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Thread: Heroes 5 Strategy: Playing Academy Faction | This thread is pages long: 1 10 ... 18 19 20 21 22 ... 30 36 · «PREV / NEXT» |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 18, 2008 09:52 PM |
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Looks like he tried hard to lose His army is pretty uneven and actually little for week 11, no key upgrades, no warcries.
A few tips: Rakshasas are not offensive units, keep them back. Do not cast motw on a unit that can die before the hero acts again. The unit to puppet in this battle were the centaurs as they were the most threatening, also slayers were easy targets for the cyclopes. If you had the archmages could have helped you more in the battle. Btw with low spellpower puppet units that are about to play, otherwise you won't be able to use them offensively not even once.
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Reign_of_Light
Hired Hero
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posted September 19, 2008 09:54 AM |
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Okay, I see I did a few things wrong in battle , but in case this army was "uneven" and "little": How the hell can I beat stronghold when its army is NOT "uneven" and NOT "little" and when he ACTUALLY HAS SHATTERS ?
This is somehow a riddle to me. I tried my best, used every good tip I could get from these forums, and still I was not able to beat a stronghold-player who "tried hard to lose" .
@ Whoever won with academy against a equivalent-skilled stronghold-player in late game: What was the f****** key to that???
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 19, 2008 10:04 AM |
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Did you have Frenzy or Blindness? I suggest you use thme on the Centaurs and Goblins. If the Goblins defiled you, don't casts expensive spells, as they chances of succesfull defilement are high. Also, know where your enemy can and can't go. You've send your units in the amrs of the strongest enemy stack twice. If you have Saboteurs Sabotage the War Machines, in this case the tent. 100 hp Healing isn't much, but every small thing can help.
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Coincidence? I think not!!!!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 19, 2008 11:03 AM |
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You miss the fact that it's a big risk to take shatter vs a wizard. But even if you are unlucky and he gets the right ones you can still win, it's a matter of skills, spells and tactical ability. Will come with experience.
I have a good one that I played in the last season. Not sure why or how Vangelis had 7 cyclopes and me just 4 colossi but it's obvious that he skipped the slayers to upgrade them. And in turn wasn't able to upgrade the rest. Anyway here's a summoning/dark combo.
Academy vs Stronghold.
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Reign_of_Light
Hired Hero
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posted September 19, 2008 01:09 PM |
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Quote: Did you have Frenzy or Blindness?
I had neither of both .
Quote: If the Goblins defiled you, don't casts expensive spells, as they chances of succesfull defilement are high.
What actually does this defiling skill? My expansive puppet master was defiled two times, but nevertheless puppeting worked (at least I got the slayers to hit the centaurs). Ah, and yes of course this defiled puppeting was ab HUGE waste of mana. It would have been of far greater worth in the end of the battle.
Quote: Also, know where your enemy can and can't go. You've send your units in the amrs of the strongest enemy stack twice.
I see, it was a big mistake to send rakshasas and djinns into the range of the centaurs, like Elvin pointed out, too. I just didn't expect the centaurs to run out of arrows that fast.
Quote:
I have a good one that I played in the last season. Not sure why or how Vangelis had 7 cyclopes and me just 4 colossi but it's obvious that he skipped the slayers to upgrade them. And in turn wasn't able to upgrade the rest. Anyway here's a summoning/dark combo.
Great, thank you . I'll watch it this evening, cause I'm not home right now.
[Edit] Ah and .. yes, what I always wanted to know: I casted mass slow and later on mass confusion. Do different "passive" spells add up or do they replace each other?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 19, 2008 01:24 PM |
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They stack when they are from the same school. But Haste will cancel slow before adding the init bonus as opposite spells usually do.
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Mightyloser
Tavern Dweller
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posted September 20, 2008 07:09 PM |
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Hi guys! I'm new to heroes community and in my opinion it rules!
You guys have helped alot me alot because of the strategies and tactics.
Anyway on to the topic! I have one question about gremlin masters: How many times can they heal mechanical creatures? Is it unlimited times or 1 time? I did not read the other replies because i don't like reading so much, so if my question has already been asked then plaese forgive my stupidity.
I hope to see answers soon!
thanks,
-Mightyloser, your new reliable paladin.
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Heroes of might and magic 5
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 20, 2008 09:43 PM |
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Nice to hear And it's just once.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 20, 2008 11:18 PM |
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Quote: What actually does this defiling skill? My expansive puppet master was defiled two times, but nevertheless puppeting worked (at least I got the slayers to hit the centaurs).
Defilement can have four different effect
A) Defilement succeeds, The Spell fails
B) Defilement succeeds, The Spell is cast at 50% of it's spellpower
C) Defilement succeeds, The Spell is cast, using double the normal mana
D) Defilement Fails, the same spell is cast (for free) on the Goblin Shamans as well.
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Coincidence? I think not!!!!
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Reign_of_Light
Hired Hero
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posted September 21, 2008 01:31 PM |
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Wow @ Elvin, that's a KILLER replay !! And it somehow enlightened me!
As far as I can remember no single Babarian unit managed to cross the battlefield, they all got stuck somewhere in the middle, so arch mages and gremlins did't get threatened at all.
And while I would have probably summoned the phoenix or mass-slow right-away, you recognized the power of the centaurs that were about to act and blocked them with the arcane crystal instead. That was a great move!
