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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: A Necromancers Guide To Death
Thread: A Necromancers Guide To Death
Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted July 26, 2003 11:33 AM bonus applied.
Edited By: Dragon_Slayer on 26 Jul 2003

A Necromancers Guide To Death

A Necromancers Guide To Death

There have been many different strategy guides to other alignments such as Asylum and Preserve, but I have yet to see one for Necropolis, so I decided to create one.
Death is a strong side when used properly and have a wide variety of creatures and magic. To understand how to use Death properly you need to no which creatures to choose and how to use them. There are also magic guilds devoted to Death Magic, containing spells that focus on cursing and raising the dead. Death is native to volcanic terrain.

Lv1

Skeletons: Skeletons are probably Death weakest creature alongside the Imp. Early in the game skeletons are more powerful than most of the other lv1 creatures mainly because there numbers grow so quickly, but later on in the game, skeletons can become a nuisance as they slow you down, don’t move far on the battlefield and constantly die.


HP: 8
Attack: 12
Defence: 12
Damage: 1-2
Movement: 19/6
Special Abilities: Skeletal, Undead

Imps: Imps are more useful than skeletons as they move extremely far and Drain magic points from an opponent’s hero or unit. Imps are very useful early in the game as because of their movement on the battlefield they can easily attack an enemy hero within two turns.


HP: 7
Attack: 10
Defence: 10
Damage: 1-2
Movement: 28/12
Special Abilities: Mana Leech

Lv2

Cerberus: Cerberus is a dog like creature with three heads. Cerberus’s are best used when there are two or more creatures next to each other as they can attack three creatures with no fear of them retaliating. Cerberus are a lot stronger than the other level 1&2 creatures.


HP: 24
Attack: 16
Defence: 16
Damage: 4-6
Movement: 21/7
Special Abilities: 3-headed Attack, No Retaliation

Ghost: Ghosts are excellent creatures early in the game and are still excellent creatures as the game progresses. Their aging ability can prove useful in most situations when you what to weaken a stronger creature. Their insubstantial ability gives them extra protection against melee and ranged attacks. (I think…)


HP: 15
Attack: 15
Defence: 15
Damage: 2-4
Movement: 28/12
Special Abilities: Aging, Insubstantial, Undead

Lv3

Vampire: The Vampire is one of my favourite creatures to use when playing as death because they are useful everywhere! There Life Draining ability makes them deadly in small and especially in large numbers because it becomes EXTREMELY difficult to damage them. They also have no retaliation, which is useful when your Vamps need a bit of health.


HP: 75
Attack: 30
Defence: 30
Damage: 12-18
Movement: 28/12
Special Abilities: Life Draining, No Retaliation, Undead

Venom Spawn: The Venom Spawn is deaths only ranged creature, and quite a good one at that! Venom Spawn do more damage than Vamps and have more HP but have less defence. If you require ranged units to have a good army than don’t go past Venom Spawn. Venom Spawn also has the ability to potentially poison a creature with its attack.


HP: 100
Attack: 26
Defence: 26
Damage: 16-24
Movement: 19/6
Shots: 15
Special Abilities: Poison

Lv4

Bone Dragons: Bone Dragons are deaths strongest creature physically. They have a huge amount of HP when compared to deaths other creatures. They can easily destroy large stacks of weaker creatures and have 100% resistance against ranged attacks because they are skeletal. One of their more annoying abilities is their panic ability. When you attack a ranged unit, this ability will make them move a few steps back, allowing them to attack.


HP: 275
Attack: 30
Defence: 30
Damage: 45-65
Movement: 28/12
Special Abilities: Panic, Skeletal, Undead

Devils: Devils are very useful when you are facing an army that is constantly casting spells. Because Devils have can teleport anywhere on the battlefield, you can go and kill an enemy hero in one turn. Devils can also summon Ice Demons.


HP: 210
Attack: 33
Defence: 33
Damage: 34-50
Movement: 30/50
Mana: 8
Special Abilities: Life Ward, Summon Demons

Neutral Creatures:

Zombie: The zombie is aligned with death and can only be obtained through creature dwellings. Zombies are quite weak but have a lot of HP for there Lv and are surprisingly hard to kill.


