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Thread: Haven tactics vs Necro | This thread is pages long: 1 2 · NEXT» |
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Bombur
Known Hero
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posted May 28, 2011 10:11 AM |
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Haven tactics vs Necro
Can someone tell me a good haven tactic against necro because I have had two defeats on multiplayer and both times dark magic was a factor for the necro player. I managed to cause some casualties but overall he was better with raise dead and summon pheonix and elementals. Next time I plan to play as fortress vs necro cause almost everyone is playing as necro . Can you recommend some special tactics here as well?
BTW the map is usually former friends and the art of strategy
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 28, 2011 11:36 AM |
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Do not play former friends, a good player can rush to the center day 3 and that's game over. In fact avoid ubi maps cause they suck
Now, it's usually necro that has trouble against haven unless the game is too early. Week 4-5 clash should be alright for you, later would be even better. Haven is pretty straightforward, empathy, retribution and light is all you need and according to how powerful the necro forces are you either charge and slaughter them or you play defensively and cleanse curses with hero/zealots/paladins. Who plays first can more or less determine the game though so careful with the spells you cast or they will be reversed.
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HappySkeleton
Adventuring Hero
Dead happy
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posted May 28, 2011 12:41 PM |
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Just try to steal their mana in some way. I played the game yesterday and there was neutral inferno city. So I created the hero and gave him only imps to the army. He attacked the enemy, stole some mana and was defeated. Then I crushed the enemy with the main force.
BTW be careful which Necros you kill, some of them are happy
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Bombur
Known Hero
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posted May 28, 2011 05:05 PM |
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What would be a good map for a match that could end in at most two months and for me to use a tactic against necro with either haven, inferno,fortress and dungeon?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 28, 2011 05:10 PM |
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I have a number of recommendations on the masterpost of the FAQ sticky.
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manakat
Tavern Dweller
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posted June 03, 2011 10:12 PM |
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I have 2 good strategies vs Necropolis.
1. Batista-guy, defensive strategy.
Preferred time: early-middle game
Preferred Skills: Flaming Arrows, Triple Ballista, First Aid.
Preferred heroes: Vittorio, Laszlo because they have easy way to get useful skills.
2. Offensive, anti-dark Strategy.
Preferred time: late-game
Preferred Skills: Retribution, Tactics, Empathy, Expert Defense, Storm Wind and one of: Refined Mana or Master of Blessing.
Refined mana is very useful when we have two stacks of Zealots because they have cleansing spell and Purge.
Storm Wind because Necropolis have 3 flying creatures.
Empathy for faster blessing, cleansing.
Preferred heroes: Everyone except Vittorio, Dougal,
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orbius
Tavern Dweller
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posted August 20, 2011 06:35 PM |
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Quote: Next time I plan to play as fortress vs necro cause almost everyone is playing as necro . Can you recommend some special tactics here as well?
BTW the map is usually former friends and the art of strategy
Fortress is very good in LATE GAME! (bad in early game)
1. There's a lot of defense in them, but they have to be numerous as well to make this an advantage. If the army is big enough to resist for many turns, then you'll have time to curse the enemy creatures with mark of fire (with Rune
Patriarch/Keeper and special ability of Thunder
Thane) and then to perform with the hero destructive magic spells based on fire (as many as possible). Ignite must be learned by the hero. There are 3 good spells, which combined with mark of fire, master of fire and ignite are great: fire wall --> you'll put this one over his shooters => they die early or he has to move them, either way you're happy; fire ball --> powerful and has got big action surface; the last extreme is of course armageddon: IF, despite your great defense, you've lost much more troops than him, then cast the armageddon. His army will be seriously damaged (especially those creatures with mark of fire) and your creatures of tire 5 6 7 will enjoy the fireworks, due to the fact that they're immune to the fire.
2. To use the runes you'll need resources => late game
3. Fortress has not a good start, because it's harder to kill the neutral creatures in order to capture mines, treasure chest etc.
Now, it depends on the map... if it's a big map (huge,impossible) go for fortress but if you're playing on small maps, like art of strategy then don't even think of choosing fortress.
Necro has a very good start, fortress no; small map => bye bye
If you don't have the time to play such big maps, then choose dungeon. The game favors magic in the early game and might in late game.
Oh, and haven is might... so late game...
