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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Tactical maneuver system - to reward pure might heroes
Thread: Tactical maneuver system - to reward pure might heroes
B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 12, 2003 03:29 PM
Edited By: B0rsuk on 14 Aug 2003

Tactical maneuver system

In Heroes3, a wizard with right spells is deadly opponent.

Warrior-mage hybrid is deadly, too, because creature stats are still impressive and spells like stoneskin, shield or blind aren't hard to learn, yet provide massive stat benefits.

It seems, that pure might heroes are the weakest, and that's sad I think.

I don't mean Heroes4 town type, might = military commander, who increases creatures' stats instead of casting spells

Instead of going pure might it's more worth to spend few skill points and learn expert earth magic. You don't even need wisdom - slow, shield, stoneskin are all first level.

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This game is called Heroes of might and magic. Not heroes of magic.
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What I suggest is to introduce new combat feature - system of maneuvers.  It's not going to be as strong or versatile as magic - because it doesn't require any money spent in it, just  skills and hero level. Still, pure might heroes are in my opinion are too vulnerable - because they don't have too much tricks to choose from. Magic can be used to fit any circumstance. Hardly anyone plays Might, because it has no spells available. Almost no chance against good Order hero.

I assume that leadership/tactics are going to give flat, steady bonuses in H5.

The idea is that you can use either magic or maneuvers, but not both. You can use maneuver if you don't cast any spell in the same round. If you use maneuver, you can't use magic in the same round. They mostly work on friendly unit stacks.
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Maneuvers are fueled by Command Points. You start combat with 0 command points. You gain 1 (one) command point at beginning of each round, including first round. You can accumulate up to 3 command points. If you cast a spell, you aren't going to regenerate command point in next round.
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Lesser maneuvers: each of them consumes 1 (one) command point. Therefore you can use them over and over. Level 5 hero is required.

Defensive Formation
Enabled by: Tactics
Target friendly stack of your choice. It gains level/3 melee defense skill, and has 133 percent ranged defence. That stack loses it's action. Can't be used on stacks which already acted this turn. Effect wears off after one round. Doesn't stack with Guard command.

Charge
Enabled by: Leadershio
Selected friendly stack has it's movement increased by 3 and
melee attack skill increased by level/3 .If stack sits without moving, no bonus is provided. The stack has no retaliation in next round, and it's ranged defense skill is lowered by 5 for one round.
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Advanced maneuvers: each of them consumes 1 (one) command point, BUT you aren't going to gain any command points at beginning of next round. Therefore they are more expensive and actually drain your command point pool. Level10 hero is required.

Desperate Defense
Enabled by: Leadership skill
Only friendly stack can be targeted, and before it performs an action. Unit losses its action, AND ability to counterstrike for one round. Defense skill is increased by level/2. Doesn't stack with Guard.

Split Forces
Enabled by: Tactics skill
Before taking an action, friendly stack can be divided to two stacks.


..... and this requires new rules: Trampling, to prevent imp spamming/blocking.

When a stack faces another, which can be defeated in one strike, the defending stack is *trampled*. Attack and retaliation still occurs, but attacker can continue its movement and doesn't lose any movement points. Also works for ranged stacks - weak stack doesn't obscure line of sight.

Retaliation (inspired by Gerdash's post)
when attacked, creature stack retaliates, but if damage dealt is more than needed to kill all attackers, retaliation damage is passed to next, potential attacker. (reduced by defense skill etc of course)

Join FOrces
Enabled by: Tactics
Similar to above.

Champion
Targeted stack gains level/4 attack and level/4 defence for one round.

Archery COmmands
Enabled by: Tactics
Targeted ranged stack has it's ranged attack increased by level/3 and no enemy unit can obscure its line of sight... for one round, of course.
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Major maneuvers: they cost 2 command points each and no command points are regenerated during next round. Hero is required to have level 15

Grand Offensive
Enabled by: Leadership
All stacks you control gain level/4 attack skill for one round.

Distraction
Enabled by: Tactics
Commander sends sneaky, small force to attack enemy hero - and force him to defend himself. That hero can't cast any spells for one round.

Ferocious Defense
Enabled by: Leaderhip
Effect is permanent, but can be used only once on each stack. The stack gains +2 Attack skill each time it performs a melee counterstrike. Attack bonus applies only for counterstrikes.
Can be dispelled only by negative morale.

Careful offensive
Enabled by: Tactics
The stack has 10 more melee defense skill when it comes to _receiving_ counterstrike.
Effect is permanent, but can be dispelled by low morale.
==================================================

This system isn't perfect and probably needs some work, but still worth considering. This way, there would be 3 kinds of combat heroes:

Pure magic: very good at spellcasting

Hybrid:   creature stats moderately increased, and some spells available

Pure might: creature stats increased, maneuver system available.
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As I stated before, I think pure might heroes are too weak when compared to magic heroes or hybrids, mainly because of Lack of flexiblity . I think it's not the way it should be.
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 14, 2003 04:22 AM

Quote:
Hardly anyone plays Might, because it has no spells available. Almost no chance against good Order hero.


a lv 50 bar vs a lv 50 archmage who would win?  The barbarian would win.  How does an Archmage hurt the barbarian, if the barbarian is immune to magic?  

Nobody could defeat a lv 50 bar excapt for a lv 50 demonlogist.  The demonlogist could cancel the immortaly then hit with his 100 vemon spawns and 50 devils.  
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 14, 2003 07:37 AM
Edited by alcibiades at 11:39, 29 Jun 2009.

.... by taking 15 Dragon GOlems/Phoenix/Devils/... with him. By the time you have level50 hero you should already have dozens of high level creatures.

But seriously, by summoning Mantis and teleporting away, for example.

Level50 heroes don't happen except for campaigns and very poorly designed scenarios.

Combat heroes in H4 are bad joke. Barbarian is overpowered early, and very weak later.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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