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Heroes Community > Library of Enlightenment > Thread: Key To Victory
Thread: Key To Victory This thread is 2 pages long: 1 2 · NEXT»
devangle1984
devangle1984


Known Hero
I am the Dark Vader
posted October 17, 2007 07:43 PM
Edited by devangle1984 at 19:47, 17 Oct 2007.

Key To Victory

Hey folks, this topic is dedicated to give a basic idea for  new to average players on how to improve their game. Please feel free to add your 2 cents in regards to :

- Basic strategy.

- Temp base strategy( including path to enemy, structure of it and so on)

- Tips, hints and pointers.


P.S - this is based on random temps, bearing 130% difficulty(other normal settings),basic rules as no diplo,fly,dd,hilfort,rr,fmg,cons and hives no upgrades,carto and 1 lvl7 exteranl if there is any. Please to try to stay on topic

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devangle1984
devangle1984


Known Hero
I am the Dark Vader
posted October 17, 2007 08:20 PM
Edited by devangle1984 at 20:21, 17 Oct 2007.

Right to start off....

Basic strategy :

1)Buy 3-4 heroes on poor to avg temps and 8 on rich temps on day1.
2)Learn to chain your heroes properly as this is one of the most important rules.
3)A difference between good players and normal players is that they understand the value of a powerstack. Always try to have 1 to 2 powerstacks. Easiest and best way is through cons and hives.
4)Never take big risks , and always take calculated risks.Same time push yourself, nothing is imposible in this game(most times atleast).When u come across a huge risk, save it and try experimenting after game, if u opted against it.
5)Save game day by day and gothrough them and see how you and your opponent performed, irrelevant if u won or lost that game.
6)Go for creatures and not money buildings on wk1.Try to take crypts, min tressuries,med stores on wk1.(This is your money supply for wk1).
7)Always try to explore as much as posible.
8)Always take into account creature speed, damage and specials before going into battle and see how much damage you can do per turn and if u think is adequate, then take on those monsters.



Balance temp (l no U):

1) Another spot on way of reaching oppoenet other than taking out main gaurd is through the tougher gaurds of the other two acces areas, where from there on is one more zone and tressure, then to opponent.
2) In tressure area there is another zone to goto where u can find quite a few hives, cons and some major arties.
3)Try to get your second town asap and don't try to build capitol in ur town. Instead try to build towhall in all the other towns u get.Markets in three or more towns is more than enough to supply money when u need em.
4)Meet would be on wk3 on avg.


Jebus tips u will find in my beginers guide to jebus post, im not gonna redo a method for that temp.

----- I will edit or add more later on ----------

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted October 19, 2007 11:32 PM

eerrm..please more enlightment
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maretti
maretti


Responsible
Supreme Hero
posted October 21, 2007 01:19 PM

"2) In tressure area there is another zone to goto where u can find quite a few hives, cons and some major arties."

I wouldnt call the desert a tressure area. There isnt anything special to find there. You should rather consider the hive area a tressure area, since you can often find 50+ wyverns there. There arnt any major arts there though and as far as i know no more cons than in other areas either.

"Meet would be on wk3 on avg."

If you play ramp yes, with other towns I would say week 4 is average.

"Buy 3-4 heroes on poor to avg temps and 8 on rich temps on day1."

I read this as if you mean you should have 3-4 heroes including your starting hero day 1. Thats to few imo, for me 5 is average on any temp and I never have less than 4.




____________
Crag rules, Orrin and Ivor suck

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devangle1984
devangle1984


Known Hero
I am the Dark Vader
posted October 21, 2007 02:17 PM
Edited by devangle1984 at 14:18, 21 Oct 2007.

Quote:
"2) In tressure area there is another zone to goto where u can find quite a few hives, cons and some major arties."

I wouldnt call the desert a tressure area. There isnt anything special to find there. You should rather consider the hive area a tressure area, since you can often find 50+ wyverns there. There arnt any major arts there though and as far as i know no more cons than in other areas either.

"Meet would be on wk3 on avg."