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VokialBG
Honorable
Legendary Hero
First in line
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posted August 21, 2011 10:48 AM |
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Be offensive. Haven can kill them in seconds. Pick light magic if you want, you can crush them with brutal attack only as well.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2011 10:55 AM |
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Who dwarves? If so you haven't played a good fortress player
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Map also hosted on Moddb
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Bombur
Known Hero
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posted August 21, 2011 09:26 PM |
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Now I am I think the best fortress player on tunngle The map is double confrontation and I lost once to necro, but he was a good player, and once to a stronghold player, stronghold can be a very though opponent in late game too! Sylvan as well but I usually handle them, and sometimes with a divine vengeance spell everything is cool!
I heard academy kind of destroys necro but I never played against academy, no one chooses them. I would like to start playing but I got used with necro and I am good with them, I don t want to choose another magic based faction but if academy is more powerfull than necro then maybe I will get used with them too
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orbius
Tavern Dweller
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posted August 21, 2011 11:46 PM |
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Quote: but if academy is more powerfull than necro then maybe I will get used with them too
Well... as far as I know, academy can be powerful in the right hands, but it's not that much more powerful...
Question: If you play academy, you need a lot of resources to make those mini artis, right? And if you depend on such big amounts of resources, it means that only in the late game you can use the artis at their full power, right? Now, I am quite sure that might-factions have an advantage in the late game and magic in the early/mid... (now it comes) If academy is magic based faction, but it depends on resources (so it depends on late game), how powerful is it? In the early game academy is in advantage due to its magic but has few artis, in late game it has artis but magic isn't that useful any more... Does this make academy balanced overall, or it has just problems in both periods, early/late?
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted August 23, 2011 07:14 AM |
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Academy is considered one of the strongest towns late game. Dungeon can out-magic them early game because of the sheer power of their spells and units, but mid-late it becomes progressively harder as Academy gets more units/ spellpoints. Eventually, Academy can get the Mini-arties, and those are just amazing perma-mini-buffs. They allow you to out-tank most might factions in the late (very late) game. early game, most factions can kill them, since they don't have the mini-arties and their units are below average and/ or are lacking in the HP department (Except the Titans... Never forget the titans. And the Rakshasa. But neither are really first-week creatures.) So they are balanced-ish... but still terribly unbalanced. They are the strange Magic faction that gets stronger as the game progresses.
*Shrugs*
Haven vs. Necro? Kill them like the rest, with a few more curse-cures. You should be fine.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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Deathy
Known Hero
Angels Galore
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posted August 23, 2011 06:40 PM |
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Edited by Deathy at 18:41, 23 Aug 2011.
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not sure if this topic is still about haven vs necro but incase it is, here are few good tips that work in my opinion.
Kill ghost dragons and vampires first. The less torpor and sorrow is spread around, the better it is for Haven. Block liches as fast as you can. Their spells can still be nuisance but atleast they won't be doing any damage. Use weak units to hit ghosts first so strong units can do the real damage on the decisive hit. Also try to do as much damage as you can in first rounds because the more raise dead gets spread around, the easier the necro units die later. But always do attacks with several stacks at once, you don't want necro to focus on any single unit with their whole army. oh and if you can, block corpses always because even if raise dead weakens the stack, it's always better to get rid of stack completely than just partially.
Generally i prefer builds of Leadership,Attack,Defense,Luck,Light Magic or Leadership,Attack,Defense,Enlightment,Lightmagic. DG and Retribution are given, always try to get Mass Haste,Righteous Might,Bless and Cleansing to get rid of anything Dark.
This all of course assumes midgame-lategame or duel scenario
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted August 24, 2011 09:39 AM |
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hey Deathy! do you still play duels?
just sigh when you get divine strength/endurance/deflect missile/teleport/word of light in magic guild
late-game haven is just LOL
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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Deathy
Known Hero
Angels Galore
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posted August 24, 2011 06:01 PM |
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yeah, getting right spells against necropolis is pretty important for haven especially cleansing and anti-magic is crucial.
and i haven't played duels in awhile now haha, as almost everyone in HC has moved on to H6 beta infact, last time ive played duel or H5 in general was when we were testing the haven vs inferno
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted August 25, 2011 05:36 PM |
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Hope you enjoy the beta. There's not much time left I'll play around with the H5.5!
