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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 69 pages long: 1 ... 6 7 8 9 10 ... 20 30 40 50 60 69 · «PREV / NEXT»
Frank
Frank


Promising
Known Hero
posted August 31, 2004 07:17 AM bonus applied.
Edited By: angelito on 1 Apr 2005

19) How to play Tower tactic

Whichever the starting difficulty of the game from 100% to 160% the challenge is the same.  At 200% you may want to build towards economy and try getting giants + castleweek 2.  Master gremlins can sustain 2 weeks of fights.

How to build a tower main hero.  Many skills are interesting for tower heroes but you need to stay focussed. You need to get logistic and air magic first.  Armorer, Offense and archery then.  Wisdom can wait.

1) Get a might hero working with master gremlins.  What you need to do though is select your fights carefully.  You need to avoid fighting archers as much as you can.  KEEP YOUR MGs ALIVE !

2) Try getting as many nagas you can for the first week.
HINT : 5 buyable nagas week 2 are better than 6 nagas from which you can only buy 1 starting week 2... Your main hero should then only carry nagas.  With 4-5 of them you can kill anything almost.  Lots archers of level 1-3 close to hordes can be killed easily if you have expert armorer.  A 2nd hero has to be active with the remaining of your troops.

3) Get castle and giants week 2.  This is essential.

4) Starting week 3 if you still have at least one week ahead of you before a main fight can happen you can easily use 3 fighting heroes.  Giants are formidable.

Topias are hard to do with tower.  But if you can get angels out of conservatories and/or mass haste with a good might hero (ie expert armorer/offense)... You can do all topias but maybe one maxed out with 3 giants 10 naga queens all your golems and gargs and 3 groups of master genies.  This will have you sacrifice your gargs and some genies.  Never bring master gremlins and magi in a topia unless you have ressurect.

5) If you were patient enough to get at least 3-4 markets before trading your ressources you can upgrade those giants late week 3 or starting week 4.

Tower with all troops bought can match any army.  Then its only a question of how well you know how to fight.

For the games that last less than 3 weeks tower is still very good.  Spells, sp and mana would play a bigger role then.

Tower is maybe the most underrated castle type of all.  On balanced template I had no trouble getting rid of the rampart/castle power users...

Last thing about tower, neela is a great hero.  Some of you dont like scholar but remember it can provide you with chain, meteor or ressurect very easily.

- Frank



EDIT by angelito

+QP given. Nice and very usefull infos as usual. Late reward, but not too late i hope

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justdoing
justdoing


Adventuring Hero
#2
posted August 31, 2004 01:35 PM

very good post but Frank you've seem to lost track of your tactics, this should be the 19th one.

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Frank
Frank


Promising
Known Hero
posted September 06, 2004 05:25 PM
Edited By: Frank on 11 Sep 2004

20) Why conflux is not allowed.

a) Only castle with which you can easily kill a legion of golems day 1.

b) Only castle with which you can kill a legion of golems week 1 with 2 different unit.

This list could go up to z) with even more crazy advantages conflux has over all other castle type.

to be continued...

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Frank
Frank


Promising
Known Hero
posted September 11, 2004 07:15 AM
Edited By: Frank on 11 Sep 2004

21) Building an army tactic

An army consisting of one large group of anything + single lvl 1 unit will perform better than an army consisting of an average number of several levels of units.

As soon as you have a clear you of your land, figure out which unit will give you the greatest advantage.  If you have an outside dwelling like pit fiend for inferno it will be a better strategy to build castle and pit fiends dwelling in your castle even if you have to neglect building efreets dwelling doing so.  With all your pit fiends week 2 you can accomplish greater task like huge blocks, conservatories, full dwarven treasuries, naga banks, etc...


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Frank
Frank


Promising
Known Hero
posted September 13, 2004 10:55 PM

To Splexx

22) Fighting strong stack of archers week 1 with lvl 1  & 2 tactic

The best tactic: avoid the fight !   If you dont have any options.  You have some ways of lowering the cost of such a fight.

I suggest you use either a hero with leadership or a high sp hero with magic arrow.

Have as many single high speed unit that can reach archers with 1 morale.  Advance all of them right away.  Wait with your main fast walking group and advance on the return of round 1.  There is a chance that opposing achers shoot all the single groups in front of them round 1.

Use haste on something you can afford to sacrifice like pikes, goblins, trogs.

Bring 2 different archer group.  Most likely the archer group not of your starting race will sustain at least for the 1st combat round.

In any case, never fight such a group if you dont have anything that can reach the archers in 2 turns.  If the archers are faster than every units you have and you cant count on haste find something else to do.

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Frank
Frank


Promising
Known Hero
posted September 20, 2004 09:59 AM

23) Killing harpy hags with rampart.

