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Thread: Strategy Preference - 1 or 2 armies? | This thread is pages long: 1 2 · «PREV |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 09, 2007 10:58 PM |
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My general strategy revolves around one super hero. Of course I will have scouts(one in the beginning, more for later esp if the map is large) but they won't get too strong. Sure, they will visit the map locations, maybe finish some weak neutrals that my main left because he was after something better but that's it. The other hero that will gain some xp is my town defender who is likely to weather some small sieges and gain a few lvls this way.
Haven of course is a bit different as you need a secondary with a few lvls on counterstrike and expert trainer. I don't expect my hero to be able to return every week. But from the time you get hall of heroes you can make up for that by training all 20 units to make up for the lost week(S). It's not every week that you'll be able to train more than 5-7 cavaliers
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executor
Famous Hero
Otherworldly Ambassador
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posted May 10, 2007 12:22 AM |
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Edited by executor at 00:24, 10 May 2007.
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Making comparisons with StarCratf and other RTS is pointless here. You cannot transfer gained XP to primal battling hero, which makes him at least 3 levels less expierienced than in case he was single main hero. And merging armies is not as easy as in RTS. As well look at *.
If you collect XP, goodies and resources from the map by more heroes, your 'gain on having many heroes' is not very significant(and usually by no means proportional to the number of creeping heroes*), unless you can afford good army for EACH of them. And this squeezes your budget like a lemon, leaving nothing for extra expenses, like defending against a sudden rush.
Of course this may be beneficial in certain situations(larger, multitown maps, where gains are closer to proportional), but overall it means weakening your main hero and risking your heroes being eliminated one by one by a superior major enemy hero.
Therefore I use more than one main hero very rarely, and eventually one of them becomes the single-main one.
Of course when playing haven I get a secondary hero to a certain level for training reasons. Necropolis additional gain in DE is also not to be skipped without serious consideration.
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Understanding is a three-edged sword.
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nocaplato
Adventuring Hero
Lover of Ancient Philosophy
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posted May 10, 2007 02:43 AM |
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Much of this will depend, as was hinted before, on the style of play and your particular faction. The main problem isn't dividing experience, as has been pointed out, but the army itself. Because levels become exceedingly expensive at the high end, a few xp for the second hero here and there isn't going to disrupt your main much at all. On the other hand, splitting an army (and your gold) between two is going to be very costly. For some types of army the matter of a few extra elves here or there is enough to put you over the 'critical mass' point. At some time you want your army tough enough to withstand any creep with no loss, and any player attack with minimal losses. A week or two of creatures can put you in a position where you either do, or don't, allow the opponent the chance to bleed you. It's far better in most cases to err on the side of too many creatures than too few since just one stack of druids might mean the difference between losing your hunters entirely or losing none at all.
On the other hand, as a dungeon type player, I like to have a single unbelievably powerful main caster... in effect this is my 'uberhero' (typically Sinitar). Because this main does most of his damage from magic, the only important thing about the army is its staying power. I like to run around with just my hydras, maybe a stack or two of minotaurs as back up when needed. Then I let him blast the enemy to bits, while the hyrdas suck up the punishment. That gives me a huge amount of spare troops to leave at the castle, in the dwellings, or on a hero.... Thus it's an easy thing to build a second hero and army. For this task I generally prefer Kythra who starts with leadership and has the potential to become a might based hero as a result. She generally doesn't do much, maybe attaining tenth or twelth, but as she goes up, it does get comfortable to have her take on the more mundane tasks, like fetching, clearing leftovers, and defending.
