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Heroes Community > Library of Enlightenment > Thread: Dungeon Strategy
Thread: Dungeon Strategy This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Kuma
Kuma


Promising
Supreme Hero
u can type so much text in her
posted May 16, 2003 07:46 PM

Still Steven (....) on some maps Solly ain't too bad.
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People used to call me crazy, but now that I'm rich I am excentric.

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Motorschaaf
Motorschaaf


Bad-mannered
Famous Hero
posted May 17, 2003 02:47 AM

Quote:
Still Steven (....) on some maps Solly ain't too bad.


exactly on "maps" like crimson and clover for example soly rocks. but on a map where you cant grab your oponent week 1 you can concede rightaway  - saves a lot time

Pendantofnegativityschaaf

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Mercy_Severity
Mercy_Severity


Adventuring Hero
answer seeker
posted May 17, 2003 02:51 AM

Quote:
Dungeon... I think that the discussion "X-Town is better then X-Town" is useless. It all depends on how you play. Dungeon... Is a good castle, I think. They have Dragons, and dragons is always great creatures, and they have ... They have...
AARGGH!!! What's it called again? The thing that dubbles your spell points? Anyway, it's good. They have some powerfull Warlocks, they have a good mix of might and magic... But I like Tower much better.


uh this is more of a stratgey for dungeon thread not which towns is it better than .. i think
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gnohmon
gnohmon


Adventuring Hero
posted July 12, 2005 07:49 PM
Edited By: gnohmon on 12 Jul 2005

Quote:

personally i love to flag trog dwells but iam a loon

/Archie.


Since there are new "XXX strategy" threads starting, I thought this one should be revived. It's a really good thread, go back and read the old stuff!

But now I have a question about trog dwellings...

I found two dwellings by day 3. I didn't flag them because I was hoping for something better. In week 3, I did flag them, collected the trogs, and in week 6 I sent a minor hero out with 84 free trogs plus maybe another 60 who were left over from the Week 1 army.
(I never *bought* a trog after day 1.)

In this game, it would have worked out better to have flagged the dwellings right away, and then I would have had an extra army (just troglodytes) roaming the map by week 3 -- but I might have found a dragon cave in week 2, and then I would have felt bad about it.

Which would have been the right thing to do?

I'm not very good at Dungeon. I always have a very difficult time buying my first non-Trog army, with eyes, harpies, and medusa queens. (Or maybe I've just had unlucky maps). Of course I beat the computer anyway, but that doesn't take much.

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zsa
zsa


Famous Hero
posted July 12, 2005 11:01 PM

Well there's a realatively easy answer to that.

If you scout most of your area (and you should do that before end of week 1) and don't find any better dwellings, I would just flag them week 1.

It is possible to find other dungeon dwellings or just other dwellings that you would like to have (portal of glory, behe lair, fire lake, you name it), but I would go for the trogs.

2 trog dwelling really boost up your trog numbers, and trogs are a pretty powerful stack for dungeon early on.

It also depends on the map or template you play on, but if i don't find anything better by end of week 1, I flag em.

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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted December 02, 2008 12:41 PM

I think a subtle/slight advantage dungeon has is in it's terrain. Alot of time it's not as fun to go down the underground layer as it is to come up from the underground layer. Sometimes I'm so focused on what's on the top surface that I don't even notice the sub. gate and that distinction gives Dungeon a little bit more time to build itself. I feel that dungeon is a town that should be given some time to grow/collect resources in order to be effective
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"...once you bought your first green dragon, there was already a necromancer with six or seven boners out and about-Lord_Wook"

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xlnt
xlnt


Known Hero
posted December 17, 2008 10:25 AM

Most people see the native Dungeon terrain as a minus, not a plus...
Still one of the rules says: go follow the road, and this road often leads to the underground, where Dungeon has a bit of a bonus : )
The + 1 speed is not that great, but in early crypt fights it sure is a blessing (or late crypt fights with lesser hero..), other than that i don't consider the under any plus to the Dungeon.

On a strategy point of view, there have always been 2 ways to manage early fights:
- don't spend on anything, but creature dwellings - do your fights with what you've got! i.e. - only buy the evil eyes and the mantis (for 1st and 2nd week 1-5lvl fights)

- the other rule is - buy all your creatures - fight bigger battle - gather more than what you've spent. This is a bit on the suicide side, i tend to overdo and try that juicy 'dusa store or dwarf treasury a bit too early, still giving a bit of help to the throng of troglodytes with some minos, dusas and mantis is a good investment and could pay back nicely.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted December 17, 2008 10:44 AM

Quote:
The + 1 speed is not that great, but in early crypt fights it sure is a blessing (or late crypt fights with lesser hero..), other than that i don't consider the under any plus to the Dungeon.


The Necros do get that +1 Speed too, so no bonus. Its even reverse, this +1 speed on necros makes it difficult to avoid attacks on trogs or eyes.
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xlnt
xlnt


Known Hero
posted December 17, 2008 03:41 PM

Hello Xarfax, nice to have a comment on my post by one of the great players, surely did read a lot of your posts here.