HP: 24
Attack: 8
Defence: 10
Damage: 2-4
Movement: 18/4
Special Abilities: Toughness, Undead

Gargoyle: I have never had the opportunity to use gargoyles because like zombies and every other creature below this, they can only be found in dwellings or quests. Gargoyles have the stone skin ability which is like natures stone skin spell but permanent.


HP: 22
Attack: 14
Defence: 16
Damage: 4-6
Movement: 29/13
Special Abilities: Stone Skin, Elemental

Mummies: Like with Gargoyles I have never played with mummies but I have fought against them a lot. Like Zombies they are also quite hard to kill early in the game. Mummies have the curse ability which allows them do make an enemy creature do minimum damage.


HP: 30
Attack: 15
Defence: 16
Damage: 5-8
Movement: 19/6
Special Abilities: Curse, Undead

Ice Demon: Ice Demons can only be obtained by building them from a creature dwelling or by being summoned by Devils. You get a number of Ice Demons depending of how many Devils you have. Not only are Ice Demons strong, they also look really cool They also have the ability Freezing Attack that allows them to freeze an enemy for a number of turns.


HP: 70
Attack: 30
Defence: 30
Damage: 12-16
Movement: 19/6
Special Abilities: Freezing Attack, Cold Attack, Cold Resistance

Dark Champion Now this is a truly impressive creature. 3do really put effort into this design. He looks so confident on top of his horse doesn’t he? The Dark Champion will only be available to people with the Gathering Storm expansion pack. He can only be found in quests though because he only receives a dwelling in the Winds of War expansion.


HP: 200
Attack: 40
Defence: 40
Damage: 30-42
Movement: 15
Special Abilities: Freezing Attack, Cold Attack, Cold Resistance


Well that’s it for now. That’s my complete guide to all of deaths creatures. I hope to hear other people’s opinions on this topic. I will post hear again in about 4 days with all on Deaths magic, magic combos, structures and strategies. All pictures on this thread have been taken from celestrial Heavens.com

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Sniper
Sniper


Known Hero
Dark paladin of Deyja
posted July 26, 2003 11:54 AM

Cool thread, really but havent you noticed one thing missing in Homm4?


LICHES!!!
there are no lIches (as units)
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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted July 26, 2003 11:58 AM
Edited By: Dragon_Slayer on 26 Jul 2003

Yes what a shame, liches are really cool aren't they, just like the mod of this forum..........Im not sukin up lich king,hehehehe.

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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted July 26, 2003 12:48 PM

based on the animation/graphics alone i say give him a qp mods!
Or not?
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted July 26, 2003 08:29 PM

You forgot that Dark Champions are able to regenerate. It makes them one of the best level fours in my opinion.

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dale
dale


Known Hero
posted July 27, 2003 12:26 AM

Quote:
A Necromancers Guide To Death

Well that’s it for now. That’s my complete guide to all of deaths creatures. I hope to hear other people’s opinions on this topic. I will post hear again in about 4 days with all on Deaths magic, magic combos, structures and strategies.



Very good start -- I started out in HOMM4 with Order as my favorite type, but have switched to Death.  Since then, I rarely have any problem with any map I pick up<G>.

Some thoughts for you to include when you amplify:
Imps are very good as single creature scouts.  They are cheap, run fast, and you don't mind losing them if they happen to stumble on a thief stack.
The mansion can usually be built very quickly, although you might have to trade for an extra crystal.  Avoid the temptation to upgrade to town hall.
Build up necromancy as fast as you can.  Avoid choosing any other skill categories until you have it to GM level.
Once necromancy gets to level such that you are generating ghosts, dump the skeletons some place where they will do good as a defense.   That will speed up your hero movements.