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feluniozbunio
Promising
Supreme Hero
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posted May 10, 2007 02:49 AM |
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Hehe i posted my double hero sneak tactic in elvins topic but it fits here as well so i may repeat it. When i play dungeon on large maps sometimes i try to do 2 mighty heroes. One just for casting armagedon and second with all the goodies i can find. I found this strategy very useful and funny Nothing can make you feel so happy like 4k dmg armagedon thrown at opponent right before you attack him with your main force
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Plexus22
Known Hero
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posted May 10, 2007 05:42 AM |
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Having more than one hero with an army and able to creep is definitely a good idea and helps a lot economically but its usually only from an economical standpoint that I do this. I dont put a lot of effort into building up a second hero and I only put troops on a second hero when they are sitting around idle in castle and I dont need them on main. But yeah, if you have mines or other map locations that a second hero could easily take and you dont want to burden your main by visiting them or you know that your main wont make it anyway then grab some troops on a second hero and go collect. Other important considerations are that you can handle whatever it is your fighting with the secondary heroes skills/abilites/spells without considerable losses and that you can get those important troops back to main before he needs them.
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Celfious
Promising
Legendary Hero
From earth
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posted January 08, 2010 12:52 AM |
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Edited by Celfious at 00:53, 08 Jan 2010.
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i in most circumstances on day 1 will hire a second hero, they help the view and or follow my main to burn those extra steps to grab resources, flag mines, etc etc..
Sometimes they have a not so bad addition to the mains army (and can pick more up from castle to deliver) but it is not always a bad thing for them to grab a little experience at least, for defending against sieges or knocking out a small enemy army
Pretty much what I mean is I rarely have less than 2 heroes, and there is minimum benefit a second would give that is valuable (especially if they have estates, they pay for themselves)
edit: umm I dont know how I got here considering thread is 2-3 years old but i may as well leave the post.
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dale
Known Hero
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posted January 10, 2010 08:27 PM |
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Quote: edit: umm I dont know how I got here considering thread is 2-3 years old but i may as well leave the post.
But since you did post, it bumped an interesting discussion up to the top.
I prefer playing as a necro. In that case, it makes good sense to have a lot of heros to boost the necromancy skill points. It also makes sense to train them to higher levels for the same reason. That does not mean that they have to go around with strong armies. I will give them a strong army and let them attack some stack, especially a walking stack that can get killed off before it even reaches them. Then take the strong army back to my true main character.
Many maps make it useful to have more than one hero with a strong army. One can go exploring and one can guard the home area against flanking movements.
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Grey Beards of the world, Unite :-}}
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 10, 2010 08:29 PM |
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That or you could get mentoring.
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Manindarkgreen
Tavern Dweller
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posted January 13, 2010 03:25 AM |
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It seems to me that multiple heroes is best if you can unify your forces when you attack. Your main might have a slightly lower level, but your larger army will make up for this. If the opponent has opportunities to sneak attack your heroes while your forces are still divided, he will have a huge advantage. It you group together all your forces and go to smash the enemy, you will have the huge advantage. It seems to depend on who is more aggressive.
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Much more trustworthy than the man in black.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 13, 2010 09:33 AM |
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Larger army? Unlikely, you may manage to get one dwelling before the week is over at best. Logistics - sometimes with snatch - reduce the importance of such tactics. For instance, try art of war, dragon's cape, dead man's lake, mastermind and so many others - won't do you much good. Few of the custom maps allow effective use of multiple heroes strategies either because creeps are too hard to creep with low lvl secondaries, because there are too many neutrals so your turns would be 30-45 mins long or because your secondaries cannot wait much for extra week armies because opponent can come knocking fast. In such cases you have to hope for warmachine or destructive heroes in tavern, they can succeed where the rest fail.
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Map also hosted on Moddb
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dale
Known Hero
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posted January 14, 2010 07:04 PM |
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Quote: That or you could get mentoring.
I have seen a disagreement on how to get mentoring (for Runemage). One skill chart says it requires intelligence and scholar. Another says Archane intuition and tap rune. Which is correct (HoF).
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Grey Beards of the world, Unite :-}}
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zaio-baio
Promising
Famous Hero
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posted March 11, 2011 12:00 AM |
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it requires arcane intuituion -> tap runes + fine rune
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Alkari
Tavern Dweller
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posted March 29, 2011 02:58 AM |
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I think this depends a lot on how many castles and factions are under your command, so I would say that 2 heroes will be needed for medium , large maps, also as was pointed out before, you need 1 offensive hero, and one that must be near your towns, also is not bad idea to level up a couple of heroes with leadership, states and recruitment
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