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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Deathy
Known Hero
Angels Galore
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posted August 25, 2011 09:40 PM |
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oh, don't misunderstand, im not one of the people part of the beta haha. ive been too busy to be able to play it and my computer is not powerful enough atm to run heroes 6 in the first place. i need to get new one first haha.
for the on-topic discussion, one thing ive noticed about this matchup is that necropolis needs both dark and summoning to be able to handle haven. if they don't have summoning, the raise dead is so weak that haven destroys the units fast enough that raising is pointless, even with sorcery. not to mention that without phoenix, they lack in attack power very seriously. atleast in mid-lategame. and we all know what would happen to necro that does not have dark magic against might faction.
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zaio-baio
Promising
Famous Hero
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posted August 25, 2011 11:30 PM |
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Haven vs Necro tactics
Pick Warmashines for :
1 Great first turn dmg
2 First aid tend ( REMOVES TORPOR !!! )
3 Great creeping and a rapid town development ( Train all your monks to
pallies )
Pick Light magic for :
1 Mass Haste
2 Mass Endurance
3 Mass Righeous Might
4 Storm wind ( kinda broken vs necro - 3 flyers/teleporters + phoenix)
5 Magical immunity ( a cheap way to counter bad spells )
Pick Leadership for :
1 Faster turns ( = faster slaughter )
2 Divine guidance + empathy combo ( the idea is your griffins/splitter pallies/archangels to fasten your hero turn, and then your hero to use divine guidance on your xbows, so they can shoot before your opponents archers, providing the best defence for your balista  
Pick Logistics if playing on > normal size map, familiar ground and swift mind are great if used properly
Pick defence in case u dont get offered enlightenment
Pick Attack for retribution/mass haste/flaming arrows
^^^ Thats whats worth it imo, just aim for one nice core like :
Warmashines + flaming arrows; expert leadership ( nothing more ) + retribution + light; expert leadership, empathy + light ( no att in this case); expert leadership, empathy + expert logistics + light; retrubution + mass haste + empathy + defence / mass endurance ( u dont need light in this case)
And remember to fill up your other skill slots after building the core with just the main skills ( i mean expert defence/expert leadership/expert luck/expert enlightenment and no more skill points spend there)
The only exeption is enlightenment, even if it is not a "core" skill u may need to pick inteligence
Dont prioritise picking luck - its a great skill, but in this matchup it may turn very easily against you.
As unit strategy - train pallies and split them in 2 stacks, get both inquistors and zealots ( you dont need more then 2-3 inquistors and 2-3 zealots to do the job) , if u dont have mass haste - then get 2 stacks inquistors, the worst thing is your pallies/AAs/xbows/griffis to be slowed.
Skip peasants and squires all the way.
Pick imperial griffins, not battle.
PICK ARCHANGELS NOT SERAPHS !
Battle tactics - focus Vampires and Wrights first, vamps for beeing incredibly imba and Wrights becouse of the harm touch - if your opponent gets lucky he may dispel the magic immunity on your pallies with the Wrights and then cast puppet on your powerstack :/
The dragons and liches are the next targets, try to block liches on turn 1 ! ( say, if dragons, vamps, or wrights are standing right next to the liches and you charge with a powerstack u dont attack the liches but the other stack, becouse blocked liches = almost useless liches)
Other stuff:
Pick always gold from chests, Haven is all about town development. Moreover as a might faction some faster lvl ups early mean nothing to Haven - a magic hero starts with basic destructive, takes exp from chest - advanced destructive, takes another chest - expert destructive and starts wrecking havoc. Havan hero takes exp form chest - and has to choose between attack ( + 5% bonus = nothing)/conterstrike( omg, pls)/leadership( nice for faster divine guidance, but gives nothing reliable in the short run)/defence ( useless earlygame, you try to kill creaps without losses, not with 10% less loses).
^^^ imho these are the most reliable and effective strategies
P.S
Divine guidance or Warmashines are a must if you play on higher then normal difficulity setting.
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted August 26, 2011 10:23 AM |
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Quote: ...necropolis needs both dark and summoning to be able to handle haven...
@Deathy, Yeah, double pally stacks plus empathy plus mass haste is a very effective dark-only necro destroyer (if necro doesn't outnumber them significantly, which is mainly why necro rushes)
and summoning for better raise dead etc be much more useful for creeping as well.
Some also say mass decay can be very much a handful in duel/arena type games
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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Evilsausage
Hired Hero
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posted September 09, 2011 12:24 PM |
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Yeah i agree Haven is normally pretty strong vs Necropolis.
Late game the necros can be pretty scary though.
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