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Heroes Community > Library of Enlightenment > Thread: Tactics -Assembled- H3
Thread: Tactics -Assembled- H3 This thread is 2 pages long: 1 2 · «PREV
bloodsucker
bloodsucker


Legendary Hero
posted February 19, 2014 11:26 PM

Looking at the stats in the second document Herry post I was wandering about this: Isn't it better not to upgrade Psichic Elementals if you have a good set of "blessing" spells like haste, shield and prayer? You have the benefit of being hable to choose the magic schools you need so...

Can I have some expert opinion?

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bloodsucker
bloodsucker


Legendary Hero
posted February 21, 2014 12:14 AM

Look at this explication of "demon farming" tactic.
Very short and to the point.

Using pit lords is simple and effective. I recommend waiting a few weeks to accumulate some decent number of them and then rush out. Try to get any low-level critters you can, recruit at castles, empty all dwellings and in battles with anything moving let the weakies perish and then be raised into demons! This is even better than necromancy, since the demons are far better than bones.
You might even sacrifice your imps for this reason. But it works best with diplomacy - you could even have a secondary hero get diplomacy from a hut/university and with a force of pit lords and demons persuade willing stacks to join and sacrifice them in battles with the unwilling ;-). However, it takes some practice to force a particular stack to die...

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted February 21, 2014 11:27 AM
Edited by Herry at 11:59, 19 Mar 2014.

bloodsucker said:
Look at this explication of "demon farming" tactic.
Very short and to the point.

Using pit lords is simple and effective. I recommend waiting a few weeks to accumulate some decent number of them and then rush out. Try to get any low-level critters you can, recruit at castles, empty all dwellings and in battles with anything moving let the weakies perish and then be raised into demons! This is even better than necromancy, since the demons are far better than bones.
You might even sacrifice your imps for this reason. But it works best with diplomacy - you could even have a secondary hero get diplomacy from a hut/university and with a force of pit lords and demons persuade willing stacks to join and sacrifice them in battles with the unwilling ;-). However, it takes some practice to force a particular stack to die...


the easiest is the weakest stack, idk why but the A.I just seem to attack numerous but weak stacks... it happened to me in many battles

EDIT:
(a small note, while i was writing this, the page suddenly freezed, so i have to write everything i added, ALL OVER! and i didn't write something small, **** YOU, MY LUCK!)

ok, this thread is getting USELESS! i'll give out some tips for- wait! i have to ask something first:
why people bother to use the visions spell?(not talking about multiplayer games.) they can simply save and then know, the NUMBER of the troops he will face, wether they will join/run or not AND EVEN how much stacks if they are split. ok now let's start the tips for beginners, shall we?:

TIP N1: there is a common mistake for a beginner to avoid: when you have a hero that doesn't have a spell book, inside a town with a mage guild in it(the level of the guild does NOT matter.) be sure to buy a spell book before you get out, cause if you didn't it's gonna cost you precious time later.

TIP N2: if you are fighting a huge army, and are unsure of you winning, or just want to explore different ways to beat the army, just save and go test, simple!

TIP N3: there is an object on the map called the "pyramid" which if you visit and defeat the golems guarding it, you are awarded a high level spell(most times if not all of them), but if you don't have the wisdom skill with the level required you will LOSE the spell. and another mistake to avoid, don't revisit the pyramid as it will decrease your morale greatly(i will explain about morale lately if you don't know about it.)

TIP N4: if you have visited the pyramid and the spell got lost or you got it, you will lose so much luck... there is a useful but simple tactic: greatly reducing your opponents luck if he visits it. you have to use map objects to your own advantage.

TIP N5: there are secondary skills that the hero can get, the list is too long for me to put here but here is a fact: there are 3 levels of secondary skills: basic, advanced and expert. once you get a secondary skill, level up then select the same skill again it will rise to a higher level. basic --> advanced --> expert.

TIP N6: there are 2 things that can be usefull for your hero:
Morale and Luck.

morale can have a minimum level of -3 and a maximum one of 3.

Morale: morale of level -1 or less will result in some of your troops freezing in battle, not always through it just depends on the chance.
the lesser the number than -1, the more the chance to freeze in battle. but morale can also have a positive effect: it can give your troops another move if it's level is 1 or more, the chance is higher the higher the value than 1. and morale can also be 0: no positive or negative effects.

