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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Countering Haven faction
Thread: Countering Haven faction This thread is 2 pages long: 1 2 · NEXT»
meff
meff


Adventuring Hero
posted January 26, 2008 01:40 AM

Countering Haven faction

First, I want to apologize for stronghold not being here. I couldn't find TotE on the market. It was sold quite quickly . Anyway I used any information about TotE I could grab from everywhere .

Now to the point:
This post is about countering haven, an earlygame average-bad faction and one of the kings of lategame.
Most of the times the haven player will go for big paladin stack, crossbowman to cover from range and inquisitors(the nice spells) or additional tiny paladin stacks for lay hands. Klaus can become a mighty threat then, Vittorio is just deadly with Flaming arrows avaible for haven in TotE. Dougal's not strong as before but still is threat. Irina's griffins are dangerous too.
The haven player may go for dark instead of light or for both. Powerful and a bit tough to handle.
_____________________________________________________________________
Inferno:
Dark magic, mass spells and puppet master. Demolord's SPP is not so good but is can be fixed with teleport assault. Puppet master the crossbowman. Hypnotize other units as well to take care for the palas. Succubus Seducers are good. Although if the knight is skilled in light magic he'll have for sure magical immunity or cleansing. Maybe sorcerery->Counterspell but sorcery is unlikely choice for a demonlord. However with Counterspell + Familiats to drain enemy mana you may prevent him from cleansing\casting mag. immunity. His mana wil be over much more faster than yours Another counter he may use is to battle dive on the hypnotized unit. I has got no counters but is unlikely to happen cause you can move the hypnotized unit. He may use lay hands or cleanse with zealots. My only suggestion for this is to use succubus's(i think succubus is correct) chain shot to kill fast the paladin and zealot stacks(if they're tiny). But to do this the general paladin stack mustn't massacre your army in the first round with luck+big morale. I suggest taking tactics to counter his and use some horned demons fodder but he'll still have aura of swiftness I suggest. A last stand perk may save your @ss Use gating wisely. Haha last stand again with gated units

If he goes only for dark take seal of darkness. Familiars will take care of the knight's mana.

Vittorio is uncommon problem. His ballista will chop your units one by one with ease. Too bad demonlords don't have remote control. Also he'll have tent skill to dispel puppet master\frenzy. Maybe Deleb with flaming arrows, triple balista and lucky ballista attack will be able destroy Vittorio's ballista in the first attack. Maybe. Not much options here.

Good counter-haven demonlords:
Deleb – good rush, and a deadly weapon
Marbas – good resistance(not sure how good is he)
Nymus – stronger gating(again not so strong)
_____________________________________________________________________
Sylvan:
Sylvan's got good init and speed. Even better than haven so you will be able to strike first if you get some init arties. Aura of swiftness is good. If you chop his paladins and crossbowman in the first action it won't be so hard. Only archangels resurrection can creep you a bit. On your turn get stormwind to tackle griffins and archangles. The ultimate is pretty easy to get so if you got it'll be near a breeze. Get tactics, battle frenzy and retribution. With soldier's luck, force arrow, morale and unicorn's blind the enemy's dangerous creatures will hardly act much. A lucky attack from dragons or arcane archers will destroy easy Vittorio's ballista. Buff your units with mass spells.Your chances are much bigger than those of the haven player.

Good counter-haven heroes:
All heroes are good except Talanar and Gilraen. (Dirael is much better with summon hive than her HoF version) Here I speak of heroes good overall more than something special.
_____________________________________________________________________
Necropolis:
With the necropolis nerfing in 2.1 you can no longer produce legions of skellies which devastates everything. But now you can rush haven players with Kaspar and Vladimir with a good army obtained by necromancy. Kaspar = no casualties from battles, Vladimir = much less casualties and ghosts from haunted mines + necromancy raising. This isn't for sure because it depends on what neutrals and guardians you'll get. Get dark (and summoning). If you have raised good number of vampires and have access to arcane armor do not hesitate and attack the knight early. Arcane armor + live drain + raise dead or tent and some mass spells you will have will reduce the damage done to the vamp stack. Spectres with vampirism are good. But if you attack later the knight will wipe you out like a bug. You won't have strong 7lvl force and good backbone. It will be easy for a knight with eternal light to counter you mass dark spells and he has so much ways to counter PM and Frenzy... And the creature specialists will kick the **** out of you in lategame. The only tactic I see here is earlygame rush.