If you play ramp yes, with other towns I would say week 4 is average.

"Buy 3-4 heroes on poor to avg temps and 8 on rich temps on day1."

I read this as if you mean you should have 3-4 heroes including your starting hero day 1. Thats to few imo, for me 5 is average on any temp and I never have less than 4.






- sry i will refrase that, buy 3-4 heroes(excluding your starting hero).
- I am used to saying the middle area as tressure, but u are right, the hive area was the area i was refering to.
- tat partucular area also has a few naga banks,gold mines, and some arties.

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maretti
maretti


Responsible
Supreme Hero
posted October 21, 2007 02:34 PM

Extreme 2 (xl):

You start with a huge starting area with very few unguarded stacks of gold and resources. Most guards are to strong to attack week 1. Even though there isnt much to pick up I will still recommend to buy 5 heroes day 1 (6 in all) and if the 7th gives something usefull (like gold, resource or a balista) buy him too. The area is so big that each hero should be able to find more than 2500 gold week 1.

Unless my scouts find something usefull for my main to do week 1, Ill follow the road with my main towards the 2nd area where you find a necro town and mines. The guards to the 2nd area are stronger than on other temps, so be carefull. Dont attack shooters or high speed creatures. Go for golems, trees, walking deads, wights etc. If there arnt any easy guards and you dont have an above average hero and army dont make the fight week 1.

If possible clear the 2nd area week 1 or early week 2. Late week 2 you should go for high lvl dwells in your starting area, some of them are impossible to take week 2 but try and get them week 3. Later in the game you will get alot of boxes with necro troops, lvl 6 and 7 noneupgraded and upgraded. That means that you only have room for 3 stacks native troops in your final army. The rest can be sacrificed sooner or later. So its no problem if you lose some low lvl troops taking the dwells. There are 3 gold mines in your starting area, if it dosent cost you to much time take 1 or more of them week 2-3. Week 2 you should go for moneybuildings in your town but naturally you need to build all dwells and castle too.

The normal break to the desert is week 4. From that point you should have everything upgraded and you should focus on relics and boxes with necro troops. Getting angelic alliance and red orb is possible and you should have that in mind when you go for arts. When you feel strong and ready go for the break to your opponent. Good luck
____________
Crag rules, Orrin and Ivor suck

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dohh
dohh


Hired Hero
posted December 12, 2007 08:00 AM

Strategy against mass berserk: Imo the choice of starting town is essential, also the strategy, how you line up your army in final battle. Strongold and fortress may be good starters, but whole their army may be demolished by mass berserk. Some hints, how to avoid this magic to become your nightmare.

1. If playing slow race (Strong, Fortr) and don't wanna gamble, you should always have expert water magic to mass cure yourself. Other good spells like clone, prayer and bless come with water magic anyway... Actually, if going for sure, you could only allow yourself not to have water magic when playing necro or conflux, that are not allowed in official games. And castle maybe...

2. Line up your army so, that your fastest and second fastest greature are away from each other. The worst that can happen is that you get thunderbirds, behemoths and cyclopes all berserked.

3. When playing against castle, its good to go for Tower or for any of the dragons (even if opponent doesnt have mass berserk, he can hit your behemoths with mass haste + tactics using all his army, if he likes, before, you can move at all). Black (gold) dragons quarantee you 2nd or 4th move in the worst case. If he berserked you, cure, if hasted himself, mass slow him.  

4. If playing tower, make sure, that your titans (immune) move before genies.

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liophy
liophy


Famous Hero
Bulgarian
posted December 12, 2007 12:07 PM

Exept the obvious Orb of Inhibition, Recancers Cloac and Pendant of dispation, Badge of courage also protect from berserk.

Also, since Berserk last only 1 round you must cast such magic, so in second round you will be first and act before him.

If the opponent cast you berserk, cast him expert slow. Your arangement of the army must be such, so behemots are next to hobgoblins, thunderbirds next to orc chieftans and so on... so no two power stacks stand next to each other. That way you will loss almost nothing.

