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Thread: How fast can each alignment clean the map? | |
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dushan
Hired Hero
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posted May 06, 2003 03:17 PM |
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Edited By: dushan on 6 May 2003
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How fast can each alignment clean the map?
As many of you stated before, speed is maybe the most important thing in this game. The faster you get the gold mine, the faster you build L4, etc. So it would be interesting to see how fast the each alignment is in cleaning their own land. Well, I know it depends on the map, but nevertheless feel free to share all your experience.
With heroes in combat, you can use them in the early game stages to block the enemy, take the damage, and protect your weak army. You can do the same with 1 stack of level 1 creature, of course.
So here is overview of some things I suppose we all know:
LIFE:
Creatures:
With the ranged and no ranged-penalty L1 and L2, Life can beat much stronger, but slow AI enemy and take the mines pretty early. There is difficulty if dozens of gargoyles defend the gold mine - they will get to you soon, but you can sacrifice squires or even the hero. Here is the Thunder's nasty trick-attacking enemy which blocks your archers from the other side-frees your archers to shoot! But you all know there is "15 ballista movement" problem, which forces you to spend some money on the stables. This "cures" the problem, but in the maps where you have e.g. L3 creature dwelling or gold mine- 3-4 days away from your hometown, the travel is long enough. If you pick pikemen - with the stables you have decent 24 movement, so what do you think?
Heroes:
I always pray to get the priest as my first hero. Bind wound, bless etc are good spells for the beginning.
ORDER:
Creatures:
If you are lucky with the precision spell, halflings are good. Well, I never choose magi - those gargoyles (see:LIFE)will crush them all. As soon as you have genies, we all split them in 1 stack, use slow spell and order is efficient enough. Still, movement is 19, and there are no stables to build. So until you get decent "only hero and genies" army, you won't get far.
Heroes:
It is always good to have damage spell in the beginning, so here Order and Chaos magic heroes are good (if you are lucky enough to get those spells).
DEATH:
Creatures:
Here imps really shine as scouts - you'll get free resources and explore the map very quickly. Army of imps, ghosts and vamps which you build on d3 or later (depends on map) has I think some 28-29 movement and here lack of ranged army is REALLY compensated. Splitting those ghosts and aging every enemy allows you to beat much much stronger AI force.
Heroes:
Here is the same with the life - I like to have magic hero -necro as my first hero. Age the enemies, then reduce their att/def, and they become even easier prey for vamps. You can use imps to draw AI attention as well. Also you can get another hero and make 2 armies: slow (1 hero, skeletons, even cerberis) and fast (1 hero, imps and (ghosts) vamps). This is strategically very good and you can get all the mines soon enough.
CHAOS:
Creatures:
I beleive that chaos' advantage on the adventure map is in the later stages of the game, that is when you develop your might hero. Creatures (here I say medusas) have low movement. But there are bandits for resources, scouting and exploration. From my experience it turned out that nightmares ability to cast terror is better than efreeti's high combat movement, speaking for battles against stronger AI in the first 2 weeks.
Heroes:
For the map-cleaning purposes, both heroes are good, for you will like to flag mines and to develop the thief as soon as possible. Needless to say, L1 and L2 chaos spells are good in the beginning.
NATURE:
Creatures:
Like the imps, sprites have high movement and explore the map very efficiently. Of course, you sacrifice 1 sprite whenever there are guarded resources available to take. Nature has good and fast army in the beginning: sprites, tigers (the best L2 melee unit), unicorns (on richer map griffons) and they take and get very far on the adventure map. Building creature portal, and taking air elementals maintains this advantage. I never choose elves - those gargoyles killers (or any stronger and faster flying unit) will kill 'em all.
Heroes:
Having one pure might hero, both heroes are good in the early game. If you have dragon strength, cast it on unicorns. The sprite, wolf and lepr summoning can save your army and the summoned can take damage.
MIGHT:
Creatures:
Centaurs would be good scouts, but growth is low, so I choose bersekers to pick resources and explore. Here I leave bersekers home in the first 2 weeks and try to get as much as I can with the centaurs and nomads. Remember that cyclops will slow your army.
Heroes:
2 barbs can take and make enough damage at the beginning, especially if you build arsenal. Here you can also consider to hire a thief.
So, in the end what to say? IMO, it turns that death is maybe the fastest map-cleaning alignment, nature is also good... What do you think?
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rychenroller
Promising
Supreme Hero
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posted May 06, 2003 03:36 PM |
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Well regardless of the subject, for someone who is "trying" to play the game, such as me, with any level of success, this is a cool thread.
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Myctteakyshd
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Dingo
Responsible
Legendary Hero
God of Dark SPAM
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posted July 12, 2004 05:49 AM |
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Quote: this is a cool thread.
Agreed.
Revived.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.
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recca_cool
Hired Hero
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posted July 12, 2004 01:49 PM |
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This is interesting topic, although I do not agree entirely.
Speed is important, but I would not say in aquiring resources and cleaning the map, since this is a common-sense task to do, not worth thinking about or implementiung as a strategy.
Rather I would say speed in taking actions on the battlefield is what matters, and let me give you few examples
1- Securing the hero (especially at early stages & especially the caster type)
2- Casting the proper enhancing spells and at the right time, for example,
2-a- if you have one or two non-melee & with decent speed melee mob, then most likely "precision spell" would be a wise choice to intiate the combat & taking down
2-b- if you have the same thing, but with SLOW melee mobs, then "haste" would be a wise choice
Of course I do realize it depends on the sitaution and whom you are fighting, so bear with the trivial example ^^
Moreover, it is not about the speed you acquire things, it is about the fastest yet most efficient way of building up your troops & castle especially at early stages for a simple reason:
Even if you get a lot of resources, building L4 at hte beginning might not be the wisest choice, instead getting enough from L1-3 and build right troops is good enough
Also, it all depends on the map itself; if the two players are seperated with a decent distance, then faster-pace building and acquiring resources extensively is a wise choice. But if they were two close, then collecting resources is not the wisest choice
Just wanted to add my insight on the matter, hope it is useful ^^
Ja ne~~
ReCCa -.-
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megacool802004
Tavern Dweller
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posted August 11, 2004 02:35 PM |
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cool thread
Cool thread but u missed a point, creatures of the 4th level gives the army greater advantage. Also armies made up of spell casters can be very strong but lacks in positive morale eg;an army of 35 water elementals,40 genies,35magis,15 faerie dragons&about2hero of only magic is really great.
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drlucifer
Adventuring Hero
The Surgeon of Death
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posted August 11, 2004 03:02 PM |
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Quote: Also armies made up of spell casters can be very strong but lacks in positive morale eg;an army of 35 water elementals,40 genies,35magis,15 faerie dragons&about2hero of only magic is really great.
Unless you're up against blackies... I hate it when i take magi, genies, and two mage heroes with me for Order and go up against Chaos with blacks, w/out titans Id be dead.
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Doctors are not necessarily your friends.
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csarmi
Supreme Hero
gets back
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posted August 13, 2004 03:21 AM |
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Usually it's race to the lvl4 unit and after the fights get easy (with 3-4-5 heroes and your high lvl units).
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