Week 2 with dendroids you can kill hags without losing any of your centaurs.  Split your dendroids in as few groups you need to shield your grand elves.  With tactic you may need as few as 3 groups.  When the hags attacks your dendroids they will be entangled leaving sitting ducks to shoot at for your grand elves... If you combine that tactic with cure you can virtually kill throngs of hags with as few as 14 grand elves and several dendroids.

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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted September 20, 2004 08:02 PM

Quote:
20) Why conflux is not allowed.

a) Only castle with which you can easily kill a legion of golems day 1.

b) Only castle with which you can kill a legion of golems week 1 with 2 different unit.

This list could go up to z) with even more crazy advantages conflux has over all other castle type.

to be continued...



Thatīs so true.. But you are forgetting something: Conflux is expensive.

Conflux is a good town, but itīs not too supreme. You can easily lose against any type, if your enemy has advanced more than you have. When you are playing expert or impossible, you are in the same position as the other towns. The power of conflux slightly grows, little by little. If you play on easy to hard difficulty, any town can win. Against human opponents conflux isnīt always good.

Elementals have way too many immunities. 4 types of creatures can survive an armageddon: Magic, Magma and Energy Elementals and Phoenixes. Thatīs an advantage! Conflux is very good, but better tactics can wipe out any town.

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Frank
Frank


Promising
Known Hero
posted September 22, 2004 08:31 AM

Bah we musnt play the same game then.  I play homm3 how about you?  I lose nothing with about the same army.  And please stop telling me my dendroids do not retaliate I'm getting sick.

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haile73
haile73


Promising
Famous Hero
posted September 22, 2004 10:37 AM

unupgraded version: Harpies (retaliation)

upgraded version: Harpy hags (short: Hags, no enemy retaliation)

A vet should know stuff like that =)

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csarmi
csarmi


Supreme Hero
gets back
posted September 22, 2004 10:38 AM
Edited By: csarmi on 22 Sep 2004

How would they retaliate to an enemy with the "no retaliation" ability such as the Harpy Hags are?
Yes, I am playing heroes 3 (version 3.2 I believe).
Aren't you talking about harpies (and not harpy hags)?

Then what you say makes sense, but it's not so important since grand elves has 7 speed, harpies have 6 so you can shoot them down. Moreover, if there are too much harpies for your grand elves to handle, that's too much for your dendroids (55 hp, they survive the attack of about 15-30 harpies only) too.

To make it even worse, dendroids retaliate only once per round so you have to place them very well to bind all harpies in time.

So this strategy is not too useful (as for normal harpies (not hags!), you have already described a good strategy - let them come to you one-by-one, kill them with centaurs and shoot with grand elves).

Sorry that you are not feeling well. You should see the doctor maybe?

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Frank
Frank


Promising
Known Hero
posted September 23, 2004 12:35 AM
Edited By: Frank on 22 Sep 2004

I'm not sure what you mean Xarfax. I dont pretend to bring only new stuff up. So I presume you are trying to implie that I keep things to myself.  Well, I dont.  My game isnt based on things no one knows.  My game is mostly based on doing as less mistakes as possible. I often write strategy during my opponent's turns as I made something I liked the previous turn. Thats the source of my inspiration.  If its written somewhere else I guess someone somewhere enjoys this game as mush as I do...  

24) How to fight against archers tactic.

This is usefull to know as you sometimes have to fight them archers week 1/2 with no ways of preventing loses.

As I previously mentionned, 2 skills helps more than anything preventing loses on a might hero.  Tactic and Leadership.  But you have to know how to place your troops, how to slip them and which to bring to the fight.

In a fight vs 94 master gremlins I had basic tactic and advanced leadership on tyris.  This is day 8 en route towards a dwarven treasury.  That brings me to tactic #25 following this one.

I managed to bring to the fight 8 swordsman - 6 monks - 15 archers and some pikes.  I split to 2-4 swordsman.  You can move both these groups right off.  Archers will shoot at either your weekest archer group or at your walking lvl 1 unit.  What you have to achieve is either block them grems or at least do some damage on them before they get their turns.  That way you get them to either shoot at different targets and most likely not at your achers.

If you get into a fight in which your marksman/grandelves  shoots first.  Remember this is with morale potential only.  Then I split my achers in as many groups I can with maybe 1 spot left for my strongest or fastest walking/flying group.  You get one chance of morale after both shot being fired.  So that way you improve greatly the odds of getting a morale rather than if you had left all your archers in 1 single group.  Its basic maths and it works.

Strong level 4, 5 and 6 groups should always move toward the opposing archers if you have archers in your army and/or unit of lesser levels.  If you dont have archers then you have to wait on your first turn if you dont reach the other side in 1 move.