Luck: if luck is 1 or more it can make some of your troops inflict DOUBLE damage in combat, the higher the value than 1, the higher the chance. it also can be 0 where it doesn't have a positive.

TIP 7: right-clicking on a spell or generally a thing from the game will show you information about it, can be quite useful for beginners.

TIP 8: you can place guards inside mines to prepare a trap for the opponent. this is how it is done: visit a flagged mine again and put some troops inside it, or if you just flagged your mine and do not wish to waste movement, press space.

TIP 9: if you have gone through a 2-way monolith and found an unpleasant surprise, press SPACE to go back.

TIP 10: if you are unsure of wish town you should play since you are a beginner, play stronghold, it has good units, and they are the CHEAPEST! but i wish to tell you something: playing towns depends on the type of the map(not large or small, rich or poor) through i don't have the exact details of this, ask someone with knowledge of the topic if you wish to know.

NOTICE: i'm not a pro, but i'm just helping out fellow beginners, hope the tips helped.
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted March 11, 2014 06:02 PM

Did the luck mechanics change in WoG? iIRC in the unmodified game, minimum luck is zero and the effect of luck is maximum damage + 1.
____________
Living time backwards

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted March 11, 2014 06:46 PM
Edited by Herry at 18:48, 11 Mar 2014.

my bad for that mistake but, luck still does double damage, look here
"Luck is a combat variable, that can cause troops to do double damage"
ok gonna fix mistake right away! **** if i don't hurry some beginners might get mis-leaded! and please tell me if there are any mistakes please.

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 11, 2014 09:35 PM

Tip4 is not right!
The pyramid gives negative luck,not morale after visiting when empty.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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daockloake
daockloake

Tavern Dweller
posted March 19, 2014 05:40 PM

Well i agree to a degree with you with building Capitol, i have tried both of going straight for Capitol right away and slowly going. I found overall it is better to work upto class 4 creature and get city hall and by end of 2nd week get Capitol because i find the need to have creatures/growth to be the main necessity off the bat.

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted March 20, 2014 11:11 AM

Guide to dungeon

Strengths:
Excellent 7thlevel troop with complete Magic immunity
Two shooters and three flyers
Harpy Hags special

Weaknesses:
Gold troubles in early game.
Quite low HPs overall.

Army evaluation:
Troglodytes 4/3/5/1-3/4/50, immune to Blind
Infernal troglodytes 5/4/6/1-3/5/65, immune to Blind
Those little ugly things make a good cannonfodder for castle defenses, but I
wouldn't take them into battle unless needed.

Harpies 6/5/14/1-4/6/130, return after attack
Harpy Hags 6/6/14/1-4/9/190, return after attack, no retaliation
Probably the best 2ndlevel unit in the game - upgraded version, of course.
With their high speed, they can sit out of enemy shooters' range, dive at the
shooters, score damage and return back home - an excellent army for capturing
castles. Unfortunately, the AI knows that and will target them often.

Beholders 9/7/22/3-5/5/250, no melee penalty
Evil Eyes 10/8/22/3-5/7/280, no melee penalty
A potent shooter, should be the mainstay of your army.

Medusas 9/9/25/6-8/5/300, petrifying attack, no melee penalty
Medusa Queens 10/10/30/6-8/6/330, petrifying attack, no melee penalty
With upgrade, they're excellent castle defender and also with their close
combat special they needn't any strong protection.

Minotaurs 14/12/50/12-20/6/500, good morale
Minotaur Kings 15/15/50/12-20/8/575. good morale
These big ugly guys should be used for crippling strong enemies. In most cases
of a dungeon attacked, they were the only stack to stay alive after battle
(and usually with little losses).

Manticores 15/13/80/14-20/7/850
Scorpicores 16/14/80/14-20/11/1050, petrifying attack
This strong flyer is excellent for attacking enemy shooters, as it be out of
their range before the attack. The upgrade is excellent, the special helps
them to survive at the enemy's end of battle field (often the petrified stack
blocks further attacks.)

Red Dragons 19/19/180/40-50/11/2500+1s, 1-4 spell imunity, two-hex attack
Black Dragons 25/25/300/40-50/15/4000+2s, all spells imunity, tow-hex attack,
150% damage to giants and titans
I guess nothing needs to be said about the black dragons - they're still the
good old dragons they used to be. The reds, however, are considerably weak and
should be upgraded ASAP.