The Necrosis town tavern will allow you to recruit thieves and lords as well as the death type of creatures.  My preferred order of recruitment is: start with a necromancer (hopefully generated at start up), then thief (because once you get them up to even expert level stealth, they are really valuable assets to the team -- and can run solo all over the place), then lord (to start the increases of creature build up), then finally the death knight.  
I run the necromancer and the thief together until the thief can sneak in on the neutral stacks around.  Then I might let the thief go on his own, but followed by the necromancer to wipe up the stacks behind him and to join back together when a stack of too high a level shows up.  
The lord is usually left to his own devices to level up via local shrines, trees, etc.  
When I produce the death knight at the beginning of the third week, I use him to ferry troops to the necromancer where ever he has gotten to, and then to join him to piggy back on his power.   Develop the death knights tactical ability to enhance your vampires.   They will pretty much run the show all by themselves<G>.


I eventually get to a stage where I have four stacks of vampires in the front row, with two heros and a stack of devils in the back row.   The devils don't often get used against neutral stacks but are invaluable against hero army groups.
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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted July 27, 2003 02:38 PM

Thanks to Aquaman and Dale for correcting me or adding what I missed.

Quote:
Dark Champions are able to regenerate


Ah how could I forget the dark champions regeneration ability. This allows Dark Champions to regenerate 50hp(I think) per turn. This makes them one of the best lv4 creatures in my opinion to.

I will be sure to include most of Dales ideas in my next addition to this topic, giving him credit of coarse!

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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted July 28, 2003 03:54 AM
Edited By: Dragon_Slayer on 27 Jul 2003

Magic
Here is a brief description on Deaths best magic and how to use it properly.
Hand of Death can be very useful, because it kills a certain amount of any stack, but if you are fighting imps, where there are a million of them, its not the most useful spell ever.
Sacrifice is worthless, especially late, when your army is comprised of good units, it’s more beneficial to cast Vampiric Touch, and gain back lost health, without sacrificing your own creatures. Raise Vampires is great when you have a high lv hero because you can raise a large number of vamps and not have to worry about losing them. Grandmaster necromancy gains you vampires after killing living units. To me, that is one of the best secondary skills in the game.

Spell Usage

I always start with mass sorrow, because the enemy creatures will go last in the next round. After this I will use Mass Weakness, making each attacks do less and less to me, while mine do more and more to them.
Vampiric Touch is always a good spell, because it will give a unit (devils and bone dragons included) life drain. This is definitely my favourite of the death spells because it will work even fighting black dragons, which is very helpful because you can gain your health as you destroy them.

STRUCTURES:

Castle
A castle provides a town with increased security.


Hall
A town's hall is its centre of wealth. Your halls provide you with income in the form of gold.


Tower of Darkness
The Tower of Darkness is were you research and provide Death spells for heroes to learn. Each upgrade of the Tower increases the number and level of spells available. The two small buildings beneath, are the Annexes of Chaos and Wizardry, which allows you to learn spells from the neighbouring magic alignments, Chaos and Order.


Shipyard
Can be build if the town is near water. Allows you to build and buy ships for your army.


Prison
If the victor of a battle has a prison in one of his towns, a vanquished hero will be locked up until the player that owns him rescues him by conquering the town with the prison.


Tavern
Hear the latest rumours or hire a necromancer, death knight, lord, sorcerer, sorceress, mage or thief class hero. The tavern also raises the morale of siege defenders.


Caravan
This structure works as a starting point for creature caravans, travelling from town to town.


Armory
The Armory sells stat-enhancing equipment, potions and vials. Items available are; Longsword, Chain Mail, Shield, Potions of Restoration, Clouds of Despair, Vials of Poison, Choking Gas and Blinding Smoke.


Infernal Effigy
The Necropolis grail structure increases your income, creature growth and strengthen the specialities of the town.


DWELLINGS

Cemetery
Skeleton Dwelling


Torture Chamber
Imp Dwelling


Kennels
Ceberus Dwelling


Barrow Mound
Ghost Dwelling

Spawning Pit
Venom Spawn Dwelling


Mansion
Vampire Dwelling


Temple of the Damned
Devil Dwelling


Dragon Graveyard
Bone Dragon Dwelling


SPECIAL STRUCTURES:

Undead Transformer
The Undead Transformer allows you to convert any living creature into undead. It converts level 1 and 2 creatures into skeletons and level 3 and 4 into ghosts.


