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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Mongo's campaign (Wind of Wars)...
Thread: Mongo's campaign (Wind of Wars)...
souless
souless

Tavern Dweller
posted August 23, 2003 11:13 AM

Mongo's campaign (Wind of Wars)...

... is impossible too beat, even on Novice level!
I just can't beat the 3rd game, where an army of 5 heroes (Lvl 20+ : 1 GM Life, 2 GM Nature, 1 GM Order, 1 GM Combat & Tactics) and about 18 champions and 8 catapults waits me on the other side of the bridge. My army : Mongo LV 26 (GM Combat + master tactics), 10 frenzied gnashers, 8 behemoths, 18 cyclopes and a lots of berzerkers and nomads. Problem is, whenever i kill a hero or two, the GM Life casts divine intervention to bring them back. And those champions with dragon strength and prayer is a pain in the ass.
Help me pls.
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 23, 2003 11:06 PM

try killin the dude that casts divine intervention.
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted August 23, 2003 11:09 PM

That's where its useful to have harpies.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted August 24, 2003 04:29 PM

It's a tough fight, though I face them much sooner than you, even though I play the game at Champion.

I have had some luck in them attacking the bridge guards which on Champion translates to about 50 Champions, that reduced their number of Catapults to a lower value. (Though on Novice they'll probably make mincemeat of the Champions on the bridge.)

Also be aware that you DON'T have to fight this combat.

Your mission in the scenario is to take a certain city, so a good use of scouts and racing past them will allow you to win the game.

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souless
souless

Tavern Dweller
posted August 24, 2003 05:59 PM

Yea, I finished that campaign without facing them. I just ran past them and rushed into thier castle! Somehow that fearsome army didnt want to chase me hehehee. They opted to take my own castle instead. But poor, weak, pathetic lvl 26 Mongo will have to face others (all lvl 28) in the final chapter. And he is my favorite Oh well.
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csarmi
csarmi


Supreme Hero
gets back
posted October 18, 2003 01:11 PM

Just finished it on Champion difficulty

3rd map is a joke. As of all campaigns I know.

First, I'd like to speak of Megadragons.

The description says: "Quite simply, there is no creature alive or dead that could stand alone against the raw, awesome power of the Megadragon. Their extreme rarity and limited susceptibility to magic are their only known weaknesses."

Now how is that? My single hero alone kills 7 of them alone without even using immortality potions. Awesome power? I have to laugh :-)))))))

Second, of the hero guards. Well, I have to say, they caught me off guard. Until then, I just kept moving my hero and killed everything in sight (of course I did not bother taking any creatures with me, they are useless) - 50 Champions are a bit tough, but if you do it well, hero does not die once. Now, I attacked them with only 4 immo potions, and I have lost the battle. I did not care for what I did, so soon I found myself dying once/turn. Even this way I would have won the battle if I had 2 more immo potions (Catapults and that Archer hero runs out of ammo and then it's over) - but I had to retreat. So I just went there again and killed them easily. It was a fun fight though. Should they have some immo potions and Cancellation spell, I might had been in trouble.

What about my Hero?

Level 23 Paladin
Expert Life, Advanced Nature, Advanced Nobility, Advanced Scouting, GM Combat

Nobility and scouting just for joke.

To the topic's opener - Tactics were a vaery bad choice, I believe. Why did not you take magic?  Everything on the maps encourages you to do so. defender, Heavenly Shield, Martir, Heal, regeneration, Mass Heal really makes the difference.
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Medusa
Medusa


Famous Hero
Yeah, right
posted October 18, 2003 02:52 PM

Well I have won that scenario quite easily.
Maybe you should try again?
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 18, 2003 03:16 PM

You must have been lucky to face just 7. They are usually a band and sometimes close to 20.

Strip your Hero of all the bonuses from Jewels, Arenas of Honors, and Wrestling Pits, and have 0 Immortality Potions, and I'm sure the Dragons are the ones laughing.
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csarmi
csarmi


Supreme Hero
gets back
posted October 18, 2003 04:32 PM

Well, maybe it was not champion difficulty then. No that it matters. Yup, I can recall now, I made it expert or so, just to give the computer the best chances.

Well, I fought them day 3.

So no bonuses, just 40 attack, 60 defense, maybe some artifacts?
Well, with a better built up hero that is still possible.

I could have gotten GM life too. Just was not completely one-way oriented, I thought it was fun.

May I cast spells? Sanctuary, all defensive spells up and the Dragons cannot even touch me. They did like 7-8 damage each, maybe even lower.

But stick to the game's idea.
So I have a GM barb without artifacts, spells, potions.
Level 18.

Attack 40/30, defense 60, GM melee/archery.

43-64 damage

You have 1 Megadragon.

Attack 50, defense 50, damage 50-100.

You do 42-83 damage per turn, I do 2*(140-210) melee or 2*(105-158) ranged. You have 1000 Hp, I have 270. Who wins?

