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Heroes Community > Library of Enlightenment > Thread: Popular ToH maps
Thread: Popular ToH maps
Nemesis
Nemesis

Tavern Dweller
posted October 29, 2003 02:02 AM

Popular ToH maps

Hello there, I have a simple question to the experienced on-line players.

In what week are you able to (or, at any rate, are planning to) enter the middle zone on the following maps:

Battle of the Bastards
Desert War
Giant War
Hourglass
Showdown

Thx :-)

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Nemesis
Nemesis

Tavern Dweller
posted October 29, 2003 02:08 AM

I forgot to add ... playing at impossible level.

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haile73
haile73


Promising
Famous Hero
posted October 30, 2003 12:22 PM
Edited By: haile73 on 30 Oct 2003

ToH maps are usually played at 100% difficulty. They are designed for a week 3/4 endfight. Well maybe they weren't exactly designed so, but that's the time most players meet hehe. Anyways, playing them on 200% doesn't slow things down too much and adds a luck factor on certain maps (imagine Dungeon trying to find 1 ressource each for evil eyes hehe). So here are my results for 100%

battle of bastards 2 is usually a day 8-10 breakthrough, unless very unlucky with guards (golds, blacks, titans or archangels in front all 3 tents) or playing tower, lol. snow terrain in middle makes up a bit for tower though.

desert war, well I'm no specialist, but I have done the giants day 2 at times. not sure whether this is the best option though, day 8 is the latest time I would recommend (if your opponent didn't kill you by then, lol)

showdown 3, unless you're lucky (e.g. alamar, good camps), it's a week 3 breakthrough I would say. If you're fast, you can grab both relics on your side and still break through week 3, day 1. If one or both of your relics suck, w3d1 should be managable always. Middle week 3 the latest.

hourglass 3, when I played that one, I tried to take utopia w3d1, then grab joiners, then go to middle. I guess that's too slow nowadays. when both your island relics suck, a week 2 rush might be a good option

giant war, never played that online, but I think it's a w3d1 breaktrough. Expert earth doesn't hurt. Actually it does hurt if you don't have it hehe
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wanderer
wanderer


Known Hero
Mercenary on Azure's Kingdom
posted October 31, 2003 12:23 AM

ok now
I can put my sugestion for HG and GW
hg2 : week2 ally troups on under, so that on day 1 week3 ally the lots of mightyes guarding tope, do the tope, and in 2 days ya're on the middle
hg3 : same strategy, haile yes you were too slow on hg3, just the difference that mighty are set on savage so exp slow would be a must
gw: week2 do minos/tope/ and also middle and hydras
if ya dont have luck then hydras are a must on week3 day1
also ifya dont have earth magic on GW youre chances to win the map are somewhere below 10%
I've done the hydras week3 day 1 without slow and blind ( a very imp spell on gw tough not many use it) but I was lucky cuz I had 10 titans + golden bow tough that didnt helped that much, cuz from the 2nd turn the hydras grab you , but I got 1 master genie on every stack, so my titans were blessed, etc etc etc * you cast spells with every genie on the titans*
tough if ya play a really good gw player and ya dont have earth, youre hero stats suck , you might want to conceede the game .
that was my 2 cents
wan
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Nemesis
Nemesis

Tavern Dweller
posted October 31, 2003 04:42 AM

Thank's a lot for your kind answers :-)

Another small question:

How many heroes do you try to get around first day on those maps?

At 200% I rarely manage to have more than two, but I guess that at 100% it would be a good idea to have 5 (may be more)heroes on their way ... if that's the case, don't you have any problem in controlling everything playing, let's say, 2 min. x round?

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haile73
haile73


Promising
Famous Hero
posted October 31, 2003 09:52 AM
Edited By: haile73 on 31 Oct 2003

On 100% I buy 7,8 sometimes 9 heroes day 1 (putting one into garrison after he collected stuff). It depends a bit on your luck with chests.

I never play 2 min turns; on 4 min turns it's sometimes tight, but manageable. Helps a lot when you plan your moves during opponent's turn

PS. in season IV, middle week 3 was fast enough on hg3
since everybody knows what to do now, this map really comes down to luck imo, therefore I stopped playing it hehe
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Running may not add years to your life, but it will add life to your years

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wanderer
wanderer


Known Hero
Mercenary on Azure's Kingdom
posted October 31, 2003 08:17 PM
Edited By: wanderer on 31 Oct 2003

haile true,
I've been playing HG2/3 on my 1st seasons 60+ times
got bored of it , but I'll still play with only 1 condition: host edits the map to get out Tome of Earth
even if youre island relics sux, ya still have a chance
but when youre relics sux, and opp has tome of earth ya're doomed
( that was what happened to me this season on the last 4 hg games
and week3 it was not late as you say, maybe I'm too " on the other side" cuz I played really fastgamers on hg lol, when opponent it's to be seen week2, day 6 attacking middle garrison titans...
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wanderer
wanderer


Known Hero
Mercenary on Azure's Kingdom
posted October 31, 2003 08:29 PM

Quote:
Thank's a lot for your kind answers :-)

Another small question:

How many heroes do you try to get around first day on those maps?

At 200% I rarely manage to have more than two, but I guess that at 100% it would be a good idea to have 5 (may be more)heroes on their way ... if that's the case, don't you have any problem in controlling everything playing, let's say, 2 min. x round?



look.
imo , when ya play good players, save every turn, so after the game was ended and it was reported, you can look on the saves from day 1 till the end
and see how he moved his heroes/where/ how many heroes , etc
and 2nd : to play on 2 mins turn, yes it can be done, I myself play hg2/3 with 8 heroes on 2 mins turns sometimes
but I wouldnt advice anyone that has less than 20 games on a fixed map to try it with 8 heroes+building on towns on 2 mins turn
that was my 2 cents

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