Mass slow first round for him, mass haste second round for you and berserk wouldnt matter anymore.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted December 13, 2007 02:31 AM

Quote:
Also, since Berserk last only 1 round ....



Thats incorrect.
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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted December 13, 2007 03:31 AM

With no fire magic skill at all it lasts one round, correct?

Although if you're at the level where you can cast that repeatedly, you'll probably have fire magic anyways so it's a moot point.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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Binabik
Binabik


Responsible
Legendary Hero
posted December 13, 2007 05:28 AM

Berserk lasts until the creature attacks. Usually that is only one round. But if there are no other stacks within attacking distance the berserked stack will stay berserked until it attacks or it is dispelled or cured.

Spell power has no effect on it. And the level of fire magic only affects how large an area it covers.

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liophy
liophy


Famous Hero
Bulgarian
posted December 13, 2007 10:26 AM

Yes, the presumption is that berserk will take effect and thats why i explained that arangement of the army must be such, that no two power stacks stand to each other.

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dohh
dohh


Hired Hero
posted December 13, 2007 01:40 PM

liophy: your strategy would work well only against castle or inferno. if I had dragons (immune to slow) you would have to think of something else.

you think, that it would be OK, if your powerstacks are not together. the fact, that they lose their first move, is bad enough. I think that keeping fastest and second fastest unit separate is the best way to defend yourself against berserk. that's also the reason, why I like playing dungeon - I always get the second (sometimes third) move and then boost myself with magic, stop my opponent, or dispel anything horrible, that he had casted.

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liophy
liophy


Famous Hero
Bulgarian
posted December 13, 2007 03:15 PM


What you say is true. Against dragons there will be problems.

And no 2 powerstacks next to each other is not instead, but in addition to what you said about the  fastest units to be first and last in order.

Yes, its bad enough to loose turn, but as far as the oponent wasted his spell its almost sure that he will do no big damage on this turn either (no mass haste, or implo etc).

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dohh
dohh


Hired Hero
posted December 13, 2007 04:03 PM

Quote:
Yes, its bad enough to loose turn, but as far as the oponent wasted his spell its almost sure that he will do no big damage on this turn either (no mass haste, or implo etc).


True. But if he has expert tactics? I'm not trying to be nasty but say, that in my opinion, when you go to the final battle, you MUST think every possible way, to avoid mass berserk. (get tactics, maybe units with proper speciality, artefacts, very good resistance, water magic)... i think berserk is the most dangerous form of magic in the game.

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liophy
liophy


Famous Hero
Bulgarian
posted December 13, 2007 05:09 PM

To have tactics is something that is understood by default. Tactics is with one of the highest priorities.

But regarding berserk its not fatal if the opponent have expert tactics and you dont. Because if he cast expert berserk on you he will not want to be near you, he will stay as far as possible.


And actually there is by far most dangerous spells, where you have a lot less options.

Like armagedon. Or resurect for the opponent (nothing can prevent him from resurecting his power stacks, so if he has more mana/power you are doomed).


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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 13, 2007 08:27 PM

Quote:
(nothing can prevent him from resurecting his power stacks,..).
Sorry, but not true.
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Better judged by 12 than carried by 6.

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liophy
liophy


Famous Hero
Bulgarian
posted December 14, 2007 10:27 AM
Edited by liophy at 10:29, 14 Dec 2007.

Nothing can prevent him, providing level 4&5 magics are possible. If orb of inhibition or recancers cloak are present the whole conversation is irrelevant.

You can do somethings regarding negative spells cast on you (some specific artefacts against these magics, antimagic, resistance). But you can not influence him casting beneficial magics on his troops.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 14, 2007 06:59 PM

How about u place one of your living units on his dead level 7 unit?
____________
Better judged by 12 than carried by 6.

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liophy
liophy


Famous Hero
Bulgarian
posted December 15, 2007 08:31 AM

yes, thats a possibilitie. But only when the whole stack is dead and we know from practice that powerstacks die usually last in battle.

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