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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: yet another approach to death
Thread: yet another approach to death
night_on_earth
night_on_earth


Hired Hero
posted March 21, 2003 12:32 PM

yet another approach to death

Sorry, the subject is a bit misleading. In fact I keenly followed the various threads in this forum regarding strategies for death and summed them up for my approach. Here are my 0.02$:

Since overland movement is such a factor, death is much in your favour, if you go for imps, ghosts, vampires, and devils respectively bone dragons, because you reach a movement rate of 28, which cannot be topped by any other town with a complete army, especially in the beginning, although might and nature (the latter without level one units) are close to this.

Imps are, as stessed several times before, fearsome opponents of angels and phoenixes, because of their mana leech. However, in the early stages of necromancy (basic and advanced), one has to send home the skeletons in order to keep the high movement rate, and to replenish the stack of imps from the home town, but I consider this a minor disadvantage.

Ghosts are your choice for level two creatures anyhow, because of expert and master necromancy, which replenishes and increases this stack. Their special (aging) in combination with their high defence makes them deadly spell bombs, which in addition can take away the enemy's retaliation. The disadvantages - lack of an offensive punch and an extra building for the ghosts' dwelling - are IMHO by far outweighted by this.

I think, enough is said about the vampires and their skills. I use to take out neutral stacks nearly singlehandedly by about ten vampires, even when I play on expert level, and the rest of my army protects my vulnerable heroes. A big plus is the replenishment and increase of the vampire stack(s) by GM necromancy.

The level four creature is much to your choice with a nod towards devils, if life is your main opponent (life ward) or when it comes to castle sieges, where you are the attacker (teleport).

The weak point of this approach is revealed, when it comes to sieges with death troops as defenders. Your towers are near to worthless, because you have no shooters. Sorry for the venom spawns, but this approach has no room for them. The high speed of vampires (with no retaliation) and devils in combination with a proper applied wait can give some compensation for the lack of shooters.

My two main heroes are of course death knight and necromancer, which focus on advancements of their primary skill school each. But thanks to the allied towns, death is able to hire two different (IMHO valuable) secondary heroes. The lord increases creature growth and - in a long run - gold and ressources. The thief (his properties were discussed at length in other threads) acts as scout, ransacks goodies and flags mines. In addition his stealth ability allows frequent level advancements.

I will not discuss (dis)advantages of the magic school of death. Others have done this already. Any corrections, suggestions or comments?
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night on earth

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dushan
dushan


Hired Hero
posted March 21, 2003 01:23 PM

I agree with everything you said.

But in Multi, players usually agree not to use GM necromancy.
Another problem is low vamp growth and there you should make lord with at least adv nobility (4 vamp/week) as soon as possible. I would hire lord before 2nd death hero.

Ghosts require another expensive building and with expensive vamps I found myself penniless very soon on poor maps. There you'll dream of L4. 10 vamps is very strong force but it takes at least 2 weeks to get. So there is problem I encounter in week 1 and 2: you dont have skeletons (they are at home), ghosts have low attack, you have few vamps, no shooters, weak heroes, and I have hard time saving my forces when fighting stronger neutral armies.

Time works for you if you are death, I think. If you are fighting against death, you should attack as soon as possible.


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Lich_King
Lich_King


Honorable
Supreme Hero
posted March 21, 2003 01:39 PM

Well, I wouldn't depreciate Venom Spawns yet. They do LOTS of damage in Towers + Poison, they have high HP and they can shoot to enemy's weak shooters, like Elves. Eventualy you can use reanimation spells on htem and place them on the Towers. It is very inconvenience, that there is no "Mana" potions in Necropolis'es smith.
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Sargoth
Sargoth


Hired Hero
posted March 22, 2003 01:29 AM

i have but one thing to say: summon demon spawn. or, why you should get your prime magic hero the nature magic skill. :-D
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I am chaos impersonated.

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