops of speed 6 or less starting day 1.  Lets say you dont have tactic.  Try placing your troops in that order: Your best archer group - your best walking group - your 2nd best walking group or an expandable single unit - ex single unit - ex single unit - ex single unit - 1 unit of your fastest flying unit.

For fortess that would be 20 or so lizards - 40 gnolls - 30 gremlins/goblins/trogs/etc... - 1 of the 2nd best group - 1 of the 2nd best group - 1 of the 2nd best group - 1 serpent fly.  Depending on what you fight, morale can be of a more important factor than bringing that 2nd best walking group of a different town type.  Try both ways and see for yourself.  Ok so now we are in place.  Typically the walking units you are attacking will be divided in a number of groups so that your best walking unit can't kill all of them.  I'm sure there is a rule defining how thats done but its a little ahead of what is really the point I want to makeout here.   So lets say you have 5 groups of 9 dwarfs to fight:

Your achers wait on their turn so that a group of dwarf can travel close enough of them to deal full damage.  What your archers have to accomplish is to reduce the groups of dwarfs from 9 to about 4 starting from the first group of dwarfs to move, ie the upper group on your screen.  Your 40 gnolls will finish off the groups of 4 dwarfs.  All the single units move toward creating a ''shield'' in front of your archers so that the dwarfs can't reach them directly.  The job of your flying unit will be to attract as many group of dwarfs to the bottom part of your screen hence bying some time for your achers to get more shots in on the dwarfs before they ever reach the ''shield''.  The reason why you have to start shooting the dwarfs in order of their turn to move is simple.  If fought on grass the dwarfs have the same speed as your lizards and gnolls.  So if you ever get in a position in which all groups are close to your shield you can expect the first group of dwarfs to be down to 1-2 units. So they cant do much damage.  Then lizards shoot the following huge group of dwarfs.  Then a 2nd group of 1-2 dwarfs move.  Still no harms done.  Then your gnolls can move...  So if you follow the reasoning, shooting at which groups move first avoids you to endure the attacks of full groups before ever getting a chance to move your important units.  Thats reasoning also help you understand why archers are to be placed in first slot rather than in the 7th even if you have tactic skill.

Thats a lot of information to diggest and I which I could bring the whole example to be more visual...  Pratice it is much better than reading about it.  

A little toh culture: if your opponent tells you that he had to make some zombie dance, it means that he had to attract zombies off his archer group.  Sometime that can even mean that his archers had to move around hoping for some morale to get as many shot off before going hand to hand attack.

On a final note, skills like archery, slow, offence, bless can greatly improve your potential for such fights.

b) Against archers.

You have to know what you are fighting against.  Don't make mistakes about the speed of the units you are attacking.  Whereas against walking unit such a mistake can be overcomed, against archers it can mean having to retreat.
In any case, fight against archers should be avoided as much as possible first week.  But if you have to fight them, heres how you can minimise your loses:

You have to have either haste or units that can reach in no more than 2 turns.  What is very helpfull is being able to count on a 2nd group of expandable archers.  Like if you have grand elves and your 2nd tavern hero provided you with gnolls the opposing archers will 90% of the time aim at your weakest archer group.  You have to place your groups slightly differently than for a fight against walking units.  I would place my army like such: 1 centaur - grand elves - 1 centaur - main centaur group - expandable walking units - expandable archer units - 1 centaur.   In such fights the morale you might be getting is much more important and I would recommand only bringing troops of the same town type unless you can count on some leadership/2nd archer group.

Skills like tactic, haste, magic arrow can help you a great deal in such fights.

Archers becomes very easy to fight when you can count on lvl 6 units as I explained in a previous tactic post.  Also as soon as you can block all archer groups via either expert tactic or mass haste than you are in buisness.

You can never be too cautious attacking archers especially if you see lots week 1.  Whereas 25 might be doable with minor loses, 40+ would mean sure death.  You have to know your maps/templates and only practice will tell you what to expect.  If you see an archer group guarding 2 different things like learning stone and artefact or obelisk and ressources or any combination of assets, you can bet the group will be closer to 40 than to 20...

- Frank.



EDIT by angelito

+QP given. Very nice info. It磗 never too late to reward good stuff..




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Lancelot
Lancelot


Hired Hero
posted June 11, 2004 09:41 AM bonus applied.
Edited By: angelito on 1 Apr 2005

FORTRESS

FORTRESS

First time sorry for my bad English, because I'm Russian

I attentively read this topic, but didn't found anything about fortress. I made angry, because it's one of my most likely castles, so listen about it.