Necromancy Amplifier
The Necromancy Amplifier increases the necromancy skill of all the heroes you control by 10%.


Neighbouring Alignments:

CHAOS:

ACADEMY

I will make one more post here later in the week on Strategies. All Pictures on this post have been taken for Celestial Heavens.

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silx87
silx87


Supreme Hero
posted July 28, 2003 07:14 PM

piipol piipol!
u forgot the imps main usefulness!
they can make angels,devils and nightmares spellcasting ability totally obsolete!
if u play death,go for GM necromancy ASAP and start pumping out vamps early on
death is IMO one of the greatest magic schools!
if u get nature,u can realy do wonders!
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Lich_King
Lich_King


Honorable
Supreme Hero
posted July 28, 2003 07:30 PM

Cool thread !

Well, there are liches, Sniper, but now they are promoted to hero status. Also, there is a secondary class named - Lich (which gives your hero "Aging" melee attack (as Ghost's)). I'm not against, that liches would return in Homm5 (if any), Heroes should have at least one ranged undead creature (or spellcasting)...

btw. +Qp applied to Dragon Slayer
Good job !

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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted July 29, 2003 01:02 AM

I think Liches are more suited to being a Spell Casting unit.

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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted July 29, 2003 03:05 AM

No, I'd say that liches should return as undead shooters in Heroes 5 - it is disappointing to see a lack of ranged firepower in the H4 necropolis (both physical and magical).
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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted July 30, 2003 12:41 PM

Deadly Strategies

Many consider Death to be one of the easiest and most effective alignments to use in Heroes IV. And I would agree with them. Death has a great arsenal of spells, skills, as well as creatures which particularly excel in level 3 and somewhat in level 4. Their spells are powerful throughout the levels, in the early ones such as disrupting ray, and, progressing through the levels with ones like terror, mass cancellation, summon ice demons, and vampiric touch. You are right, the vast majority of Death’s spells are curses, but they do have their fair share of summoning spells, with summon vampires and summon ice demons being amount the most important.

I am surprised that you have not gone into depth about the greatness of the Necromancy skill, perhaps the best non-requisite skill in the game, it provides such a great bonus. However, I will do so later. Death magic is indeed strong, and not only is it useful with its own alignment, but the neighbouring alignments: Chaos and Order, benefit greatly from many of their spells, complimenting the versatility of the alignment.

Creatures
Necropolis creatures, are, for the most part, nothing spectacular or out of the ordinary. They have a large amount of fliers, 6 to be exact, which makes them a fast army on the adventure map, especially when the devil has 50 movement – the highest in the game. Most creatures are fairly strong, the only downfall I believe I can see are the number of HP, they can be too low if you choose the combination of Ghosts, Vampires, and Devils, each with 15, 75, and 210 HP respectively, not to mention imps and skeletons have only 7 and 8.

Imps
Imps are, indeed, as Dale pointed out, extremely good scouts due to their 28 movement on the adventure map, nearly as fast as a caravan. They’re not much in combat, however, if in many small stacks, your magic hero is going to have a hard time. While mana leech only takes of 2 spell points per turn, it can be very infuriating for a low level hero with decent spells. Imps are also rather quick on the battle screen, and can get to an opposing army very quickly, which can be good in halting the ranged attack of weaker missile units.

Skeletons
I would tend to believe the opposite, Dragon_Slayer. In the early game, skeletons aren’t good at all, their growth rate doesn’t reflect their overall weakness in the game. However, when combined with necromancy later in the game, it is possible to have over 1,000 skeletons within the first 2 months due to winning large battles, and your army becomes a lot more powerful for that. They are an average level 1 creature, but if their numbers are exceptionally high, it is always an asset to have them.

Cerberus
The closest creature to a Hydra in the game. And so comes my fondness for this creature. I almost always choose the over ghosts, the downside being you cannot receive more through necromancy. The 3 headed attack is indeed useful as you point out. This also works well with no retaliation because one wouldn’t want 3 creatures attacking you back after you’ve attacked them yourself. A good creature, but much slower than ghosts.

