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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: How do you usually play?
Thread: How do you usually play?
Sargoth
Sargoth


Hired Hero
posted March 15, 2003 02:46 AM

How do you usually play?

how many heroes do you hire, how many creatures do you leave in your castle, what type of town do you choose, do you buy range or meele units, what skills do you choose for etc. in short, what is your overall strategy?

mine is to hire one hero right at the beginning, let him join up with my starting hero and then play with them and only them for the rest of the game (sometimes i add a third hero to this party, replacing some level 1 creature such as bandits). i usually let one hero learn all the non-magic skills (combat, scouting, tactics and nobility) and one magic skill, mostly life or nature, depending on the map. the other hero is the mage, which i let loose on the magic skills, sometimes sacrificing the combat to learn all types of magic. the third hero is an archer or a mage, or both. (that also depends on the map). i prefer ranged cratures, since one or two of my heroes usually have aquired the "mass slow" spell.

i could write a lot about how i play, but im too tired to write it in a readable way... oh, and i usually play as random, on advanced.

(just flame me, i need it.)
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latif
latif

Tavern Dweller
posted March 17, 2003 02:24 PM

Hey there!

My first post here, I think.

Anyways, my overall strat is almost always focused on maximizing army speed.  I aim for having my main army consist of troops that can move VERY fast across the adventure map.  To that end I go for troops which have at least 28 or so movement on the main map (meaning sprites, ghosts, vampires, black dragons, etc).  To further increase my army's speed I also try to develop a "scouting"-type hero to get master/gm pathfinding as soon as possible.

As far as heroes go... I like to have LOTS. ;-)  A few to flag mines, dwellings and such (main heroes are for fighting), a few nobility heroes if possible, and definitely at least two in my main army.  A bit later on I like to have three heroes in the main, or even four, the point being that four highly-specialized level 16 heroes (for example) are much much stronger than two jack-of-all-trades heroes of say level 23 and 24.  And since heroes always move at the speed of your fastest-moving troop your army isn't slowed down one bit. ;-)


For example, a great, speedy army I had two maps ago (playing chaos) consisted of:

1:  (Chaos):  Fireguard (Combat, Chaos Magic)
2:  (Chaos):  Ranger (Combat, Pathfinding)
3:  (Death):  Assasin (Necromancy/Death Magic, Combat)
4:  (Death):  General (Tactics, Combat)
5:  (Chaos):  Black Dragons (fast)
6:  (Death):  Ghosts later replaced by vampires (both fast)
7:  (Chaos):  Efreet later replaced by thunderbirds (fast)

Fireguard to disable powerful enemies with confusion cloud, ranger for army speed, assasin for necromancy, general for tactics.  All fast troops = blazing speed across the map.


Another nice army two maps ago playing nature:

1.  (Nature):  Bard (Pathfinding, GM Nature Magic, Combat)
2.  (Nature):  Kick-ass Archer (GM Archery + Combat with some killer weaponry)
3.  (Life):  General (Combat, Tactics)
4.  (Life):  Archmage (Life Magic, ?, ?, Combat)
5.  (Nature):  Faerie Dragons (fast)
6.  (Nature):  Huge stack of sprites (...)
7.  (Nature):  A bunch of mantis

Bard for summoning/army speed, my archer (Gwydemere?) was just a TANK!  General was for generalship (duh), Archmage for additional support.  FD's disabled powerful enemies, sprites just to be a pain and mantis to first-strike kill weakened troops!  All while zipping across the adventure map at some 50+ moves per turn!


So anyways, this is my overall strat, SPEEDY ARMIES and QUAD-HERO POWER. 8-)
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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted March 18, 2003 09:55 AM

speedy armies -- i'm with you there. but 4 heroes (lv 16 and higher) and dragons and vampires and whatnot good creatures, sounds to me more like wet dream than reality. or maybe final level on a campaign. in anycase, no use in medium-size multiplayer game.

a more affordable thing is one hero and 6 slots of single genies (or nightmares, but the buggers are slow). and as much as i would want the hero to have pathfinding, he normally doesn't because all the killing stands on his/her shoulders and skills (magic, or archery) are needed for that. there might be a pathfinder, but that sucker normally has stealth also, and thus goes around alone, stealing mines and creating problems for the enemy.

if any problems are left unsolved by either the thief (read: steal this relic from behind e.g. company of cyclops) or the song-of-peaceful killer hero (some armies can be too big for him), those are taken care by the slow-moving powertank made up of all the critters i can find and buy.

and then, after the opponent is crushed, enough time is left to develop the remaining heroes and maybe even procure some dragons. only that then there is no need for it...
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Planeswalker
Planeswalker


Famous Hero
Chaotic Good
posted March 18, 2003 12:12 PM

I usually play as Death.
Then I hire 2 heroes at the start. One Necromancer and
one Death knight.