1. Don't forget that wyverns needs only lisards to be built. So if starting difficulty 160- (with resourses 5-10 wood and ore) and if lisards are already built, you can build and take 2 lvl 6 units at day 1!

2. Playing fortress you always start at swamp, which has /2 movement penalty for every units except fortress. So when you buy 3rd hero (he usually is not fortress hero) to take mines, gold and resourses, remove all his units to castle and buy 1 gnoll. Because a hero with 1 gnoll (speed 4) will move on swamp FASTER than a hero with angels only!!! And this is the reason that when you take conservatory in swamp, remove taken angels from your main hero until you leave swamp! If your main has minimum speed 5 (upgraded lisards) and angels, you will move half as speed-5-army on the land.

3. Playing difficulty 200% you need first to build town hall, buy 2nd hero (theese things - in any order) and build wyvern dwelling at week 1. Better is to build a city hall and wyverns, but it's usually hard to take 40 wood at start

4. The best fortress hero is Tazar (armorer specialist). He starts as other beastmasters with 0 4 1 1 and takes defense only But it's good not to lose army in combats. Beware getting 3rd level! At start Tazar has advanced armory, so when he got lvl 2, you are between take expert armory and a new skill. If it's logistics or tactics, this is not a question, but if it's leadership or archery, remember, that if you don't take it, next (3rd) level you will be between two basic skills, which may be eagle eye and navigation

5. Playing at 200% difficulty you should know, that hero Bron (vasilisks specialist) is only one hero, which has unit 4 specialisation and takes them at start. He has 3-7 vasilisks at start and can kill (with other units from second hero, such as 35 gnolls and 6 lisards) for exumple, horde of 60 boars. No one hero except Shakti and Galthran can do it at day 1.

6. Playing rush games (where opponents meets ealier than week 4) upgraded serpent flies are the best units to block enemy archers. They has 13 speed and can atack (or fly without atack if it's only 1 serpent) 1-hex archers standing in front of them on any land, and they has 14 speed at swamp, so they can simultaneously block 2 arching units. 13 speed of serpents and only 2 merc and sulf for upgrade makes your turn first against any opponent if you atack him (except upgraded pegasus on the grass, if you has tactics, and opponent doesn't has), so you can cast mass haste or mass slow first if you have it.

7. Remember, that fortress castle is one of castles who needs water nagic expert more than else. Mass bless fery needs for lisards warriors (2-5) and serpents (2-5). Teleport hydras near to enemy archers is fast than move them with speed 5. Teleport mighty gorgons to enemy lvl 7 units equals their death.

8. Btw, about gorgons. Stone gas kills about <mighty gorgons number>/10 units more (sometimes 11 mighty gorgons kills 2 units more). So if you take utopia with Tazar 10 17 5 5 stats and 30 gorgons, you can atack 6 reds with them. 3 will die from damage and 3 will die from stone gas. Mighty gorgons are the best instrumets against lvl 7 units. Don't forget that you need to have a resourse silo to upgrade them, so build it as soon as possible after capitol - you will have 5 more wood and ore if you built it 5 days ealier.

9. Fortress is one or the most powerful castles for the following reason: it cat take additional wyverns killing serpents (don't remember this building name). Regularity is <serpents number>/7.5. Any castles only takes them, but fortress can upgrade them. The easiest way of takng them is following:
Take 1-2 hydras and enter. Kill all serpents. That's all If your hero isn't Tazar or if your Tazar has lesser than 8 defense, max random (18*5 serpents) can kill you 1 hydra, so you can take 1 your serpent additional to hydra, to cast shield ar stone skin. Even if you lose hydra, you will take 12 wyverns here




Edit by angelito

+QP given. Usefull info for playing fortress. Sorry for the late reward..

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Lancelot
Lancelot


Hired Hero
posted June 15, 2004 07:05 PM
Edited By: Lancelot on 16 Jun 2004

Tower?