Ghosts
Ghosts are not solid creatures. While they are fast, their low HP prove to be divisive in their downfall. Ghosts speed helps the army in the adventure map, and its special abilities are what sets it apart from a level 1 creature, because, without aging and being insubstantial, a centaur would be better to have in your army. Aging drains life from the opponent, making them slower and weaker for the remainder of combat. Being insubstantial means that ghosts have double the normal melee and ranged defence, making them very resistant to attack, and slightly offsetting their low Hit points.

Vampires
Arguably the best level 3 creature, however tests that I have personally administered between the vampires and the goblin knights have shown otherwise. Despite the low HP for a level 3, their unique ‘life drain’ ability makes them one of the most revered creatures in the game. They are able to hold their own against stacks of level four creatures, and combined with the no retaliation ability, they are able to successfully regain health without losing any at all until the creature attacks in its own turn. When grandmaster necromancy arises, you’ll be thankful you chose vampires, as it provides you with a greater supply, which can greatly aid your army and make it extremely powerful.

Venom Spawn
These green creatures should not be overlooked and overshadowed by the greatness of the vampires. They are a good creature in their own right, the 5th best ranged attacker in the game, and with a hefty 3rd highest 100 HP for a level 3, a formidable opponent indeed. Being death’s only ranged creature as you said, it is a difficult choice indeed. Their ability to possibly poison the target makes the choice between them increasingly difficult.

Devils
The fastest creature in the game, yes, even more so than phoenixes. Because they teleport to any position on the battlefield, at the start of combat, it is your free choice as to whom you’d like to attack, and it could prove to be a great strategic decision that determines the outcome. Their super-speed on the battlefield is also reflected on the adventure map ,and they are a great asset to an adventuring hero. Summon Ice Demon is a particularly useful spell, as that is the only ways ice demons can be brought about, discarding their dwelling. They are also solid creatures with 70HP. Omnipresent life ward makes the devil a great creature to have against the Haven in combat.

Bone Dragons
Bone Dragons are indeed the tanks of the Death army. With 275 HP, the 4th most in the game, they are extremely hard to defeat, and the 100% ranged defence bonus reflects this. They deal a great amount of damage and are able to defeat creatures who are about their strength, including devils. While I believe the panic ability as an asset, I don’t find it as nearly as annoying. When you attack a ranged creature they move away from you, enabling them to deal full damage once more, which can be used to attack another creature.

I don’t feel the need to go into detail about the other creatures as they are rather difficult to acquire.

Town Development
Because not much of one particular resource is required for the Necropolis (unless you are buying devils, in that case sulphur is what you need), it is possible not to buy a marketplace until you have a second castle, and therefore savouring money for the more expensive dwellings. I find crystal to be the most precious resource, and hence I would tend not to build the city hall until I have developed my Vampires and I have a steady flow of them from a crystal mine for my Bone Dragons.
Sulphur (excluding the temple of the damned) is the second most important resource to the Necropolis. A good amount of sulphur is needed if you want to succeed in the magical ambitions your necromancer has, so it is also handy if you can pick up a few loose sulphur piles or a sulphur mine if you fancy the temple of the damned. My town development focuses on the management of crystal, and if there is a crystal mine in the area, you should focus on getting the vampires as soon as possible, then an income(city hall) to generate enough funds for the Graveyard, and you’re on your way.

Skill Management
As Dale mentioned, necromancy is the most important skill to a death aligned hero, and can be extremely useful in augmenting the numbers of vampires in the latter stages. The great thing about necromancy is that it is offered extremely often and doesn’t require as much time to reach the ultimate level of grandmaster. This means going into every battle that you see to be winnable, and never let the enemy flee once you have GM necromancy, because it just means your army could be stronger. Once you are reaping the benefits from GM necromancy, it is also best to leave that hero be, and use the thief hero from the chaos alignment to aid you in the exploration of the map and the collection of resources. (The thief should be recruited maybe a week after the game starts to maximise the amount of resources you can gather in a short time). The skeletons and such can be left to the necromancer, while the thief has the quicker units, and therefore excel in scouting and pathfinding. This will give you not only power but speed on the maps. Death magic always needs to be your second priority for a necromancer, as the spells need to be learnt very quickly. Because you are facing many battles, it would also be best if you were able to invest in occultism rather than demonology, since the frequency of the spells and the number of times you can cast them is in my opinion more important for death than how powerful they are. In the middle-end game, occultism should be master or GM and demonology should be following closely.

