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Heroes Community > Library of Enlightenment > Thread: Disecting the Stronghold...
Thread: Disecting the Stronghold... This thread is 3 pages long: 1 2 3 · NEXT»
Oldtimer
Oldtimer


Honorable
Supreme Hero
Please leave a message after..
posted October 12, 2001 04:24 AM
Edited By: Hexa on 3 Jul 2002

Disecting the Stronghold...

You know the drill.

Why do I love playing the Stronghold?

It first three levels are worthless, Cyclopses are way too expensive(20 Crystal), Ogres are slow to get into action especially if you use their special, Birds are fast but everyone attacks them, and the behemoth is awkward to more around the battlefeild.

No special buildings jump out at you.

It must be the heroes.

Nothing feels better than to beat up a magic hero with your outstanding attack skills.

Edit: revived!@
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thunderknight
thunderknight


Promising
Famous Hero
posted October 12, 2001 08:45 AM

Quote:

It must be the heroes.



Yes, especially Crag Hack + Orb of Inhibition (or better still, Armour of the Damn + Crag Hack + Orb of Inhibition. ).......come on, stop dreaming......

Or Terek (tactic + mass haste) = your grin is the last thing your enemy will see......



Quote:

No special buildings jump out at you.



Yes,........hmmmm,......nope.

Escape tunnel: you can leave your artifact-laden main hero to defend your town without fear of losing him/her (except that damned Shackle of War)

Freelance guild: use your low lv creatures to explore at early stage and sell them for $$$ and space for your big guys (sound cruel, but that's a barbarian "supposed" to be ). If your got ext lv1 dwellings or if you got a hill fort nearby, freelance guild can be another sort of "economic building". Besides, it is another reason for you to learn diplomacy.

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Oldtimer
Oldtimer


Honorable
Supreme Hero
Please leave a message after..
posted October 12, 2001 08:51 AM

If I'm defending a town I expect to win, but it is nice to save that hero with all the legion statue pieces and the prices that you get for your castoff creatures never seems worth it, extra creatures always seem a better fit in the skelleton transformer for the necropolis.
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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 12, 2001 10:08 PM

Creatures:
1) Goblins. Weak, but quick.
2) Wolf Raiders. Ditto, except they can actually inflict damage (they won't take it well, though).
3) Orcs. A weak shooter at best.
4) Ogres. Tough, plus they can boost your fast creatures' attack instead of slowly plodding forward.
5) T-Birds. Fast, fairly tough, and they can occasionally call lightning.
6) Cyclops. A supplement to the Catapult in sieges or a somewhat weak shooter for the level.
7) Behemoths. Defense reduction is extremely nasty. AB with a hero with attack 20 against AA with defense 20 hero averages 98 damage.

Special buildings:
Freelancer's Guild: Why buy a creature and then sell it for a quarter of what you paid? About all it's good for is selling off creatures that join you for free.
Escape Tunnel: It can be handy, but if you have to retreat from home you're pretty much toast anyway.
Hall of Valhalla: *insert evil laugh here*

Heroes:
Crag Hack is your main. Terek's good, especially since Stronghold is slow overall, but dealing a ridiculous amount of damage is always fun. Get Dessa for troop-running if you can.

Overall: If you have a few crystal mines around early, you're practically unstoppable if you play it right. If you don't, things could get ugly.
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Kruel
Kruel


Adventuring Hero
Gropabo
posted October 13, 2001 04:37 AM

i agree with most of that

Quote:
It first three levels are worthless
(...)2) Wolf Raiders. Ditto, except they can actually inflict damage (they won't take it well, though).


except this...
Ok wolves are not that great against the AI. But in a full army fight, they can really make the difference.
If opponents hits them, allright, he's losing his time on the 2d level unit when bigger scares are around.
If he doesn't, just use them as a 2d hit creature. They deal huge amount of damage for a second level creature with their 2 hits, and if you don't lose them too quickly this can be really annoying for your opponent. Only 1st turn shot can be extremely useful. In a mass haste context, if your behemoths or tbirds hit the opponent's 7th level creature and these come afterwards, they can easily bring 2 more of them down, sometimes even more.
Don't use them as a first hitter on strong units though, they just don't have enough hps to afford that.