May be i couldn't understand you well, but i wanted to point that trogs get + 1 speed in a crypt fight if the fight is in the underground, this with a certain hero (Shakti) gives speed greater than the vampires have as seen here:

http://media.snimka.bg/1596/009447226-big.jpg

hope i didn't mess anything.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 17, 2008 03:58 PM

The +1 speed for the trogs won't help in crypts, because necro armies get this +1 speed aswell.
On dirt: Trogs speed 4, +1 terrain bonus, +1 shakti bonus = speed 6
Vamps speed 6, +1 terrain bonus = speed 7
So you will need upgraded trogs placed on spot 1 in crypt fight to be able to act before the vamps (or hags and haste spell...)
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xlnt
xlnt


Known Hero
posted December 17, 2008 04:03 PM

Hey there Angelito! Glad i gathered the crowd : ) I've read a lot of your posts here too, so thanks for commenting my post. Lets say it again:

underground crypt: - trogs get + 1 speed, necros don't! please take a look at the screen i made. I don't talk about dirt terrain!, but underground. Please, note the difference!

If i have made a mistake, please explain it better.
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bloucester
bloucester


Famous Hero
MSN can go to hell
posted December 17, 2008 04:12 PM
Edited by bloucester at 16:13, 17 Dec 2008.

guys, xlnt is talking about UNDERGROUND terrain, native to dungeon creatures and NOT native to undead, therefore shakti's trogs get 4+1+1 speed and act BEFORE vampires in crypts, if no harpies are present.

xlnt is NOT talking about DIRT terrain battles in crypts.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 17, 2008 04:13 PM

Ooops...sorry. I've missread that. Just had in mind dungeon always starts on dirt when playing without underground, that's why.
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Better judged by 12 than carried by 6.

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xlnt
xlnt


Known Hero
posted December 17, 2008 04:25 PM

Well, no probs, one can't play every day or remember everything : ) specially if said one is a proud dad of a princes : ) (hope you found the joke and not the rock in my words)

but i'm still confused about your statements, do you take it that Dungeon has + 1 speed on dirt? This is not true, only necros have that : )

so, to summer it up

in the under, the trogs have 5 speed (6 with Shakti) - vamps have 6 too, so with careful planing, or with Shakti you can take the crypts day 1

on dirt trogs have 4 speed which is equal to the speed of a zombie!! so you should think twice (or have a mantis) to attack a crypt.

one other note while on the subject:

if the ground is volcanic, but in the underground - the battle still takes place in the underground terrain, thus - the Dungeon is still ok, but Inferno is not..
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Nikita
Nikita


Famous Hero
Meepo is underrated
posted December 20, 2008 05:22 AM

they are not usefull,they are one of weakest(maybe weakest)lvl 6 and r easily killed,compare to champions(joust),nagas(no retal),dreads(double dmg),unicorns(blind)and others with better abilities and more powerfull.

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liophy
liophy


Famous Hero
Bulgarian
posted December 20, 2008 10:02 AM

Nikita - you are right about that the scorpicores/manticores are easily killed.

But since you made comparison with the special ability of the unicorn - there is no real difference between unicorn's blind and scorpicores paralise. Both have the same effect and both last equally long.

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bloucester
bloucester


Famous Hero
MSN can go to hell
posted December 20, 2008 10:21 AM

actually, there is - manticores can paralyze golems, green dragons and the like, while unicorns can't blind them. Plus, blinded units's retaliation is weaker than paralized, and, i am not sure, but do paralized units receive less damage from melee attacks like stoned units?

the manticore's only saving grace is its paralyzing venom ability - if you are lucky enough (20%) the manticores may live enough to paralyze 3-4 of your enemy's stacks which gives you a considerable edge.

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xlnt
xlnt


Known Hero
posted December 21, 2008 09:16 AM

3-4 of your enemy's creatures? Never happened to me in years : ) 1-2 may be, how ever, i want to state that the mantis, being the lesser of most lvl 6, is still a flier. might be week stats wise, but still the unit to take you true shooting blockades. so i always tend to buy mantis before minos if the situation calls for it : ) so from a Dungeon point of view - love your mantis! - they'll take you far : )

on the downside.. when tactics is present at.. .say advanced lvl (lvl 3 hero?) minos could take care of shooters for less money
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Hell_Wizard
Hell_Wizard


Famous Hero
posted December 21, 2008 02:05 PM

Well I can only say that the naga queens are much better than the scorpicores. And so are the magic elementals.
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xlnt
xlnt


Known Hero
posted December 21, 2008 03:29 PM

You should consider that the nagas are just different, don't use 'better', nagas initially have a very low speed, and are not flying. Nagas are somewhat more difficult to build too.

the problem, as i see it is in the mechanic - these 20% of paralyze are not promised, if the mechanic was completed by a rule that the paralyze happens at least once in 5 hits, it would've been better. Like the incorporeal ability in HoMM5 (which only happens 3 times in a row).

Nagas would still be the superior fighter of course : )
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