Upgrading priorities:
* Infernal Troglodytes: Lower, in high numbers however, they make excellent
castle defenses and upgrade increases HPs by 20% ;-).
* Harpy Hags: Highest, for the speed and non-retaliated attack.
* Evil Eyes: Moderate, for the +2 speed.
* Medusa Queens: Higher, eight shots instead of four, also HPs and speed.
* Minotaur kings: Low, unless you want them to be main strike force.
* Scorpicores: High for +4 speed.
* Black Dragons: Top, +30% damage, effectively doubled durability, +4 speed.

Castle building in the first week:
Day 1:  Town Hall                2500g
Day 2:  Harpy Loft               1000g
Day 3:  Pillar of eyes           1000g + 1wogcsm
Day 4:  Chapel of Stilled Voices 2000 g + 5w + 10o
Day 5a: Manticore Lair           5000g + 5w + 5o + 5m + 5s
Day 6a: Labyrinth                4000g + 10o + 10g
Day 5b: Upg. Harpy Loft          1000g + 2c + 2s
Day 6b: Upg. Pillar              1000g + 1wogcsm
Day 7:  Citadel                  2500g + 5o

Warren as 1stlevel dwelling assumed present. If it's not present, we don't go
for Labyrinth.
The a) variant is for gold-rich scenarios, where you start exploring with a
strong force in the second week.
The b) variant is for those scenarios where you've got no extra sources of
gold - no chests, no mills, nothing. It allows you to start exploring with
lots of Harpy Hags and pack of Evil Eyes, while you've got some gold left to
build City Hall and possibly
Manticore Lair and Labyrinth in second week.

Resource summary:
For a) variant, , you'll need 11w, 30o and 18000g, which leaves us (20000 +
7000 - 18000) = 9000g for Day 1 to spend on troops. That is not much, because
we surely want to upgrade harpies on day1 in second week (another 1000 down).
20x170 for harpies is 3400, therefore we have just enough to purchase five
manticores as the only fighters. [And there's the ore requirement to fulfill
in order to get Labyrinth and Citadel!]
In the b) variant, you'll need 7w, 18o and 11000g, which leaves 16000 on day1.
From that, you can get all the harpy hags (3400), all the evil eyes (4760) and
you can build mage guild and get a spell book. [Assuming an Overlord hero -
Lorelei with Harpies special is best here!] You'll still have enough gold left
to buy Blacksmith, Marketplace, CityHall and Manticore Lair in second week.
(And with some luck, Castle, too, or Labyrinth). Or, if you don't hurry on
Manticores, you can recruite the ten Medusas (or wait for day2 and upgrade of
Chapel).

Second week strategies:
There's only one important issue: gold. Before buying all out troops, remember
that you'll need a total of 8500 gold to raise City Hall. And believe me, it's
foolish to wait five days till you accumulate the 5000 for the CityHall, if it
could have been built for these five days (and earn you extra 5000 by this
time). Unless you MUST conquer some important locations
(ore/sulfur/wood/another village), try to make sure that you'll have that 5000
ready to build CityHall pretty quickly.

Troops cost weekly (with castle):
Without 7th level: 19525
With 7th level: 27525
With one castle producing 14000/week, it's hard to pick one or two armies that
won't be used... but most probably it'll be trogs AND scorpicores, yet you may
need the latter against shooters and will have to do without minotaurs.
Capitol at 28000/week will solve your worries.
HPs grown weekly 1602 (plus 600 in blackdragons) at 12.18 g/HP (12.50)

Benefits:
* Academy of Battle Scholars: Seems better than just adding a point to a
primary skill - because you get a secondary upgrade, too. Worth it.
* Artifact Merchants: Dungeon version of Black Market. If you can spare the
gold, do it.
* Blacksmith: Provides ballista war machines.
* Mana Vortex: Doubled spellpoints are fine for starting long journeys, but
their best effect is for defending newbies that can do better with
Slow/Haste/Dispel against enemy armies. Great benefit, indeed. However, works
only once a week, on the first hero that enters the castle - so be careful to
not waste it on a scout.
* Portal of Summoning: If you manage to flag only highlevel dwellings, this
portal is great.
* Resource Silo: Sulfur producer
* Mushroom Rings: Increases growth of troglodytes. Buy soon to get some
defensive reserves.