Hey Frank!
You write very interesting and useful But it's interesting to listen in detail how to play other castles, as I wrote about fortress
Particularly, it's VERY interesting your strategy of playing tower! Everybody knows that it's not strongest castle. So explain us, how to play it? In what order it's better to build? (for ex. magic to lev 4, then upgrade titans, or no?)
Most interesting for me is how to take utopias playing tower w/o urgraded titans? Because when I play tower, I take utopias only to have money to upgrade them And usually lose too much army...
Need I play any fighter hero with tower (Shakti, Gurnisson or any archer as Wristan) or should play wizards as Aine or Solmyr if it's not banned?
Sure, I mean size L and XL.
Sure, I mean difficulty 130-160.
So please answer
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justdoing
justdoing


Adventuring Hero
#2
posted June 17, 2004 10:43 AM

under 160, with tower, you should,

0, choose gems as starting bonus
1, upgrade gremlins on day 1, with 70~80 of them shooters you can easily win a lot of fights(against troops that are slow, a maxmum speed of 6, to be exact, also, the enemy's total hit points should not be greater than 1200).
2, build townhall to ensure income.
3, about half the time you can build naga in week one, if so then try to upgrade them in week two and you will find this naga queen and master gremlin combination very effective.
4, try not to use magic heroes, unless its a rich map with a lot of resource, especially when you are expecting an early meeting with the opponent.
5, any might hero with archery/armorer/tactics would be a good choice.
6, it is hard to take utopias with tower, so don't give your opponent time to take them, fight as early as possible.

here are the autosaves of a fight between two veterans, tower beats human. just download the files into one folder and extract part one to the games folder of your heroes game, and study them in hotseat mode.

Part one
Part two
Part three
Part four

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justdoing
justdoing


Adventuring Hero
#2
posted June 17, 2004 10:51 AM

try to download the saves some time later, there is a problem with the server right now.

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TheRealDeal
TheRealDeal


Promising
Supreme Hero
Foobum* of Justice!
posted June 18, 2004 05:55 PM

Here's a little strat: When facing: Phoenix's.

When you're against large stacks of them, they revive with a big ammount. (you've obviusly also got a big stack of units, and you want to get rid of it, becuz it hurts us )
you take a unit, not you're strongest(i'm talking about overall damage, not level of the creature) And fokus the thing. When its at 50 % of its stack(how early og late it may be) cast a spell, kill a ranged unit, fokus the phoneix till it has about 30 % of its stack(varies), kill another ranged unit(seeing that they should have both ranged units), then make it have about 5 % of its stack(3-4 is ok) Kill of some unit that is annoying you in someway, and then kill of the phoenix, it's selfressurect wont have to much of an affect, i've tested this loads of times, and its worth gold. I've tried it different ways, but this is the best way(i've always hated that there was SO MANY OF THEM)

A titan strategy. This is also kind of late game. Teleport you're weakest unit near the titan, and fokus it with you're ranged units, while your melee goes after their ranged units. Lets say you're Fortress and don't have so much magic(like teleport) place dragonfly or wywern next to it, attacking a near unit(NEVER THE TITAN) because it will take to much of the units hp early on, then finish it.(seeing that the lizardman is you're only ranged, use the gorgon against it, ITS GOLD) Just a few hints.
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*We all know the that Foobum is the class of all that is Cake.

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tw1zt3dkl0wn
tw1zt3dkl0wn

Tavern Dweller
posted June 19, 2004 12:05 AM

some1 should go through here everyday and copy the really good tactic and make a link of just them it would be a helpfull way to get to them without having to go through all the blaw blaw blaw
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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted June 19, 2004 07:02 AM

yupp, ballistas works as 2nd level units.

Meaning you dont get any 2nd level units with heroes that bring ballistas. Thats why getting lizardmen and no ballista is impossible on for example gerwulf.

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grendal
grendal


Adventuring Hero
posted June 20, 2004 03:07 PM bonus applied.
Edited By: grendal on 21 Jun 2004

Here is a couple additional thoughts on Franks' last post. (good or bad )

First off i think the most important thing to learn in heroes is the speed of individual creatures and which order their turns will occur in a battle.

If u are fighting slower creatures, i fight them from the left (or uppper left hand corner of battlefield) and do as Frank describes.  But if im fighting creatures of equal speed (example is horde of centaurs compared to marksmen) i fight them from the bottom right hand corner of the screen.

Since u attack the horde of centaurs your marksmen will go first in round one, but after waiting in round one and shooting with no range penalty, in round 2 the first stack of centaurs will move and attack first.

So what i do is position my men as follows: slots 1 thru 4 contain 1 creature (fodder), slot 5 will be 10 or so pikemen, slot 6 the rest of your pikemen, slot 7 my marksmen (intentionally leave out any griffins in this battle because they are the same speed as marksmen and to fight from the right hand side would make the marksmen (slot 7) second to go from your army if griffins are in it).