Kruel
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thunderknight
thunderknight


Promising
Famous Hero
posted October 13, 2001 05:56 AM

Quote:

Freelancer's Guild: Why buy a creature and then sell it for a quarter of what you paid?


If you got > 4~5 markets. The rate is 1:1 i.e. you sell the troops at the price you buy them.

Btw, I think the worst nightmare for stronghold is expert berserk: then three of you most valuable troops: AB, Tbird and wolves will say good bye to you.

I've done that to AI.
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zsa
zsa


Famous Hero
posted October 18, 2001 07:43 AM

Stronghold... Barbarian...Behemoth

    Yep, Stronghold is a good town but there is a thing that is usually bugging me. I don't play much ToH maps (usually randoms) and I almost never get lvl 6 and 7 in week 2. Sometimes I don't even get an ogre fort because of a shortage of wood.
     Very Good attack skill heroes (I'm another one from the throng that thinks that Crag Hack rocks) but poorest magic oriented town; so as I said before there is no best town (IMO ) but I belive this town isn't even one of the best.


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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted June 11, 2002 03:30 AM

Now to my opinion...

THE STRONGHOLD IS NOT BAD, BUT IT IS NOT SPECTACULAR EITHER.

The stronghold, in my opinion, is the weakest town type of the lot, but in no means it is useless. Stronghold just takes more skill to be handled effectively than the other towns.

The bad bits of the Stronghold:
- Goblins and wolfriders are food for more powerful troops.
- Orcs are very paltry shooters except in large numbers.
- Ogres are difficult to build, and are quite slow.
- Cyclopes are impossible to get unless you get loads of crystal in the beginning.
- BUT THE WORST ONE IS THAT THE STRONGHOLD HAS ONLY A LEVEL 3 MAGE GUILD!!! How can battle mages exercise their magic with such a pathetic mage guild.
- Apart from the Hall of Vahalla, all other Stronghold special buildings are useless.
- Stronghold grail is (with fortress) the worst of the lot (+20 attack only in addition to the usual bonuses).

The good bits:
- Thunderbirds are decent units.
- Behemoths have a strong speciality.
- Ogre Magi are very strong creatures.
- Once Cyclopes are avaliable, they're very powerful shooters.
- The Stronghold is one of the cheapest towns to build and to maintain.

Overall the Stronghold will be 9th and last in my town rankings.
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Cane
Cane


Hired Hero
posted June 12, 2002 09:25 PM

wolf riders are good if they can attack first.(if they can't they would be a dead immediately) As all of you mentioned it is not so easy to get  cyclops at the beginning of the game.Instead of these a powerful town I think
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Ichon
Ichon


Responsible
Famous Hero
posted June 12, 2002 11:42 PM

hmm

I don't think first 3 units are useless, compared to other towns they are a little better than most of them. Hobgoblins not important for anything cept their speed, mass hasted as Stronghold almost always is they can actually reach something first turn. Wolf raider already discussed their benifits and disadvantages, orcs nothing good really, but they usually only ranged stronghold will get since cyclops aren't an option most of the time so useful just cause of that. Ogre nice tank but so slow hardly ever makes a difference. Stronghold main units are T-birds and behemoths which can kill entire enemy lineup themselves usually.

When I play stronghold I hardly ever get ogre or cyclops due to the wood for ogre and the crystal for cyclops. Usually I don't even bother to try and get them, instead capture 2nd town and building something cheaper and usually better. Trying to ger a 2nd fast unit is my usual dream, if you can call 11 speed of t-bird "fast" lol

I like stronghold on random maps because you can usually get t-bird and behemoth in week 1. With those two units and a few sacrifice units you can fight almost everything first 3 weeks. Upgrade them quick as you can and build something else from towns you capture. It usually works really well to combine stronghold with these towns; castle(quick to get angels if you got the resources)rampart(pegasai upgrade easy to get and speed there plus higher spell cost to enemy which might or might not matter, also unicorns easy to get and nice 2nd hitter plus aura against spell casters, and 5th level mage guild) fortress(MG vs enemy 7th leaves AB and t-bird to kill everything else- plus flies and wyverns are fast. Any other town will give something to stronghold, but doesn't really matter cept for those 3.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted June 15, 2002 05:47 AM

