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Heroes Community > Tournament of Honor > Thread: Mighty
Thread: Mighty This thread is 2 pages long: 1 2 · NEXT»
Psychobabble
Psychobabble


Known Hero
posted November 21, 2002 01:33 PM

Mighty

I had a scary run in with a might player tonight, luckily he made a strategic error (involving me using "wait" and "steal enchantment" at the right time) or else I would've been destroyed. Anyway I might just be a noob, but Barbarians seem almost impossible to kill and very easy to make. Some random thoughts:

-Level 9/10 barb is as strong as you need, with gm combat/melee (though a couple higher is important for spell resistance).
-Quick to obtain, just sacrifice creatures and only have one hero.
-Once your first is built high enough, get a second to tag along and build another. And if the game goes long enough, get another
-Potions, imm and health (cheap!) potions ensure that once your enemy has gone through the painstaking process of killing your 200-extra-strong health points, they come right back.
-Run alone and you are FAST (especially compared to order, which I was tonight).
-Hit and run potential is phenomenal, attack the enemy, do some damage, when things go bad (ie no pots), retreat. No cost to you, nothing the enemy can do about it (shackles of war excepted ) and even if you only kill 1/4 of the enemy's army you have done damage at almost no cost. Also you are very fast so can pick up poorly defended towns easily, disrupting enemy's strategy.
-Can maintain a creature army as well as a hit/run hero if you have enough resources.
-If you get lucky (as my opponent did) and get a beastmasters hut/altar/school of magic and get life magic "bind wounds" is a massive annoyance to your enemy in the early game when taking even 40hp off a GM combat hero is tough.

I'm sure I'm not the first to notice this, is there anything in particular that throws a spanner in the works of the Might Barb-only strategy?
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Targan
Targan


Known Hero
posted November 21, 2002 02:41 PM

Hit n run is a big problem...
the only thing that can do anything about it is if 3do make som kind of penalty for retreating heroes in the next patch.
It could at least cost something to get the hero back from the tavern (even if its not realistic since you already hired him).

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zud
zud


Promising
Famous Hero
box worshipper
posted November 21, 2002 02:48 PM

This is prolly my biggest problem with h4

Even if 3do make a rehire penalty, I cant see how that would solve this.  Hit n Run is alive and well in H4 and its a lot nastier that it ever was in H3.  

A big might hero can take out several weeks worth of Lvl 4 creatures and then run with no losses. then you have the ability to come with your army (If this is even needed) while your opponent has already been decimated.  

Its IMHO a very cheap tactic. But I have no answers
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mklthrkngl
mklthrkngl


Known Hero
posted November 21, 2002 03:33 PM

H&R

not sure if the tactic is a cheap as it used to be, when ya consider that in most games you will be runnin with just yer heroes mostly, not much loss H&R with just heroes. Depending on the map yer playin, by the time the other guy is big enough to come over and try such a tactic you are usually big enough to not even need any troops anyways, or ya should be   Granted might guys can build to those lvls pretty quickly but if ya into playin closed maps it not much of a problem. or maybe it is? just thought of something

How do you get close enough to his side to take him out with yer troops. probably be able ta hit ya 1-2 times before ya get there. that could spell trouble

well guess it all depends on who ya playin in the end eh?
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted November 21, 2002 04:25 PM

my 2 cents...

from my observations the following things have been found:::
1) a barbarian doesnt need to take out the fourth levs and stop there he can take the whole army.
2) when playing against a barb...if you beat him you win.
3) steal enchantment and dispel and cancelation are HUGE and a must againt them.
4) fireballs and area effect spells work just fine.
5) run him out of potions as fast as possible i have had as many as 20 potions of immortality on a barbarian...and still lost the fight because of slow spell and song of peace
6) magic resistance is against HOSTILE spells
7) if you have a barbarian....and you do not have gm archery as well ... consider yourself dead

just a couple things i found in my one or two games
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 21, 2002 04:42 PM

Hit'n'whAT!?

what are you talking about lol?
you re in a mood of finding some problems eh?
come..come..come with your barbarian alone,and we see who's the smart guy around
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CraigHack
CraigHack


Known Hero
Have fantasies, will travel...
posted November 21, 2002 06:17 PM

Yuup!

Zud will remember, when the game first came out everyone said the Barbarian was useless. I had a thread with Barbarian strategy (that Zud gave me a QP for) in which I believed that the Barb was very good even without the hit & run. No one was interested at the time.