Once im set i attack and create the shield as Frank suggests except the 1 creature in slot one will be sacrificed to the  attack of the centaurs in the second round.  During round 1 i move the first slot creature as close as possible to the first stack of centaurs without being in reach of an attack first round.  By doing this i will ensure my marksmen will be able to attack every round before all other centaurs can move.  So typically in 2 rounds of the battle against 4 stacks of centaurs. My Marksmen gets shots at the last 2 stacks of centaurs before they get to attack. The first stack of centaurs kill my singleton creature on the left hand side (and they are not in range of other creatures until round 4.  The second stack of creatures will get an attack on my shield but more than likey will be on a singleton creature in my shield around the marksmen.   And my large stack of pikemen can attack these centaurs round 2.  So after 2 rounds of the battle. My marksmen have taken out (or extremely reduced the quantity) of centaurs in the 3rd and 4th stacks.  The pikemen have taken care of the second stack and the first stack of centaurs are not in range of an attack for the third round. In the third round the first stack of centaurs will go first,but because of the range they wait before they move.  Next is the marksmen with a broken arrow.  Here, for 2 reasons  i will intentionly shoot with the range penalty.  This reduces  the amount of centaurs in the stack in case they get morale when they do move.  Also by shooting with the marksmen and defending with all other stacks, my marksmen will go first in the 4th round and kill that first stack of centaurs.

Also the reason i have a stack of 10 pikemen and the larger stack with the rest is if by chance the centaurs morale on u, u can still take an attack on your shield and have your marksmen protected afterwards


I agree with Frank that this is extremely hard to explain.  But knowing all creature speeds and then practising these types of battles will give u a much greater understanding of what im trying to explain.


Also when attacking a horde of slow moving creatures (i.e dwarves) sometimes its better to fight from the bottom right hand corner of the battlefield but only if i have a balista.  Sometimes u dont get the flies or sprites or faster moving creatures to make those dwarves "dance".  By fighting from the right side and using a singleton creature to draw the dwarves to the left side, u can use the balista to keep the attention of those dwarves on the left hand side.  Being on the left side, those dwarves will get in range of the balista and continue attacking it (never moving on your troops because they are not in range).  This gives your shooters many more shots and it can be extemely important against a fight of 99 dwarves.

Finally, against shooting creatures, im not quite sure whether the shooters attack the weakest stack of shooters u have or its more they attack the weakest single unit in your army.   For example if i have 7 gogs and 22 marksmen in my army, the computer shoots almost always my marksmen first, ignoring the gogs.    As well i find occassionally (second round often, if i move them closer) that the computer shooters attack imps and trogs first before they attack any of my shooters.


____________
Life is full of frustrations, heroes should help release it!

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Lancelot
Lancelot


Hired Hero
posted June 21, 2004 10:07 AM bonus applied.
Edited By: angelito on 1 Apr 2005

DUNGEON

Some things about playing dungeon.
It's not my best castle and I try to play it better from time to time, learning and getting experiense playing it. So, listen and fix my mistakes

1. Dungeon is one of the castles that's difficulty to play, but one of the strongest.

2. Dungeon has the best set of heroes. If "log born" aren't banned, you can chose Gunnar with tactic at start. Tactic needs to close evil eyes, harpies and general stack of trogs from damage with single troglodites. And it's very useful when fighting later against strong archers to block them with manticores or minotaurs with tactic expert.
If "lvl 4 spells" heroes aren't banned, you have a chose between 2 resurrecters and 1 meteorist Jeditte and Alamar aren't useful at M map, because has no earth magic at start and can't resurrect a lot. Then Deemer is more useful, because if you have a well near castle, he takes levels too fast with meteor. Remember this: Alamar has scolar and wisdom at start, so you can pick him, get about 3-5 levels and then learn resurrect spell with your fighter main hero if he has wisdom advanced. It's useful at L-XL maps.
If you play 200% difficulty at the strong map you can select Damacon (350 gp per day), but I never do this because of other nice heroes.
One of the best main heroes is Shakti (trogs specialist) wich starts sometimes with 110+ trogs! So I prefer to play him at 160-200% difficulty if Gunnar is banned. Playing him at 160% you should buy second hero, upgrade trogs day 1 and play Shakti with 150 troglodytes and speed 7 of them. It is a POWER! For example, Shakti (and Galthran sometimes) can take griffin conservatory with 1-2 angels at day 1!
Dungeon has nice caster heroes (spell power 3, knollege 2 at start) so you can take monks dwelling (hi Frank ) with theese heroes. Getting levels, they take only sp and knol, so I dont like them as mains
Lots of other dungeon fighter heroes has tactic at start (Dace has tactic and offense) so all of them are good to become main hero.