If I play stronghold. The first skill that I get is air magic for mass haste. Mass haste makes this rather slow, offensive castle a really fast offensive castle. You can get to your opponent before they can get to you and you can usually move you behemoths straight to their angels or whatever is most threatening, same with ogre magi, which when fast are better than some level 5 creatures. Big attack and 60 hp! Wolf raiders I find that not using them in the computer battles helps keep their numbers high, so when you need to fight people their high numbers make them very good.
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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted June 15, 2002 09:21 AM

and expert tactics is a killer for stronghold (together with mas haste )
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted June 16, 2002 05:37 PM

Quote:
stronghold is cool, day1 i build hall of valhalla so all my heros get 1 attack skill more...day2 i want those golblins upgraded so i can ugrade wolves day3, they will beat the snow outta everything easy...
than i want a guild 3 as soon as possible, teleport on my orcs will spread fear...week2 i settle for cylops, week3 usually behemots...



hmmm...

and I thought I should try to get all my creatures week one. Well you would know best.
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Cane
Cane


Hired Hero
posted June 16, 2002 07:33 PM

I don't think that it is so easy on every map. Making building and gettimg creatures depend on the resources on the map also.
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Maniac
Maniac


Disgraceful
Famous Hero
posted June 17, 2002 07:01 PM

Units:
1. Hobgoblins - fast units. Their power lies in numbers.
2. Wolf Riders - powerful fighters. Fast, good damage, two hits. Only a bit fragile.
3. Orc Chieftains - medium shooters with good defense.
4. Ogre Magi - veeeeeeeeeeery sturdy but veeeeeeeeeeery slow. Good in sieges and needs haste in offensive actions. But needs a whole bunch of wood.
5. Thunderbirds - fast, good damage and a nice lighting to spice things up a bit. Good fliers but fragile.
6. Cyclop Kings - pretty good shooters and can help in sieges but their dwelling is way too expensive.
7. Ancient Behemoths - quite powerful with a useful special but needs haste to be useful. And quite cheap (not the dwelling).

Special Buildings:
Hall of Valhalla - more attack is always good.
Freelance Guild - only good if you have lots of castles.
Escape Tunnel - sometimes it might save your ass.

Mage Guild:
Nothing to tell. Just hope to get haste.

Overall:
It's power is in numbers. A balanced set of troops but very dependable on haste. Really hard to take in a siege. Cheap to units and most dwellings(except for ogre and cyclop dwellings).
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted June 19, 2002 04:53 AM

Quote:
Units:
1. Hobgoblins - fast units. Their power lies in numbers.
2. Wolf Riders - powerful fighters. Fast, good damage, two hits. Only a bit fragile.
3. Orc Chieftains - medium shooters with good defense.
4. Ogre Magi - veeeeeeeeeeery sturdy but veeeeeeeeeeery slow. Good in sieges and needs haste in offensive actions. But needs a whole bunch of wood.
5. Thunderbirds - fast, good damage and a nice lighting to spice things up a bit. Good fliers but fragile.
6. Cyclop Kings - pretty good shooters and can help in sieges but their dwelling is way too expensive.
7. Ancient Behemoths - quite powerful with a useful special but needs haste to be useful. And quite cheap (not the dwelling).

Special Buildings:
Hall of Valhalla - more attack is always good.
Freelance Guild - only good if you have lots of castles.
Escape Tunnel - sometimes it might save your ass.

Mage Guild:
Nothing to tell. Just hope to get haste.

Overall:
It's power is in numbers. A balanced set of troops but very dependable on haste. Really hard to take in a siege. Cheap to units and most dwellings(except for ogre and cyclop dwellings).


Who said the dwelling was expensive. Behemoth Crag is only 10000 gold. By the time you need ancients you'll have plenty of stuff.
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Maniac
Maniac


Disgraceful
Famous Hero
posted June 19, 2002 07:05 PM

Quote:
Who said the dwelling was expensive. Behemoth Crag is only 10000 gold. By the time you need ancients you'll have plenty of stuff.


I didn't say Behemoth dwelling was expensive. I wrote that ogre and cyclop dwellings were expensive. Learn English!
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted June 19, 2002 10:44 PM

Stiven, I wouldn't have any problems with that one behemoth on day 2, week 1...
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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted June 20, 2002 04:48 PM

And if you read my post again you will reckon that i was talking about ancient benemoths and not regular ones...
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted June 20, 2002 09:04 PM

Oops, sorry 'bout that...

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