I place both heroes in the same army, and they wander around together until I eventually find something better to replace one of 'em with.

Generally I use 2 heroes per town, but there's no need to have a lot of heroes and then let them stand idle.

Ok, it's ok with idle heroes if you have a Lord or someone you own just for the skills. f.ex. Nobility.
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latif
latif

Tavern Dweller
posted March 23, 2003 07:26 AM

Quote:
speedy armies -- i'm with you there. but 4 heroes (lv 16 and higher) and dragons and vampires and whatnot good creatures, sounds to me more like wet dream than reality. or maybe final level on a campaign. in anycase, no use in medium-size multiplayer game.


Hehe... no doubt, I am talking about single-player only, which is what the majority of people would be playing.  Also usually large maps, the ones I've played it's not too hard to get a bunch of heroes up to pretty decent levels.

For MP on a medium-sized map I probably wouldn't worry too much about speed at all, and would instead focus on creating the most powerful army.  In MP will DEFINITELY need some kind of ranged troop (not really necessary in single player), more than one might even be better.

Probably end up with something like (say in the early-mid game for chaos):

1.  (chaos)   medusae
2.  (death)   general (tactics, GM combat a must)
3.  (chaos)   fireguard (minimum level 2 Chaos for confusion, highest level Combat possible)
4.  (chaos)   nightmares
5.  (chaos)   black dragon or three
6.  (nature)  archer (GM combat plus as many other combat skills as possible, also a single magic skill if possible)
7.  (chaos)   big stack of orcs perhaps?


Forget about speed in MP I would think!
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Lich_King
Lich_King


Honorable
Supreme Hero
posted March 23, 2003 09:18 AM

Well, I have my favorite army myself ! It is composed from:

1. Necromancer (then usualy he gains Order Magic)
2. Ghosts
3. Vampires
4. Devils/Bone Dragons (the choose is according to other players and map)
5. Imps/Skeletons (Usually I take the bigger stack)
6. Sorcerrer (later, he usually gains Nature Magic)
7. Death Knight (later - Combat skills)
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redprince24
redprince24


Hired Hero
posted March 23, 2009 03:34 PM
Edited by redprince24 at 15:41, 23 Mar 2009.

Quote:
how many heroes do you hire, how many creatures do you leave in your castle, what type of town do you choose, do you buy range or meele units, what skills do you choose for etc. in short, what is your overall strategy?



how many heroes do I hire? 2 at least. 3 normally. 4 at most. usually, I "divided" the map into two or three parts, and each of my hero explore each parts. it makes the game much faster.

how many creatures in the castle? it depends. I don't leave anything in small maps, but I have to leave something in big maps. in big maps, I usually leave 1/3 of my total forces in the castle.

what type of town do I choose? I play all towns.

do I buy ranged or melee units? I prefer ranged units to melee units. but if I use melee units, I go for units with no-retaliation ability, double-attack ability, or Griffins that retaliate all the times.

what skills do I choose? usually, I'm not interested in choosing magic. I'm more interested to invest much in tactics, combat, nobility, and scouting. I don't use magic very much. although I often use raw power to defeat my enemies, I don't like the Might faction too much.

BUT, when I choose Order, Nature, or Chaos, I can use magic very much. I like imitation spells (Order), summoning spells (Nature), and destruction spells (Chaos). I rarely use blessing spells to my army, let alone my hero's classes give them advantage.

all that I do has a single purpose: to minimize my losses in every combat.
I like to summon 100 wolves or imitate 30 halflings and use them as my "main force" in combat, rather than to lose my "core forces".
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 23, 2009 03:57 PM

Usually:
1) Thief (Gets Chaos Magic, Combat and Tactis later...)
2) Sorcerer (Strives to become an Archmage; Order, Nature, Life + Death )
3) Bandits (or a second Sorcerer)
4) Orcs
5) Medusae
6) Nightmares
7) Black Dragon
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SharpDog
SharpDog

Tavern Dweller
slightly insane
posted March 23, 2009 05:10 PM

I usually play a combination of builder and warrior.  In the beginning I build creatures and hero levels as much as possible while looking for targets of opportunity (especially towns and enemy heroes).  In the middle game I play the basic hold territory while sustaining one or two focused axes of attach against enemy strongholds.  By the end game I have at least one high level hero with a very strong army and maybe a few other pretty high level ones with pretty good armies.  At that point it is a matter of maximizing my score by making sure I have taken all towns, visited all obelisks, explored all of the map, etc.