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Frank
Frank


Promising
Known Hero
posted September 23, 2004 12:42 AM

25) What should you be looking for every first day of each week tactic.

- I often do money buildings the first day of a any given week because it allows me to buy all I can before going in and still manage to build something in my town with the money I get from the dwarven/crypt/bank/cache/stores.

- Sit on a stable day 7,14,21, etc...

- Get your link ready for replenishing troops to your main hero.

You have to keep in mind that each new week you get many times stronger and so you have to forsee what will grant you with the greatest advantages the upcomming week.  It helps to scout the money buildings that way you can progress starting from the easiest/closest to the toughest/most distant.  You may get nice skills doing so and more gold for more troops thus making the last buildings to visit that much easier.


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Frank
Frank


Promising
Known Hero
posted September 23, 2004 07:43 PM

Csarmi is right about the miracle  If you need a one, leave those archers in one group.  I suggest you avoid those 'you need a miracle' fights though.  The calculation described by csarmi is also true for walking and flying units.  A whole group of any given unit will always have a shot at doing more damage then the same number of those units split in 2-7 different groups.

Thats why I'm talking about minimizing your loses and not risking to lose your army alltogether.  So for a normal fight and only when your archers shoots first at the oposing archers, then you better split them.  I've gotten significantly better results that way.

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justdoing
justdoing


Adventuring Hero
#2
posted September 24, 2004 06:29 PM

i have to agree with frank on this one. when attacking shooters, top pick is to split fast units to 1, 1, 1, 1 and so on and main hoping to block at least one of them in first turn with 1's, if you don't have fast units then you can split shooters no matter they are fast or slow it does good only, UNLESS your shooters speed is the same as the enemy shooters, which doesn't happen that often.


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frank
frank


Promising
Known Hero
posted September 25, 2004 12:43 AM

Xarfax, my splitting archers tactic addresses only to fights against archers.  Not against walking/flying units against which I never split my archers with only exception being inside money buildings.  Example if I have 40 grand elves I will split then for 20 is largely enough to kill any amount of medusas in a store.

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JohnStalker
JohnStalker

Tavern Dweller
posted September 29, 2004 11:36 AM

Anyway i have a tactics related question : does the hydra - dragons fly - utopia trick work on 130 also, or just on 100% . And if os please give me a hint on how to do it.
____________

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted September 30, 2004 06:21 AM

I have read this thread a lot and every now and then somebody mentions skills like eagle eye, mysticism, learning etc. in a negative way.
Now i am not saying that i would want any of these skills on a main hero, but i would like to encourage posters to say something good about these skills.
E.G. has anyone out there been forced to take a skill they did not want, but actually found themselves winning a game they might otherwise have lost because of this?
Plus which of the so- called poorer skills have you found to be the most useful on heroes other than your main?
Sorry but i am bored and i hope these are not stupid questions.
____________
Retaliation is for the foolish. Silence is wisdom

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Frank
Frank


Promising
Known Hero
posted October 01, 2004 06:38 AM

There is one skill that most people dont even consider which I think can be a life saver...   Ballistic.  I recall of at least one game on battle for honor against a great player.  I was looking to attack day 7 and on the way in I tried to get expert earth to go with my meteor.  So I was offered either expert earth or basic ballistic.  I took ballistic.  It turned out that if I hadn't taken the opportunity of casting first every round I would have died in that fight 100% sure.  It came done to one magic arrow on his last 14 trogs or otherwise his turrets left and magics would have killed my last unit.

If the asiegee doesnt have artillery and you have ballista you will go first every rounds no matter what.

I often get to battle my opponents sitting in their main castles and believe me, balistic is really worth it.

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 02, 2004 12:18 AM

Thanks. That is useful
Ok I think i have something usefull here.
I have wandered about the Frenzy spell and if you cast stoneskin first whether or not that extra defence gets taken into account,  so i used the map editor to create a battle to test it out, and yes it works.
I cast frenzy first to see what i got then i restarted and tried casting stoneskin first this time and i got an extra 12 on my attack.
Well it was perfect because i flattened a block of Chaos hydras with the stoneskin added, Whereas without i left 1 or 2 remaining with just frenzy.
Or did everyone allready know about this.
Hope i contribute something here.
____________
Retaliation is for the foolish. Silence is wisdom

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tanjun
tanjun


Hired Hero
Heroes 3 noob
posted October 02, 2004 04:50 AM

Wow, that is a new thing that I have learnt about casting stone skin first and then use frenzy spell. By the way, Ballistic is a skill that many fortress heroes have to learn because of the fact that fortress has only two flyers which are both weak. The Ballistic skill is one of the many factors that have resulted in my victory in some maps. With Ballistic skill and the teleport spell, fortress creatures become quite powerful.
____________

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