Good counter-haven heroes:
Kaspar and Vladimir are on top. I rate Lucretia average because of starting with sorcerery. Otherwise I like her much.
_____________________________________________________________________
Dungeon way to counter:
As a magic orientated faction dungeon has two usual ways for buildestructive magic or summoning magic and dark sometimes. Haven aren't much good at countering summoning. But summoning is just a bit slow. Summoning and dark (Lethos rlzz) is a good build, but from you'll get those needed dark spells... PM with decent SPP might not be countered fast enough by the knight A phoenix will help much, mass spells are great(btw weakness + suffering is more effective than defense) If you get empathy you can order the knight around like a scullery maid
If your build is destructive magic rush, rush and rush.(btw the whole thing is about rush ) If you succeed in blasting your way through to your opponent and still have a decent (big enough to survive) army while you blast the knight's troops (well, need help from army anyway) you have good chances.
Creating little armaggedon suiciders might be a strategy.
Knowledge might play you a bad joke so watch your mana carefully.
If the knights go for dark magic it won't be fatal...         ...but still may creep you. No suggestions here.

Good counter-haven heroes:
Yrwana – furies become powerhouse
Eruina – nice cuz it's like a second turn for the matrciarchs
Maybe Sorgal – separate furies stacks and lizard bite(not sure of this one thought)
Hard with these three cause you need at least a "decent" number of creatures for this
Lethos – seems the only candidate to cast a good PM(he's my favorite)
_____________________________________________________________________
Academy:
MMR. Rush is one of the top options here: Dark\Summoning, Dark\Destructive and pure Destructive.
Dark\Summoning: I'm sick of this combo though it's my favorite I won't stand explaining it agaaaaain. PM(Frenzy?) + Phoenix + mass spells + Counterspell = should do the trick
The only special thing here is MotW + Wasp swarm
Dark\Destructive: Not much to explain here. Weaken enemy, then blast him. Easy to say and not-so-easy to do Maybe counterspell again. Very good for rushing. Pure Destructive may do and it frees aditional slot for some other skills. Although it'll be hard. Btw MotW + Implosion = and now this is imba...   Excellent Vittorio-counter.
Light\Dark: Good lategame tactic, although for the lategame the knight is the king. Magic mirror will counter the spells he throws at you + you have cleansing (archmages) and magical immunity. Titans are also immune to mind control(more likely Frenzy). A PM + Counterspell will do nicely. Choose carefull mini aties. Vittorio's ballista can trouble you. But with some good planning ballista's hit points are counted

Good counter-haven heroes:
Razzak - a solid battle and nice chances for Razzak in later game stages. Although a BAD mmr.
Jhora - She isn't so great, actually I'm noticing her speciality when playing against her
Nathir - What to say. He's good rush, he's good spells, he's good build .
Nur - unlimited mana = good MMR. Good hero in my opinion.
_____________________________________________________________________
Dwarves:
If the haven player attacks you in your town his chances aren't so good. With Ingvar, runes, summonig magic (arcane armor and phantom forces), guardpost, stoneworks and destroying the catapult the win is yours. Destructive is also much good here. Light's good for fights in the open.  Rush isn't good. When in fight focus on taking the first attack without big loses. Tactics to counter enemy's, berserker fodder (who cares about them). Offensive and defensive formation are also good. Wise rune use again. Some bear riders with rune of battle rage sended inside to wreack havoc into a distant enemy group and stunning them with paw strike. Woo-hoo. Target paladins with skirmishers until you wound them. This will greatly reduce their power. Paw strike palas too. A Firewall casted by Rune Patriarch on enemy ranged-units will set enemy on fire(what to do?!? I gotta move, my shooters burn!! But i don't wanna to lose a turn for that! What to do?!? What to do?!? ) Berserker fodder again with rune of thunderclap to steal retaliations and stun paladins . Warlords with rune of battle rage sended in the middle of some enemy units to loose Hell upon 'em.

Good counter-haven heroes:
Ingvar - powerhouse shielguards
Ebba - very good riders
Erling - average good, but starting with sorcerery...
Brand - will save you much resources and that is very good. Although nothing special about him.
_____________________________________________________________________
Post your thoughts and strategies here as well. They're always appriciated.