Also fascinating how you slowed the battle down. For example the summoned hive in front of the cyclops than the attack of the colossi and firewall afterwards: Just brilliant! The only unit in range of the cyclops then were the colossi, but to attack them meant to end the round standing inside the firewall. And killing the hive would have either resulted in wasting one of the cyclops or the heros rare turns, or to move the goblins through the firewall. Very tricky and awesome timing!
I never thought of Heroes 5 being that tactical !
Maybe that's also the key to my victory next week.
@Lexxan: Thanks for clearing up !
[Edit] And @ Elvin: You got plenty of golems even though you told me to skip them. When do you actually build the golem forge?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 21, 2008 02:04 PM |
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Edited by Elvin at 14:13, 21 Sep 2008.
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That's the way, slow down the battle and force the opponent to play with your rules That said the barbarians could have taken the opposite approach with tactics, aura of swiftness and swift mind with battlecry to add another +1 speed for the beginning. It's never that simple, anything can happen
About golems there is a tier 3 dwelling on the map that I captured from week 1. Was playing dragon's cape.
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Reign_of_Light
Hired Hero
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posted September 21, 2008 02:13 PM |
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Yeah, but I really don't consider my pal to be that smart (you know, last time it looked like as if he tried hard to lose ).
So, when did you actually build the golems (please notice the [Edit] in my previous post)? [Edit] What came first: My question or your answer(-edit) (both 02:13 PM) . So you didn't build a golem forge yourself?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 21, 2008 02:39 PM |
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Edited by Elvin at 14:41, 21 Sep 2008.
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Sure I did but the game was months ago. As I've said before I usually get them on week 3, in that battle I'm not even sure what week we played or if there were any growth boosting weeks.
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Reign_of_Light
Hired Hero
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posted September 21, 2008 10:59 PM |
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On week 3? I must have overread this (as you know I still hadn't build them on week 11)
Another thing that came to my mind: 6 of 7 Babarian units are melee fighters, but none of them can cross the whole battlefield in one turn. So they all usually end up half way to my troops after their first turn. 6 units almost in one line! Isn't this a perfect reason to use Rhakshasa Ksathras instead of Rajas?
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 21, 2008 11:25 PM |
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Well, with Confusion, Ktsarras are prefereably. In case of Stronghold, a retaliation can be very, VERY painfull indeed. It's your decision whether you risk it or not. If you have Ktsarras, use Gargoyles to absorb the retaliation (only if they aren't nedded elsewhere). As soon as the Retaliatino is done, destroy the stack, using mini-arties and Djinns and Raskshasas (Both have big damage)
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Coincidence? I think not!!!!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 21, 2008 11:25 PM |
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Not really. Tactics and aura of swiftness basically means +2speed and if you cast battlecry first then +3. Let's see the units individually:
Warmongers won't but maulers get +2speed at lvl 1 rage, check.
Earth daughters with the above check.
Executioners/chieftains check.
Wyverns check.
Cyclopes same.
It's not just their stats, pay attention to rage bonuses and skills the opponent may pick. Or artifacts, there are always windstrider boots.
See this replay and you'll see for yourself.
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Reign_of_Light
Hired Hero
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posted September 22, 2008 11:17 AM |
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Ah yes, I see, I'd better stick to my avatar-picture !
But I guess if my Stronghold-playing pal finds out that increased-speed stuff himself, I'm doomed anyway .
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 22, 2008 11:57 AM |
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Edited by Elvin at 11:57, 22 Sep 2008.
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I didn't say that the others are bad in any way And while the orcs may get extra speed you can get mini arties with initiative/defense to attack them first and soften their charge. There is no exploit, no matter what they do you can get back at them with the right counter. Another idea is to get swift mind so you can cast a puppet/frenzy before they play.
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Reign_of_Light
Hired Hero
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posted September 22, 2008 01:06 PM |
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You really seem to like "swift mind" a lot, don't you ?
I'm personally not so happy with it, because logistics as a skill does appear far too rarely to rely on, and even if it does, there is still "arcane intuition" and "scouting" necessary. I consider both skills to be not worth taking, so getting "swift mind" actually costs me 3 whole level-ups. Considering that my hero is (in terms of levels) always behind compared to my opponents anyway('cause I'm the only one who takes money from the chests instead of experience), I then already need AT LEAST lvl 20 to have my ready-for-final-battle-hero with two magic school masteries, enlightenment mastery, sorcery mastery, artifacting mastery and the ability to cast either mass slow or mass haste. It is pretty likely that I never reach that level before my opponent feels prepared for showdown. Without the "swift mind"-ambition I can already reach this state of readiness with level 15.
So, what did I forget this time ?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 22, 2008 01:29 PM |
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Just a suggestion, with academy you'll rarely have it. However why logistics is good? Think about it, you break faster, level up faster, get the middle artifacts before your opponent. Without gold he will have less upgrades and troops which works in your benefit. How many levels will he have out of chests? 2?
Arcane intuition is misunderstood, it's actually one of the best abilities out there. You missed slow, haste, cleansing, fireball, endurance, deflect missile, lightning or confusion in your guild? No problem you can learn them from neutrals.
Of course swift mind is more about a dark or destructive build and not a must, just good to have.
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