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SharpDog
SharpDog

Tavern Dweller
slightly insane
posted March 23, 2009 05:13 PM

In answer to some of the specific questions starting this post, I dislike barbarians in H3 but they are ok in H4.  In both versions I tend to hire a lot of heroes with estates, nobility and/or other income very early in the game.  In H3 I watch for experienced heroes to become available as other players are eliminated and/or run out of money to get them back.  I like to have a lot of heroes.
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BrennusWhiskey
BrennusWhiskey


Bad-mannered
Famous Hero
The quickest H4 player
posted March 23, 2009 09:52 PM

Boosted after 6 years. WOW

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Ritcha
Ritcha


Hired Hero
posted April 07, 2009 05:30 PM

I usually play either

Chaos, nature, order or life. I don't really like death, hate the magic (except for vampire's touch) and you can't really use the tactic skills, since the leaderships only works on a few of the creatures And the babarians, no magic I can't live without a mage

So I haven't really got any rules on how to play them...

Of those I like, I like the two first the best.

I close to always buy a magic and a none-magic hero. The mages advances in magic only. When I play nature this might both be nature, life (for  the resurrection mostly) and chaos magic and when I play Life, it's mostly life magic and then nature or order magic. Seldom both.

When I play order I always hope to get the life magic for my mage, so I can get resurrection. When I play chaos, I try to get the nature magic.

I seldom get death magic, that should only be for the vampire's touch magic...

The none-magic heroes are usually advanced in combat and tactics. Sometime I take scouting too, but that for the pathfinding only THe might get advanced in life magic to, for the resurrection part

Nature town:
I chose elfs and griffins. It varies whether I'll take faery dragons or phonix (if I play agains chaos, I usually take phoenix because of the black dragons).

Chaos town:
Always medusas, the black horse (nightmares or what are they called? I just forgot ) and black dragons. The hydras are just sooooo sloooow...

Life town:
Balistas, monks and angels (they can resurrects )

Order town:
Mages, genies and dragon golems.
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TheUnknown
TheUnknown


Known Hero
posted April 09, 2009 01:27 AM
Edited by TheUnknown at 01:29, 09 Apr 2009.

my strategy

Well even though I don't love the Life faction I must admit the power of crusaders and champions, specially if u got equilibris where crusaders kick ***. These guys combined with Nature and Order magic are pretty much unbeatable. Any town with no dispel, steal enchantment or cancelation doesn't stand a chance against them (Dragon Strenght + Pain Mirror + Martyr lol). In case they have those things u can just go Sanctuary, then before running the champs or hitting twice with the crusaders u just go with dispel or teleport if there's sand on map
In case someone thinks hero armies can do much against this strategy I hope they don't forget the anti-magic, sanctuary spells and resurrection skill.
The "only" problems are not having (m)any losses against the neutrals and somewhat limited movement on the map
I usually like to have 4 heroes but taking into account the movement on map sometimes I am forced to have 5 or even 6.
My heroes for the crusader-champion strategy are warden, crusader, monk and the rest 2 heroes get skills depending on map and enemies for example they can be field marshal and wizard.

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Carcity
Carcity


Supreme Hero
Blind Sage
posted April 12, 2009 09:04 PM

ok I'm still very new in this game but here is a strategy I liked:

I play the campaigns so it is life.

I have one general boosted with attack and defense. usually have a bow. one Priest with ALOT of spells. he is used for blessings and such. and then two a little bit lower level heroes. so two mighty level 20-23 heroes and two a little bit weaker level 16. I have those along with a stack of monks (a must). I then use the martyr spell so one guy protects the monks from being killed. I go around with this killing everything I see. I usually have a big army following killing whatever the first army couldn't.

I got some tips here reading this thread. Have a theif sneaking around stealing all mines and arties. Great idea.
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Elmstreet007
Elmstreet007

Tavern Dweller
posted June 22, 2009 07:35 PM

I developed a strategy playing the order campaign all the way through.

Get an entire army that can either cast spells or make good on archery and just smear the opponent as they walk across the battlefield.  If you have a spell like mass slow so much the better.  One or more spellcasters can be buffing and cursing as the troops walk across the battlefield.  But rather than let your guys take a move, they can attack at every turn.  If the opponent is slow you can have them blown to bits before they even get across the battlefield.

Order would ideally have in it:
Genies, Halflings, Magi, and Titans plus 3 heroes well versed in order magic or archery.

Life would have:
Monks, Ballista, Crossbowman and either champions or angels plus 3 heroes

I haven't played the other types enough to memorize their makeup.

If you do have one melee only unit you let them stay at home and defend a lot and only send them out when the foe makes it to the other side.

This seems to be working pretty good for me.  The only catch is someone usually has to go off archery duty to break down the gate on castle sieges.
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