Sorry for my english.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 26, 2008 02:45 AM

Inferno:

Magical immunity or cleansing are harder to obtain now but always a possibility. Sorcery could work but it's not worth it, I'd rather get defense instead. Besides he may play first and you'd end up with 6 almost wasted skills. Not sure I get what you mean by battle-diving the hypnotized unit, why would you attack your own units? The duration is not long and can be dispalled with purge, cleansing and lay hands - probably magical immunity too. Gating is a VERY bad idea for those that play before the paladins, better to attack. Aura of swiftness is not present in the knight's skillwheel anymore. Finally the tent can only handle curses up to lvl 3.

Marbas can help but only against a fallen knight or one that has divine vengeance I'd suggest Nebiros that can negate enemy tactics.

_____________________________________________________________________

Sylvan you summed pretty nicely.
_____________________________________________________________________

Necropolis:

Kaspar sucks in non-rusheable maps and Vladimir is even more mediocre with haunted mines out of reach. I would not focus on my vamps, a good hit from haven troops can incapacitate them. Earlygame rush is not a strict requirement, midgame works fine too.

Good heroes I'd say Naadir and Deirdre - getting two pieces of the necro artifact set can make her special really worth it and haven depends on morale anyway.
_____________________________________________________________________

Dungeon:

Nah dark is an unnecessary gamble. Why try it when destructive can provide you with what you need? At best you will get Lethos to get a nice decay on his main units but it won't really be devastating, at least swift mind with a good puppet may do something. Though you should have like 30+ power. I don't know about mass spells, what I know is that haven can score one hit kills and your mass slow may change to a mass haste. No terrible need for rushing either, while effective you can do pretty well on midgame as well.

Yrwanna's specialty will be next to worthless actually as haven's defense will be too much and they'll die in 1 hit, Sorgal is bad anyway. Eruina is not bad but then again all work except for Yrbeth
_____________________________________________________________________

Academy:

MMR can't work on all maps but you'll want to have two schools with academy anyway. As long as the opponent has not upgraded angels, cavaliers and priests(assuming he did not train them all ) your chances are good. I doubt you can expect the knight to have dark, it's a bad choice vs academy and not because of magic mirror. I seriously don't get your pathological fear of Vittorio, he's not imbalanced or something.
_____________________________________________________________________

Dwarves:

Ingvar is usually banned so that's not something to worry about. If you get to the point where you have to turtle in your town the game is already lost. Skirmishers will never wound paladins - almost never - and berserkers or battleragers are meant to be preserved because they can have a bit impact on the battle. Not much hell for the thanes to unleash either, usually there are 3 units in the offensive - rarely adjacent - and a big stacks with squires and crossbowmen(maybe inquisitors) in the back. Offensive formation is not that good but retribution is and should help a lot.

Good heroes I'd say Ebba and Helmar, Erling can get a good destructive build as well. Finally you can't go wrong with Inga.
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Ceres
Ceres


Supreme Hero
and sweetness
posted January 26, 2008 04:16 AM
Edited by Ceres at 04:17, 26 Jan 2008.

Does this mean that Sinitar is not effective to use vs. Haven?
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 26, 2008 11:06 AM
Edited by radar at 11:51, 26 Jan 2008.

I lately found Laszlo very effective. Tons of Vindicators, though slow, may be reallyyyyy devastating. And always easier to defend against rush with hero specialized in low tiers.

Elvin, how does Purge exactly work? I'm a Haven player and I don't know lol.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 26, 2008 11:41 AM

I have not used much the zealots, I got that from the seduce description I think it's an effect that dispels buffs when they attack but I don't even know if it is chance based or if it always happens. Not surprising since lately I only play stronghold, dungeon, sylvan and a little academy, fortress. And even then I rarely get to the point where I upgrade everything.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 26, 2008 12:25 PM

Quote:
Vittorio is just deadly with Flaming arrows avaible for haven in TotE.


Vittorio is a must nowadays.

Quote:
Dark magic, mass spells and puppet master. Demolord's SPP is not so good but is can be fixed with teleport assault.


What? Spellpower can be fixed with teleport assault? or have you meant something else?

Quote:
Puppet master the crossbowman.


Yeah, so he can cleanse it with zealots. If you want to waste your turn, do something more productive.

Quote:
Hypnotize other units as well to take care for the palas.


And he will just stand there watching you take over his units?

Quote:
Succubus Seducers are good.


Decent, but don't expect wonders.

Quote:
Maybe sorcerery->Counterspell but sorcery is unlikely choice for a demonlord.