I found that the Barb and Cyclops alone were enough to win most games with a High level Thief backup just to irritate & confuse the opponent. Grandmaster Archery is my first goal in any Barb game.

Crag Hack rulez!!  
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Joel
Joel


Adventuring Hero
An Underdog (Version 2.0)
posted November 21, 2002 07:55 PM

I've got to agree with Insatiable.  There's only a few maps where a Barb can do that sort of thing and get away with it.  On most other's I'm going to eat it for lunch.

Of course, on those certain maps, they are mean, frustrating heroes.  But considering how expensive and slow their creatures are.....it makes up for that, imo.

The one alignment that suffer's the most against this tactic is Order, imo.  If you build mages and genies and have 1 or 2 lvl 4s, and you meet a couple barbs, you're going to have a real hard time killing them.  Especially in the 2nd week.  You've got to love that magic resistance vs. spell casters.


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Chudak
Chudak

Tavern Dweller
posted November 21, 2002 10:23 PM

mighty barb...

Quote:


The one alignment that suffer's the most against this tactic is Order, imo.  If you build mages and genies and have 1 or 2 lvl 4s, and you meet a couple barbs, you're going to have a real hard time killing them.  Especially in the 2nd week.  You've got to love that magic resistance vs. spell casters.



There are very few maps, where barb can get GM resistance week 2 unless u skip GM the rest but then it's not mighty barb, just another scout.It's suicide to fight any magic army w/out GM(or at least M) resistance.By the time u get that your opponent will find something for you.
There is a nice barb ring(from dispels), but i only found it twice in all the games i played
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted November 21, 2002 10:42 PM

bah humbug chudak....lol

;P
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Chudak
Chudak

Tavern Dweller
posted November 22, 2002 12:22 AM

well, bob, like i sad there are very few of them maps, but i happend to play a clan war on one of them
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Psychobabble
Psychobabble


Known Hero
posted November 22, 2002 01:05 AM

Quote:

There is a nice barb ring(from dispels), but i only found it twice in all the games i played

I shudder to think how powerful a lvl 12 barb would be with 10 imm potions and that ring...
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted November 22, 2002 01:25 AM

try 2 barbs 18th lev heh! i had a 14th lv barb with 2 rings of health ouch i thought i had a good standing chance lol.
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Psychobabble
Psychobabble


Known Hero
posted November 22, 2002 01:27 AM

yeah, those rings could be very good too... I take it you won?
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EvilLoynis
EvilLoynis


Famous Hero
The Dark Shadow
posted November 22, 2002 01:28 AM

GM Magic Resistance

Maybe one of the things they should have put in too equalize it a bit is have them be like the Black Dragons.  Immune to all spells.  Maybe also limit the number of Immortality Potions your allowed to use in 1 battle.  Or have your resistance only last for a certain number of spells per battle.


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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted November 22, 2002 02:11 AM

the answer is simple foos

Stop making maps with so many powerups and upgrades and chests, so that a hero cannot get to a level 15 or higher.

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Psychobabble
Psychobabble


Known Hero
posted November 22, 2002 02:26 AM

Quote:
Stop making maps with so many powerups and upgrades and chests, so that a hero cannot get to a level 15 or higher.

Now there's a sensible suggestion. You gotta watch those power up gems and +def/off buildings too, they actually make a big difference, think how much more damage a warlord/ranger (+5 attack) does compared to a plain figher.
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 22, 2002 02:40 AM

Its not..

...powerups fault!
its the balance between how STRONG heroes a map makes and how MANY creatures it can provide
..most maps offer 1.5town production,,thats why heroes get so strong.


but what if it offered 3?..not for free ofcourse

map:KingBounty_vs_KingBurger
SOON ON YOUR NEAREST MONITOR

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Psychobabble
Psychobabble


Known Hero
posted November 22, 2002 02:46 AM

Quote:
...powerups fault!
its the balance between how STRONG heroes a map makes and how MANY creatures it can provide
..most maps offer 1.5town production,,thats why heroes get so strong.


but what if it offered 3?..not for free ofcourse


PMI, but what's 1.5 town production? Normal creature growth is 1.0 I'm guessing, do you mean a second town? Creature dwellings? I'm confused
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 22, 2002 02:49 AM

1.5 = a whole built town + a half-built up to lev3

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