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Heroes Community > Heroes 6 - The New Beginning > Thread: [Strategy] How to counter necropolis?
Thread: [Strategy] How to counter necropolis? This thread is 5 pages long: 1 2 3 4 5 · NEXT»
juker
juker


Hired Hero
Rocking In The Free World
posted October 30, 2011 07:51 PM
Edited by alcibiades at 07:13, 31 Oct 2011.

[Strategy] How to counter necropolis?

Hello everyone, my friend and i started playing homm VI and he now chooses necropolis always, the problem is that he is always stronger than me and rapes me with master of puppets and all dark magic
Which is the best way to counter that? what faction/skills/hero should i choose?
Thanks!
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ywhtptgtfo
ywhtptgtfo


Hired Hero
posted October 30, 2011 08:29 PM

Necro is widely accepted to be overpowered, so you should tell your friend to stop playing that faction. Failing that, you can always play necro yourself. If you don't like playing necro yourself, you can try Haven.

The greatest strength of necro comes from its 3 range attackers (especially the lich) and the necromancy healing. However, it does have some of the weakest melee units in the game. If you can chew through them quickly, then you can put a stop to their range attacks before you are inflicted with crippling casualties.

Both griffins and marksmen can deal devastating damage to necro shooters. You should use special ability to shield marksmen from puppet master. Angels, glories, sun crusaders, and sisters can make short work of enemy melees at round 2. Praetorians should be placed next to marksmen to absorb damage.

In terms of spells to get, you should cast petrification on liches or weavers first (liches are usually more damaging than weavers). Mass haste can also help your melee to cross battlefield in one round and take out the lamasues or weavers. Dispel magic comes in handy to remove disabling effects from enemies. Mass dispel can be used to remove mass life steal.

As for siege, it's pretty much the same deal because most of the haven stacks can move across the walls.

Sanctuary is also a good choice against necromancer in the open battle field. However, they are, by far, the worst in attacking castles.

Finally, if you are playing a big map, do abuse the fact that necros can't buy artifact merchants. In longer games, this lets you accumulate some decent artifacts and scrolls.

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted October 30, 2011 08:41 PM

There is no countering necropolis.

There is only death.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 30, 2011 09:01 PM
Edited by blizzardboy at 21:13, 30 Oct 2011.

The lich is bugged. They accidentally stuck an extra digit on their damage score Honestly though, when you play the Necro campaign you fully discover what a godlike unit they are. If you want to beat him, you simply need to play better than him because with two equally skilled opponents, Necro wins. Or ask him to restore his dignity by picking another faction.

Use whatever tricks are available to try to dispel his magic effects, then you might stand a chance against the imbalanced Necro line-up. Also as a rule of thumb against Necropolis which looks like it will be true for H6 as well; engage him sooner rather than later. Time is his friend. Some ideas are things such as using up the 7th slot of your Haven army to have a double stack of Radiant Glories, so you can spam dispel with them, or use a 2nd stack of Pearl Priestesses with Santuacy for dispelling. Just keep his spell effects as ineffective as possible. If you don't anticipate having some good dispel action, then go for a defensive rather than an offensive hero, otherwise Puppet Master can work against you. Teleport might not be a bad spell choice either so you can warp a stack next to his liches if they aren't pinned in a corner.
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juker
juker


Hired Hero
Rocking In The Free World
posted October 30, 2011 11:16 PM

okay thanks, i immediately realised that necro was overpowered
i should tell him to choose another faction i think
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2011 07:12 AM

Everyone is mentioning Necro Magic here, what about Necro Might?

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ywhtptgtfo
ywhtptgtfo


Hired Hero
posted October 31, 2011 08:28 AM

Personally, I'd say the big incentives of going might are Counterstrike III, Cleave, and Reinforcement III (in this order). Since necro is all about stalling the enemies to give the range units to rape everything, the 1st and the 3rd skills are not that crucial compared to all the stalling skills a magic hero can have access to (Puppet Master, Petrification, Time Stasis, Fear, etc).

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Zero47
Zero47

Tavern Dweller
posted October 31, 2011 03:11 PM

Haven't played that much yet but shouldn't inferno's gating coupled with their extreme offencive might counter necropolis pretty hard? Necropolis' strength comes from stretched out battles, vampires become extremely tough tanks with taunts, counterstrike and life drain (for might necro's) while magic necros deal huge DoT damage with despair and puppet master. In theory necro's should be countered by quick burst and locking up their archers.

People mention how necropolis is broken, I agree. For the beta their necromancy worked as a temporary resurrect, meaning that creatures resurrected die after the battle. In theory a nice twist as this gives necropolis sustain in large fights but doesn't allow it to snowball as hard early. The ghosts + necromancy is simply too much, all early fights are dominated with minimal investment. This allows necropolis to build one ghost dwelling and get to capitol while being arguably stronger (in a sense) than any other faction rushing core dwelligns. I preferred the HOMM3 scenario where as Necropolis you had to rush Vampire Lords and pick Thant to get this kind of godlike early game, it was a balanced trade off.