It is a very good choice against magical factions, given your large manapool.

Quote:
However with Counterspell + Familiats to drain enemy mana you may prevent him from cleansing\casting mag.


Haven has two caster units, and inquis/zealots can be split. That means you'll be wasting your turn countering one of his casters.

Quote:
If he goes only for dark take seal of darkness. Familiars will take care of the knight's mana.


And how are you supposed to know which route he has taken?

Quote:
Vittorio is uncommon problem. His ballista will chop your units one by one with ease. Too bad demonlords don't have remote control. Also he'll have tent skill to dispel puppet master\frenzy.


Tent doesn't work against level 4/5 spells.

Quote:
Maybe Deleb with flaming arrows, triple balista and lucky ballista attack will be able destroy Vittorio's ballista in the first attack. Maybe. Not much options here.


If you're playing strict endgame, his ballista isn't the biggest threat anyway.


The real counter against haven with inferno: Just don't wait, he is weak in earlygame,play Deleb, get some fast chargers, maybe a bit of devils and darkmagic, and rush, there is little he can do at this point of the game about it with some crossbowmen, griffs and cavaliers with no magic of his own.

Quote:
Sylvan:
Only archangels resurrection can creep you a bit.


It's too weak to make any real problems.

If you want to win easily with sylvan, just get some favored enemies, luck and such. Your first strike will be painful. Divine vengeance can score some kills, but ultimately you have too many strong stacks and you will win anyway. Besides, blocked paladins aren't very scary.

Quote:
Necropolis:
Kaspar = no casualties from battles


A necropolis player with even mediocre skill is able to take no casualties from battles anyway. You don't need Kaspar. He's redundant.


Quote:
Vladimir = much less casualties and ghosts from haunted mines + necromancy raising.


Haunted mines is pretty much impossible to get in ToTe. Plus, same as Kaspar: boosted raising is redundant as you will take no casualties anyway.


Quote:
If you have raised good number of vampires and have access to arcane armor do not hesitate and attack the knight early.


You should do it with or without arcane armor or vampires since you can't win later on anyway.


Quote:
Arcane armor + live drain + raise dead or tent and some mass spells you will have will reduce the damage done to the vamp stack.


But why bother with struggling so much to keep a weak offensive stack alive? They hardly do any damage at all and can rarely be raised because not many neutrals give vampires. Arcane armor can be dispelled - and it will be. Raise dead makes your stacks weaker every turn you use it, after like 3 or 4 casts every stack will OHKO your vampires.

Quote:
But if you attack later the knight will wipe you out like a bug.


True.

Quote:
You won't have strong 7lvl force and good backbone.


It's not about level 7 units. It's the lack of boosters that wipes out necro from lategame play, unless you're greatly skilled.

Quote:
Good counter-haven heroes:
Kaspar and Vladimir are on top.


Nope, they are not. I advise you to try Naadir.

Quote:
I rate Lucretia average because of starting with sorcerery.


Which is pretty important. You are a mage, after all. Lucretia is a decent hero.


A good way to stop necropolis with haven? Forget the dwellings, get necromancy boosters and mage guild level 5 asap. Take advantage of your powerful creeping, get utopias, powerful arties. This faction is best for an experienced player who knows the map well, so he can plan his creeping route carefully. Raise a decent army, get level 5 spells and wipe your opponent before he can even think about training paladins. Both summon phoenix and call of the netherworlds will prove powerful, especially with your great spellpower. You can pretty much eat him alive with your mid-game advantage in levels, artifacts, creatures and known spells.

Quote:
Dungeon way to counter:
Summoning and dark (Lethos rlzz) is a good build


Against stronghold. Against other factions, destructive always proves to be better.

Quote:
but from you'll get those needed dark spells...


Try arcane intuition and shadow matriarchs to get some.

Quote:
PM with decent SPP might not be countered fast enough by the knight


You mean puppet master? He can use units to dispel it. Besides, you need a second town or luck in dragon utopia to get puppet master, which won't help much against a knight anyway. Too much fuss.

Quote:
A phoenix will help much, mass spells are great(btw weakness + suffering is more effective than defense) If you get empathy you can order the knight around like a scullery maid


With this kind of build you're proposing, you will lose withing first two turns.

Quote:
Knowledge might play you a bad joke so watch your mana carefully.