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 18, 2003 04:44 PM

You faced ten dragons, not one.

So who is going to win?
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csarmi
csarmi


Supreme Hero
gets back
posted October 18, 2003 06:00 PM
Edited By: csarmi on 18 Oct 2003

Well. If I can use spells, then me. If not, the dragons.

I just cast Sanctuary, then cast all the defending spells and your dragons will do no damage. Oh, well, I'll also cast guardian angel, I believe.

10 to one is just unfair!
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 18, 2003 10:15 PM
Edited By: Djive on 18 Oct 2003

Sure, you can cast spells. I'll let you take any skills gained by a level 24 Hero (but with assumption of no skill or stat increases (Attack, Defence, or Spellpoints) gained through the Map.) You can have any spell assuming you can cast it yourself (but no Scrolls).

24th level = 26 skill points total, and a minimum of 1 slot on Combat, Melee, and Magic Resistance. So if you want you can have GM Combat, Melee, Life Magic, Healing and Spirituality, and Basic Resistance.

Mind you, you just have 10 + 25 (Healing) = 35 spellpoints. My bet is still on the dragons.

Oh, and it's latest patch version that applies... I believe patch limited the effects of casting sanctuary a bit.

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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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csarmi
csarmi


Supreme Hero
gets back
posted October 18, 2003 10:44 PM
Edited By: csarmi on 18 Oct 2003

Only 35 spellpoints? LoL, that is not too much. I'll think a bit.

Sure not any skills and spells - but Life is very possible.

OK, solved.

Level 3 Nature Magic. Level 3 Life Magic.
Regeneration, Summon Water elemental, Quicksand, Mirth, Chaos Ward. I have 40 spellpoints, that'll be enough.

Hopefully I can have GM combat+GM melee too.

Not fair, though.


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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2003 05:30 PM

I don't think you have much of chance. The dragons are too fast to be stalled much by casting quicksand. And you do need some way of dealing damage. (Water Elementals won't do enough, and recall that their damage is halved due to the dragons' magic resistance. You might attempt to cast weakness of fatigue but these spells have a 50% chance of failing, and I guess result will be disastrous if they do, at least in the fatigue case.)

The Arc breath attack is likely to wipe your summons while hitting the Hero, and I believe that one attack is enough to take out Hero even with Chaos Ward.

Sure, it's not fair. Did I say it was?
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csarmi
csarmi


Supreme Hero
gets back
posted October 19, 2003 06:17 PM

Well, I just did that 3 times in a row.
I agree, the beginning of the fight is hard. You have to be very careful when placing your first quicksands.

My hero was able to cast 28 feet of QS. That was enough to stop the dragons 3 times out of 3.

When they are stopped, the fight is over. I summon Water Elementals, then Satyrs.

WE's keep the dragons at bay carefully placing quicksands. When they have free turn, they try to cast Fatigue (50% chance), then later Weakness.

Satyrs cast Mirth on the hero and on themselves.

Hero casts Regeneration, Heavenly Shield, Chaos Ward, Celestial Armor, Giant Strength (there are more useful spells, but that'll be enough).

Also when WE's run out of mana, summon another group of them.

Hero waits Dragons out (that's why I cast Mirth, also they are slower now), then strikes them. One blow is not enough to kill him in retaliation. Then just get to distance and repeat. After I reduced them to 8, I could even stay there and hit continuosly.

They do about 6-12 damage each, so it is not a big deal.

So it is very possible.

I agree that I can lose this fight, if I am very unlucky in the first two turns.

I also made a fast test map for it, I can mail it to you.

My hero had GM combat, GM melee, Basic resist, Exp Nat, Exp Life, 65 spell points, Advanced Meditation, Level 24 Beastmaster.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2003 09:07 PM

What do you mean stop the dragons?

Is quicksand bugged?
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csarmi
csarmi


Supreme Hero
gets back
posted October 19, 2003 09:15 PM

No bug there. You just place the Quicksand lines well, and the field will be covered enough for tha Dragons to move only 1 hex per round.

If there was a way to include screenshots here (how do you make screenshots in heroes, anyways?), or a way for me to send you the save file, it would be easier to explain.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2003 10:05 PM

I hadn't realized that creatures could only move one Quicksand hex per turn.... I'd thought it reduced movement by a high percentage.

This spell should cost significantly more spellpoints than it does!

Yeah, you're right the Dragons are mincemeat. Tried it out on a test map... Hero didn't even sweat after the combat.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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csarmi
csarmi


Supreme Hero
gets back
posted October 19, 2003 10:12 PM

You did not know quicksand was this good? This is one of Nature's best spells. That's why Water Elementals are so good.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2003 10:19 PM
Edited By: Djive on 19 Oct 2003

I have used it frequently. Just hadn't realized how exactly it worked (usually I don't get to move my onw units through Quicksand). I'd say level 4 and 8 spellpoints would be more appropriate for this spell.

Water Elementals have four very good spells, and also some nice immunities.
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