It doesn't help either that necros just get stronger as their game goes on, oh and they can buy back their fallen units. Good luck.


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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 31, 2011 03:25 PM

I havent had too many games against necro but id play vs someone who says its op, anyone up for this?

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Anna
Anna


Adventuring Hero
Dazzling Light Incarnation
posted October 31, 2011 07:17 PM
Edited by Anna at 19:19, 31 Oct 2011.

Quote:
Haven't played that much yet but shouldn't inferno's gating coupled with their extreme offencive might counter necropolis pretty hard? Necropolis' strength comes from stretched out battles, vampires become extremely tough tanks with taunts, counterstrike and life drain (for might necro's) while magic necros deal huge DoT damage with despair and puppet master. In theory necro's should be countered by quick burst and locking up their archers.




I was thinking the same thing, since Inferno's gating becomes really useful later on it's pretty useful for blocking the archers or at least consuming the different stacks actions when trying to destroy the gates which in both cases helps your melee units to close the distance. I think the issue is not so much in attacking the Necro player early, but more important to me seems not letting him get many towns as this would increase his income allowing him to at the same time recruit new units and lost troops as well. This is the nastiest ability of this faction. If the Necro player is getting plenty of gold he'll overwhelm you and there's not much you can do about it.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 31, 2011 08:14 PM

Necropolis can turtle very effectively and cover its shooters so if it gets to the Fate Spinners, Inferno will be leading an uphill battle at best. This has been tested and proven numerous times in the duels before the release. The problem is that Inferno can't utilize Dark Magic against Necropolis but the opposite is perfectly possible - that alone is a major advantage for the Tiberium-infested horde.

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juker
juker


Hired Hero
Rocking In The Free World
posted October 31, 2011 09:00 PM

i thought about choosing haven and choose a magic blood hero, so i can cast word of light and protect my marksmen with the hero ability, then cleanse any negative spell with the blazing glories and protect the army with mass celestial armor, while sisters keep healing troops or killing undead
if not, a mighty sanctuary magic blood hero with air and light magic or prime...i don't know
what do you think about heaven vs necro?
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 31, 2011 09:01 PM

Haven has very good chances, yes, especially with Retribution Aura.

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Zero47
Zero47

Tavern Dweller
posted October 31, 2011 09:43 PM

Quote:
i thought about choosing haven and choose a magic blood hero, so i can cast word of light and protect my marksmen with the hero ability, then cleanse any negative spell with the blazing glories and protect the army with mass celestial armor, while sisters keep healing troops or killing undead
if not, a mighty sanctuary magic blood hero with air and light magic or prime...i don't know
what do you think about heaven vs necro?


For the early game you'd want mass heals light magic etc, lategame  support magic becomes much more valuable. I'd definitely go for the defensive path rather than the offensive one.

I'm wondering how elementals would work in locking up the necro ranged units. Combined with Guardian Angel seems worth a shot.
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted November 01, 2011 02:48 AM

I think best chances vs necro have might stronghold and haven. Overrun necro and tie them in melee.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 01, 2011 07:03 AM

Quote:
i thought about choosing haven and choose a magic blood hero, so i can cast word of light and protect my marksmen with the hero ability, then cleanse any negative spell with the blazing glories and protect the army with mass celestial armor, while sisters keep healing troops or killing undead
if not, a mighty sanctuary magic blood hero with air and light magic or prime...i don't know
what do you think about heaven vs necro?


I think quite an effective hero would be Sanctuary magic blood hero, but with the following magic:

Air:
- Priestesses ranged attack does air damage
- Lightning bolt & Chain lightning are great damage dealers
- Thunderclap can be useful against weavers early on
Water:
- Sanctuary hero magic direct attack is water based
- Ice bolt and Ice breaker good combo with air magic
And then either regen or heal for added first aid and pressed attack from might to use when spells are cooling down


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juker
juker


Hired Hero
Rocking In The Free World
posted November 01, 2011 05:55 PM

ya, its nice but undead have resistance to water magic (20% i think), so i would choose air magic mainly with some support spells (heal, mass heal, implosion )
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Anna
Anna


Adventuring Hero
Dazzling Light Incarnation
posted November 01, 2011 09:05 PM

Quote:
ya, its nice but undead have resistance to water magic (20% i think), so i would choose air magic mainly with some support spells (heal, mass heal, implosion )


No they don't have resistance to water magic, they have vulnerability to light.

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juker
juker


Hired Hero
Rocking In The Free World
posted November 01, 2011 10:20 PM

err...no, they have resistance to water and no light vulnerability, check the fan manual in the "creature abilities" section and look for "undead", unless ubi released a new patch changing this...

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted November 01, 2011 10:28 PM

You must be looking at some other manual juker.

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