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Thread: HOMM3: Garrisoned vs. creeping | |
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zombiewhacker
Adventuring Hero
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posted September 21, 2011 09:03 PM |
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HOMM3: Garrisoned vs. creeping
Wondering whether the monster combos you keep garrisoned ever varies from the combos traveling with your hero.
For example, Ogres and ogre magis, dendroids and such are relatively good defensive creatures but move like molasses on the battlefield (unless you have Expert Haste). If I can, I like to leave more of them behind to defend the weaker garrisoned creatures. And ranged creatures, it goes without saying, are also much better suited to garrisons, particularly if the garrisoned hero has Expert Slow and Expert Forgetfulness. (Titans travel well, though, and cyclopses make good creeping companions.)
Your thoughts on creatures you like to travel with you, and those you prefer to leave minding the store?
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Duke_Falcon
Disgraceful
Supreme Hero
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posted September 21, 2011 09:12 PM |
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Personally if my hero haven't logistics I bring creatures which have the speed 9 as minimum.
If the hero have logistic than you could bring whatever you want.
I usually use tier 1 creatures for garrison companied with those stacks that joined for my hero but not from the same town as the hero's main army.
If you play against AI then garrison is unnecessary to keep as the computer isn't a strategic mastermind and could cause trouble only on 160% or 200%.
On 200% AI could be a real badass in smaller maps!
Try this: Expert earth magic + expert wisdom + town portal (80% chance you could get all of this so don't worry!) and the garrison problems of yours are solved once and for all!
Against human player... It's really up to you and your luck!
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zombiewhacker
Adventuring Hero
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posted September 22, 2011 02:58 AM |
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Quote:
Try this: Expert earth magic + expert wisdom + town portal (80% chance you could get all of this so don't worry!) and the garrison problems of yours are solved once and for all!
Oh, yeah, that's my bread and butter.
Unfortunately, that's also my problem. Lately I've been trying to ween myself away from having one teleporting hero having to respond to every threat on the map, no matter how insignificant.
It's great, and it works, but it's also a crutch. A good garrisoned secondary hero with a well-chosen stock of creatures would naturally prevent this, and free up my main character to do what I (hell, everyone) love best: explore.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted September 22, 2011 09:10 AM |
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You wouldn't have such a problem if you wouldn't focus on just ONE hero. Develop more heroes, then you can act on different edges of the map even without town portal.
And yes...there are PLENTY of posibilities to develop a third or a fourth good hero. A box with 20k exp. points will probably make a level 24 hero out of your level 23 hero. But it will make a level 10 hero out of your level 1 hero...think of it...
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Better judged by 12 than carried by 6.
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Fauch
Responsible
Undefeatable Hero
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posted September 22, 2011 09:34 AM |
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how often do you find such boxes?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted September 22, 2011 09:49 AM |
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On rich random maps? All the time.
Still, I believe zombiewhacker did not try them and his strategy is where it was for me back in 2000
Unless a scenario forces you to use creatures of only one alignment, don't do that. You will soon see that fast army of top creatures from eahc faction allows you to conquer the entire map in no time. Keep in mind that slow creatures reduce your hero's movement points.
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The future of Heroes 3 is here!
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zombiewhacker
Adventuring Hero
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posted September 23, 2011 09:00 PM |
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Quote: Keep in mind that slow creatures reduce your hero's movement points.
I've been playing HOMM3 since its release and honest to gonzo beans I never knew that. I thought speed related to battles only.
Wait, let me do that again.
Okay, then, well what fast moving creatures do you prefer to keep in your party?
Assume the game just started and you only have 1-3 level creatures at your disposal until you and your town level up. I'm assuming centaurs and gargoyles would be fairly decent first choices.
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B0rsuk
Promising
Famous Hero
DooM prophet
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posted September 28, 2011 05:09 PM |
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If we're talking about Heroes 2... I used to take only faster units with me, that is, not slower than "average" speed. But this is not such a no-brainer as it might look.
Barbarian faction has only one hopelessly slow unit: Orcs. They're very slow before upgrade, and slow after upgrade. Even Ogre Lords become average. This has led me to default to following army composition:
- Goblins
- Trolls
- Wolves
- (eventually) Cyclops
- Ogre Lords
However, only Trolls are really decent at sieges, and Barbarians don't start with Ballistics. It can be a hard skill to obtain. Relying just on trolls can be disappointing. They're going to suffer lightning bolts, garrison shots, blind etc. Their numbers dwindle, and even if not they often have to multiple targets to take care of, shooters AND flyers and so on.
Recently I started taking Orc Chiefs with me. I do it carefully, typically on another hero follows my main. And surprise, Orc Chiefs are pretty good siege tool. They have a few things going for them:
- high HP and population growth, considering their level.
- decent damage, even better when led by a Barbarian.
Losing some orcs to garrison is not nearly as bad as losing elves. I made a habit of not bringing elves into sieges, they drop like flies and don't accomplish much. Orcs can take some beating, and hold their ground when attacked in melee.
I've won a number of games already due to my decision to bring in Orcs. Trolls alone sometimes can't do it. I typically play on Hard.
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http://www.youtube.com/watch?v=u5um8QWWRvo RSA Animate - Smile or die
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted October 04, 2011 09:03 AM |
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Quote: I've been playing HOMM3 since its release and honest to gonzo beans I never knew that. I thought speed related to battles only.
You serious? What did you think was the reason Necropolis to have the slowest army overall?
In general, it depends on the hero and the faction. Normally I leave only the slowest and generally least effective creatures in the town and recruit the rest for the primary hero but even this scenario has quite many exceptions. With factions that have some very fast creatures (Inferno, Dungeon, Rampart) I often give them to the primary hero, the slower ones to some secondary/secondaries and leave the weakest to defend the town. Usually leaving strong garrison is not a good idea because the enemy primary hero will always manage to beat it and take the town anyway so you lose both the respective creatures and the opportunity to make them useful via some of your own heroes. Of course there are exceptions here too. It entirely depends on the situation.
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c0ldshadow
Known Hero
ig chr0meice91
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posted October 15, 2011 09:54 AM |
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with inferno , i sometimes leave like 10 pit lords in 5 stacks of 2. that way if someone attacks the base, it can be really annoying if the castle shooters keep doing damage, and the fight is prolonged b/c the pit lords summon demons from the ones that die.
in general, i rarely leave a garrison with intent of being able to actually win vs a big hero, but leave a garrison that will be annoying to the other hero b/c the arrow towers have more time to do damage.
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