Just get secrets of destruction, the +1 knowledge from the town, intelligence, and maybe an artie or two.. there you go, 100+ mana.

Quote:
If the knights go for dark magic it won't be fatal...         ...but still may creep you. No suggestions here.


I have one. Don't use grim raiders.

Quote:
Yrwana � furies become powerhouse


Furies are never a powerhouse. Yrwanna is good because she starts with an extremely important perk: intelligence.

Quote:
Eruina � nice cuz it's like a second turn for the matrciarchs


Which doesn't matter anyway and you should be using shadow mistresses anyway. Oh wait, you don't have ToTe, right? Oh well, you still shouldn't bother.

Quote:
Maybe Sorgal � separate furies stacks and lizard bite(not sure of this one thought)


He is worthless.

Quote:
Hard with these three cause you need at least a "decent" number of creatures for this
Lethos � seems the only candidate to cast a good PM(he's my favorite)


Why do you want that PM so badly when there are thousands of effective ways to blast your enemy to oblivion? Best are Sinitar, Vayshan (although he's rather worthless in ToTe) and Yrwanna.


Best way? Just creep like mad, get hydras and matriarchs asap, ignore raiders, minotaurs and dragons. Buy some good artifacts at your merchant and go rush him. If you have meteor shower with slippers, you have already won anyway.

Quote:
Academy:
MMR. Rush is one of the top options here: Dark\Summoning, Dark\Destructive and pure Destructive.


Pure destructive has nothing to do with MMR

Quote:
Btw MotW + Implosion = and now this is imba...  


Not really. If you want pure destructive power, just play dungeon..

Quote:
A PM + Counterspell will do nicely.


You want to cast spells as a wizard, not prevent a might hero from casting them, or you will get your butt handed to you by his brute force.

Your best strategy? You have a lot of possibilities in this matchup. With the advantage in levels and arties, you can get whatever magic that fits your taste and wipe him off the battlefield, if you do it early. Not much of a problem.

Quote:
Dwarves:
Rush isn't good.


Why? Good ingvar with rune of berserking can actually defeat earlygame haven.

Quote:
berserker fodder (who cares about them).


You should try to. They can do a lot of damage in their first turn.

Quote:
Offensive and defensive formation are also good. Wise rune use again.


If you have rune of ressurection, berserking and battle rage, plus a decent army, you can win quite easily.

Quote:
Target paladins with skirmishers until you wound them.


If their numbers are boosted, it's unlikely to happen. Try rune of thunderclap with paw strike.

Quote:
A Firewall casted by Rune Patriarch on enemy ranged-units will set enemy on fire(what to do?!? I gotta move, my shooters burn!! But i don't wanna to lose a turn for that! What to do?!? What to do?!? )


What to do? Ignore the flames. I get that you're speaking about endgame - caster units aren't very effective in endgame, so why bother..

Want to stop haven? play along. Or rush. Whatever. it's not that hard with this castle.

Quote:
Sorry for my english.



It's not bad

regards.

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shardik
shardik


Adventuring Hero
posted January 26, 2008 10:07 PM

Quote:

The real counter against haven with inferno: Just don't wait, he is weak in earlygame,play Deleb, get some fast chargers, maybe a bit of devils and darkmagic, and rush, there is little he can do at this point of the game about it with some crossbowmen, griffs and cavaliers with no magic of his own.



Hey Doomforge. I have been reading alot of your posts lately, and it seems that you know Inferno. I just got TotE yesterday, and have played a single game using Deleb. Boy was I disappointed. Her fireball did 1 (yeah, 1!) damage until she reached level five. This seems like a huge nerf from the 1.6 version I was playing just a few days ago. Is she still a good rusher? I mean, having to reach level five before you get ANY additional damage from your balista seems kinda useless to me.

I am not saying you are wrong, I just want to know what I am missing here. At level 5, I could be just one level away from Teleport Assault with Grok as far as I know, which I think is better for suited for fighting neutrals than a lousy 10 or so extra damage on my balista shots.

Could you fill me in on the details here? What am I missing?

Thanks.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 26, 2008 10:29 PM

well, to teleport things, you have to have troops to teleport at first, and you have to know that they will most likely score a few casualties. In other words, while ballista offers casualty-free creeping (along with tent and demons as meatshield), teleport assault creeping is risky, not very effective and costs mana.