3. Early game with dungeon means "kill anything with trogs and don't lose them". Maybe you'll say "NO", but dungeon archers are too expensive and weak at the beginning of the game, so you'll fight with trogs. Not to lose them is use tactic (or without it) and make a wall of single trogs before your general stack of them. Trogs does a lot of damage (especially with bless) but dies too fast. So you should play using them only as damagers. It's easy to kill melee-atack monsters with dungeon, but be careful of such units as lots swordsmans, basilisks, pegasus and so on - when trogs begins to take damage, they'll die soon. Sure, fighting against archers means tots loses of your general damagers. Avoid it you can upgrading harpies and using tactic advanced or more - to block archers with single harpy, waiting while trogs come to enemy

4. Dungeon is dangerous to play at 200% diff, because evil eyes needs 1 of all resourses to build, and all 4+ units needs evil eyes to be built. So playing 200% you need to pick sulfur as starting bonus.

5. When you want to upgrade harpies (1k +2 sulf +2 cryst) count your sulfur before! Have you 5 + 4 + 20 for manticores, lvl 2 mage guild and dragons? (I usually forget about lvl 2 mage guild before dragons (()

6. Dungeon has universal set of army, but it's very expensive. You can play any combination you want - minotaurs kings + beholders + infernal trogs, or manticores + medusas + evil eyes, or evil eyes + medusa queens + infernal troglodytes, or reds + scorpicores (then put dragons before scorps to have them 1st atack because they have equal 11 speed). It depends on your money and resourses. For example, you have lots of money and magic gardens around (40 gems you have ), but have mo sulfur. Then you can build minotaurs with castle (week 2 diff 200), then upgrade them and have 8(9 on your land)-speed unit, that can kill enemy archers with tactic expert (2~5 lvl Shakti) at 1 round. Buy evil eyes, infernal trogs and medusas (if you have money) - and you'll kill anything that can shoot, fly or creep

7. Magic pool (don't remember this name) that doubles mana. Computer playing dungeon NEVER builds it. So visiting computer dungeon castle build it first do double your mana
Visiting magic stones (don't remember they name too ( - that gives you +1 sp or knol for 1k) with main hero you should chose spell power because of magic pool you have!
Don't keep second heroes in castle at day 7 (exceptually you have something of legion) - they'll take it instead of main hero.

8. Dragons. Playing resurrecter remember that "nerve cells aren't restorable and black dragons aren't resurrectable". Maybe you don't need to upgrade them?
If computer (or player) CAN atack your dragons the way that they'll retalliate to your army too, it'll DO it. So place your dragons between 1-hex units if you have more than 4 different units in army.
Remember that blacks are immune to all magic. Use is at 100% effectiveness. Playing against casters they're the best. Playing against heroes that have mass slow - too (especially if you have mass haste but move later than him).
If you see several fairy dragons, take 3 blacks and nobody else in this combat! Fairys can do nothing against them. But they can kill reds with meteor or chain lightning.
Entering utopia with blacks you have time to cast mass haste. Then scorpicores will move ealier than golds, and minotaurs - ealier than greens and reds. If it's Shakti... he-he, sometimes trogs atacks ealier than greens and reds

9. Taking crypt with Shakti place general stack of trogs at 1st place - to kill vamps 1st turn. Taking it with other hero with infernal trogs at your land don't take harpies with you - you must have speed 6 and atack vamps 1st time.

That's all now. I'd like to listen some criticism and some add-ons.

Frank, where are you?




EDIT by angelito

+QP given. Same usefull info as the one about fortress one page before.
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Pengu
Pengu


Hired Hero
posted June 21, 2004 11:30 PM

Well, dungeon is a nice town with versatile armies, but u sure have to pay alot for it. minotaur dwelling cost as much as uni dwelling and manticore dwelling is even worse. and Minotaurs cost a fortune as do scorpicores. If the armies and army buildings were a bit cheaper and it had a few more useful heroes, i'd take it anyday.
The lvl 4 heroes and log heroes are almost always banned which limits dungeon alot. Only Dace i find acceptable. Shakti is decent, not more. Dungeon has among the best units and the best add on buildings. Portal of summoning is nice as double mana. But lack of good heroes and the cost to buy armies makes it tough especially if map isn't rich.

But then again there is inferno, hrrr
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