Strategy
Since wood consumption isn't any high (7 or 11), you'll need to capture a
sawmill somewhere at the end of week1, maybe in week2. (or pick up one or two
piles of wood somewhere.)
Be careful, if you build Manticore Lair and Labyrinth in first week, to have
enough gold at hand. For the sake of City Hall, I would even sacrifice two or
three treasure chests for gold instead of experience. [Especially those that
offer 1000g/500exp, those should be used for experience only when badly
needed!]

Forces combination:
I usually leave trogs and minotaurs unpurchased home, while HarpyHags, Evil
Eyes, Medusa Queens and Scorpicores are the expeditionary forces (at least
until dragons are available).
Note, however, that Minotaurs are VERY strong battle unit. So, to correct the
above statement, I leave the minotaurs unpurchased home until I raise enough
funds to purchase them... I prefer to get scorpicores sooner, because
minotaurs are far less useful in capturing castles...
The medusas are pretty good at castle defenses, too.

Heroes:
Overlords are pretty good. I suggest Gunnar as a special mover (with Logistics
given and 5% bonus per level to it.) Arlach is an Artillery expert (which also
means that he has a Ballista at start, so he's pretty good especially for the
early exploration.)
Damacom (which yeilds gold) makes a good secondary. All others increase A/D of
some dungeon unit, so pick a hero according to the armis you're gonna use.
Among Warlocks, I recommend Deemer with MeteorShower as the best pick,
followed by Darkstorn with StoneSkin and Malekith for Sorcery. Sephinroth (+1
Crystal) is a good secondary. Others seem dull to me.

Skills important for the troops and strategy:
With two shooters and three flyers, you should go for Offense and maybe
Archery.
Ballistics and Armorer are good only to decrease the losses that you'll take.
Tactics is strongly recommended as it allows you to have first strike with
Harpy Hags and Scorpicores.

Unit           A  D  HP  Dmg   Sp $$   AdjD  Dm/g grow weekD
Infernal trogs 5  4  6   1-3   5  65   1.80  2.77 35   63
Harpy Hags     6  6  14  1-4   9  190  2.30  1.21 16   37
Evil Eyes      10 8  22  3-5   7  280  4     1.43 14   56
Medusa Queens  10 10 30  6-8   6  330  7     2.12 8    56
Minotaur Kings 15 15 50  12-20 8  575  20    3.48 6    120
Scorpicores    16 14 80  14-20 11 1050 22.10 2.10 4    88
Black Dragons  25 25 300 40-50 15 4000 78.75 1.97 2    158

hope it was informative
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revolut1oN
revolut1oN


Famous Hero
posted March 20, 2014 11:31 AM

These tactics are wrong, nobody makes Town Hall day 1, many other things are also wrong. Please don't confuse new players with wrong advices.

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted March 20, 2014 11:33 AM

i actually do that, no problem with that, so please, IF YOU DON'T HAVE A PROOF, don't post things like that, ok?
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bloodsucker
bloodsucker


Legendary Hero
posted March 20, 2014 02:47 PM

Herry

I told u before, look at the money values he is using...
That build order is for 100%, 130% at the most, he starts with 20000 of gold and 20 of wood and ore and basicly seats in town for a whole week.

I'm a losy player but, playing at 160%, by the end of first week I usually have already flaged some mines, robed one or two banks and maybe conquered another town or flaged a level 6 dwelling, depending on map.
For that I have to go for troops first day or sometimes mage guild if I'm using a spellcaster.

The tecnics he is publishing relay on: lots of starting resources, poor AI that doesn't expand fast enouch, the wrong idea that is good to remain close to base until u have tons of creatures in your army.

More, I didn't tested yet but I believe the money values for cost of a full week production versus capitol are wrong.
I read somewhere and experience seams to confirm: just capitol is not enouch to buy the full production of a town.
As u may have notice, with the values he publishes this is only true for Tower and Castle and for an insignificant value, something a +350 hero would cover.
I don't know if value of creatures was increased somewhere between RoE and SoD or if he simply did the wrong maths but I'm sure I need a lot of extra income to buy a full week production with Rampart, Castle and Tower even if not so much with Stronghold.

So, what he is publishing is not correct, is only usable if u play at lower dificulty levels and you are not reading (or not thinking about what you read) before republishing it.

Please take a look at Library of Enlightenment threads like HOMM Tactics, Tribute to Strategist and (shame on us...) even "Why do you LOVE Heroes of Might and Magic 3" before trying to shine with something u didn't wrote, analized and maybe even read.

Thank you

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