Deleb ensures you get the ballista and tent skills, nothing else. her special has been nerfed, and while it's still useful, it's not the reason people choose that hero over other infernal heroes. So don't pay that much attention to the special.

And while it has been nerfed a bit, you can get triple ballista and flaming arrows. So I wouldn't say it was much of a nerf, to be honest.

Grok is a bit more fun than Deleb, though. Deleb is boring after a few games of clicking om numerous neutrals with your ballista and nothing else.

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shardik
shardik


Adventuring Hero
posted January 27, 2008 11:34 AM

Just wondering, do you still play Inferno? I saw somewhere that you switched town for some reason.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 27, 2008 01:54 PM

I don't play much nowadays.

And I don't have any favorite town atm. Used to be dungeon for a while, but I got tired of it and tried other factions too.

I'd probably stick to Academy if I wanted to win a lot.

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carcity
carcity


Supreme Hero
Blind Sage
posted January 27, 2008 04:17 PM

strategy dungeon faction.

get mage guild level 5 ASAP. get the furies the first week and when you have magic level 5 start collecting creatures. try getting the killer ballista and get the stalkers for tier one. invisibility insid teir army and poison everything. i suggest you rush. haven is killing in lategame if you don't hav like 30% more army than them.

good heroes to use:
lethos with the decay ability.
sinitar with the lesser cost for empowered spells lesser mana. if you don't play with sinitar don't try with empowered if you don't kniw you really need it.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 03, 2008 12:16 AM

After my friend crushed my mighty army the last time we played Haven vs Fortress I finally won a hotseat game with the dwarves vs knights.

My opponent had a big hero (3 levels higher than mine) with expert light, magical immunity and large stacks (no priests but more than 150 champions) and artefacts (several from the power of dragons set, the shield that protects from frenzy and the necromancer's cloak... gasp).

I had runes + dark magic. Even with a low spellpower puppet master is awesome and Rune of magic control is really useful against magical immunity. Add rune of resurrection and etheralness and there's not much the Haven could do (even though he had some titans and archmages to replace brutes -which are weak- and the priests he trained into champions).

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unixmage
unixmage


Known Hero
Demon Slayer
posted February 03, 2008 08:32 AM
Edited by unixmage at 08:42, 03 Feb 2008.

Multi magic rush. I take it Light+Destruction is a bad decision then?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2008 11:39 AM

Light isn't really a rushing type, try summoning instead.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 03, 2008 11:45 AM

All I can say for a fact that Sylvan + Aura of Swiftness + Tactics is kinda scary (ok very scary).  Get Wyng and Haven is going to be hit hard and fast.  If they survive you may be in trouble, but surviving will be the thing.  On Lets fight, had all that and the +1 speed boots.  New upgrade dragons, dancers, and treants all reached havens side in one turn.
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Jabarkas
Jabarkas


Adventuring Hero
posted February 03, 2008 12:21 PM

Hmm... Is Wyngaal allowed now in "fair" multiplayer games?


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2008 12:40 PM

Nope
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 03, 2008 01:10 PM

Even without him, however, the fact that just about all their creatures can get to just about anywhere is a scary thought.  Who needs rune of charge (yes I know it is a dwarven and not a sylvan thing).  Wind dancers may die quick after first strike, but they should be able to do some very very good damage before they go.
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DieDevil
DieDevil


Adventuring Hero
posted April 16, 2010 12:14 AM

my faction is haven and will always be haven! not so sure how to counter it if you versing me! i just have to read these forums and counter COUNTER other factions
! thanks! the moderators should really give this a good ranking (if they didnt already)

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petka
petka

Tavern Dweller
posted July 27, 2010 03:55 PM

What kind of maps are you ppl playing. I have played many maps with heaven and money for heaven was nearly never enough to buy even normaly growed units. How can you afford train knights with training ? Crossbowmans - yes, but knights ???

Why everyone is telling that necropolis has to rush against heaven in order to have chance to win ? Necros have racial which gives them units advantage every week. And they have defence as one of favorite primary skills. If added with defence skill and phanthom forces it can ountnumber heaven on each hero casting turn (with necro spellpower phantom goes always just right away). The more late game the more powerful phantoms.

Other way is just go for rizing wights and cast vampyrizm on them. With necros spellpower + spell block hero special its unlikely to remove it easily. Dragons may be weak, but they come 3 per week.
evasion + fog of vei and you have 40 perc ranged protection and it coresponds well with necros magic scools.

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