Combat Instances
One of the most difficult towns to fight against with death is Order in my opinion. Order is the only alignment which has more powerful spells than your own, and ones which could render your units much weaker than they were. The spell which I am particularly referring to is steal all enchantments, which could make spells such as vampiric touch go to waste. As I commented earlier, death magic focuses primarily on cursing the opponent, which are not effective at all when mass dispel can be used to again cancel all these effects. Additionally, the devil is not good at all against order, as the titan is able to damage it totally, whereas with a bone dragon, titans, and halflings won’t deal to much damage. Also, the spell banish rids the battlefield of all summoned creatures such as ice demons, which could prove to be a waste of a turn. The creature I choose to overcome this are ghosts (insubstantial) vampires (for every reason) and bone dragons (greater resistance to ranged attacks). On top of this, all of the above creatures are undead, and therefore all spells which affect living creatures do not affect them, so order’s greatest asset cannot be used.

Undeniably, the Stronghold is another difficult opponent to face. While their lack of spells works against them, the creatures have much the same bonuses as the death creatures, and because stronghold are an attacking force, and with Necropolis’s low HP, it could be difficult to defend. Therefore, it is favourable to use spells such as plague, animate dead to raise HP, and weakness, which greatly decreases stronghold’s great offensive power.

Death’s Weaknesses
Undoubtedly, every town has a weakness. Death’s does not lie within its spells, not within its skills, not within its heroes, but within its creatures. The obvious lack of a ranged attacker severely hurts death when being besieged. The only unit which can deal damage is the hero, who is also rather vulnerable. The one ranged attacker that they have, the Venom Spawn, is almost always overlooked, and therefore no ranged attackers at all are included in the lineup. This also means retaliatory action must be taken directly, and many of the weaker units are used as cannon fodder. While there is a resistance to ranged attacks, without the venom spawn, all creatures need to move themselves to attack, making losses rather high in some cases.

Thanks to Dragon_Slayer for making this thread, as it was a pleasure to read his and others’ posts. I hope you find my strategy guide nearly as insightful and informative as his own.

____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted July 31, 2003 01:09 AM

Hey thanks Lich King for my first qp. Anyway here is a brief guide to sieging techniques for Death. I added some things that the Hydra didn’t mention…. I think

Siege Strategies
This town isn’t the best for siege defence. Most people overlook the Venom Spawn and choose Vampires instead, so that leaves most Death-aligned armies without a ranged attacker except a Death Knight with a bow or Archery skill. Death is also surprisingly without a disabling spell. However, Mass Weakness/Curse and Plague are some really nice harmful spells, and you might even want to go with an occasional Raise or animate spell to add some lost troops. Don’t underestimate the use of Imps, they can drain valuable spell points from creatures like nightmares and genies, making them unable to cast spells.
On the contrary, Necropolis is quite effective in starting sieges. Devils (especially with Aura of Fear and/or Vampiric Touch) are awesomely effective, being able to Teleport over the walls on turn one to attack whatever enemies might be on the Castle towers; still, Bone Dragons are very nice units with built-in Fear. Vampires and Venom Spawn are nearly equally effective in this respect, with the Venom Spawn’s poisoning ability giving it much higher points than normal in the usually-lengthier siege battles. Imps’ Mana Leeching is especially helpful in these long sieges, potentially wiping out some mana-dependent creature abilities: Resurrection, Terror, Rebirth, and Summon Ice Demon, to name a few. This ability also gives your Necromancer some extra spell casting time, or possibly gives your Devils another chance to Summon Ice Demons.

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 09, 2003 10:08 PM

The thing thats good about Bone Dragons is that when they attack a creature that is in the garrison/tower that creature gets off the garrison/tower.  That really comes in handy.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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