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Thread: What is a good homm4 strategy? | |
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Gargantuan
Hired Hero
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posted May 08, 2003 01:59 AM |
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What is a good homm4 strategy?
I have been looking for a killer startegy forever, but I could not find one I would be very grateful if someone would share their strategy with me.
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted May 08, 2003 03:02 AM |
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Save your money on the creatures and instead buy a number of barbarians and one or two spellcasters and perhaps some high level fast creatures (to speed up their movement on the adventure map). Make the visit all XP boosters and let them do all the fighting in order to level them up (between level 10 and 15 will usually do on most MP medium maps). If you screw up in a fight, just flee. Won't cost you anything except for the carrier creature.
For the money that you saved on creatures, buy at least five potions of immortality for each hero. This barbarian army with GM combat and GM melee (which only requires 8 level-ups. You can spend the other levels on anything you like. MR is recommended) can kill any player who did not do the same thing. This is how all good TOH players win their games.
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Perception is everything.
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Gargantuan
Hired Hero
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posted May 08, 2003 03:09 AM |
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Thanks for posting that, it sounds like a pretty good startegy.
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Celfious
Promising
Legendary Hero
From earth
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posted May 08, 2003 05:49 AM |
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Yes marelet. Not bad in some cases at all.
Almost always build up a tactic hero.
" " have a magician. Life and chaos are good but not always easiest to combine. If you have a strong archery force (including strong archer heroes & healthy stacks of long ranged creatures besides mights) earth magic is useful. The quicksand alone can give 2+ turns against all short ranged/melee attackers. Also, with a chaotic mage/magic casting creature, try using these first to attack long ranged shooters.
Heres a bonus tactic..
If you never wait in combat for a better move.. You should check its usefullness out. There are several examples in which having units wait turns out bennificial.
One example. YOur melee attackers, against longranged shooters. If you wait, they will probably not get full damage (they usualy would if you advance before they shoot). If you wait, they might advance themselves giving you 1 turn less to reach them.
If against medusas, with a primarily hero based force.. Take out the medusas quickly because the stone gaze can and will kill your hero. ONly reason to let them live while focusing on other forces, is if the other forces are a greater threat, and or, the medusas have forgotten their long ranged ability or swarms/anything which prevents them from attacking. (FOrgetfullness is better, you wont have to recast spells to make the medusas stay put)
Anyways.. It dosn't hurt to take Combat as a hero skill, especialy when they get long range ability. This makes the hero usefull enough to utilize each turn (even when the spell caster runs out of mana-given you dont have a high enough magic skill/s or the spell casters spells are currently useless or being saved.
Check out the thread here "tips and tricks". Theres many details you can learn there.
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What are you up to
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted May 08, 2003 05:57 AM |
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That is the tactic that I use in TOH games, which is the main reason that I always lose. Even if you have a good tactician, you cannot raise enough units to match with those immortality soaked barbarians.
Besides, their heroes gain experience much faster. So by the time you have a decent army and a decent hero, they have their barbarian army with a few level 3 and/or 4 creatures. It takes 8 level-ups to get both GM combat and GM melee, which leaves another couple of levels to get decent tactics skills. So your tactician will hardly give any additional benefit.
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Perception is everything.
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Gargantuan
Hired Hero
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posted May 09, 2003 01:12 AM |
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So it is best to use barbarians (might) instead of the other people (such as nature, order...)?
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Celfious
Promising
Legendary Hero
From earth
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posted May 09, 2003 07:18 AM |
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Best thing you can do is play a little with each alignment. After you do, you might beable to explain some tactics of your own. Prime thing you can learn is different spells and their reocouring benifits, or their uselessness. Also different creature strength.
With the tactics vs might.. I still go with tactics mainly because for the most part I use 5 slots for creatures. I also go for might. Heroes are better "fodder" unless against huge force. A mighty hero is very utilizable.
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Planeswalker
Famous Hero
Chaotic Good
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posted May 09, 2003 10:57 AM |
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Hmmm...
I play as Death, so I use this strategy:
I try to get a shadow mage (with charm) and a general (tactics is kewl) when I play, so that I can use the charm ability to get creatures to join and I can make skellies/ghosts of them all. Esp on XL maps...
Much like Marelt_Ekiran, I use some speedy creatures (ghosts rather than cerberi) in my army too.
With the shadow mage,I go for:
GM Death Magic/GM Necromancy, but necromancy is first priority.
With the general, I go for:
GM Combat and Tactics
And of course you need some potions of immortality+animate dead (hopefully).
BTW, AndyAngelslayer: You tosser!
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EmperorSly
Known Hero
Destroyer of Liver
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posted May 09, 2003 05:32 PM |
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here's on strategy
play order. go for genies. when you get them, put 1 each in at least 3 slots and the rest in 4th slot. and develop as high order magic hero as possible. if exp is left, it might be cool to know some death magic too, for the poisoning.
such army is superfast, and very efficient. while the single genies sing song of peace to whole enemy army, big stack lightning bolts them to death (or if you fight against golems, make illusions of them). hero can support with different wicked stuff, depending on his level. In best case he can hypnotize or berserk, making part the enemy army fight itself while the others rest peacefully.
it doesnt matter how strong barbarians the enemy has if all they can do is to either sit silent or fight friends. and tactician doesnt improve the problem a single bit -- they sill sit silent and die, just with higher attack skill.
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van
Tavern Dweller
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posted May 10, 2003 08:09 AM |
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GM magic resistance of barbs/archers is problem. You cant do anything about that. No hypnotise , no blind no nothing.
Instead , buffing your own troops (dragon strenght ,cat reflexes, guardian angel) will help you much better. Cancelation-steal enchantments allso because both works on GM MR so removing potion of imm from barbs/archers is a must. Sumoning mantises (bind , 50% damage) and quicksand is helpful too. Against not fully developed MR one can try pain miror as well.
And ofcourse, allways have one on your side. 4 aligments have access to barbs/archers immediately.
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Gargantuan
Hired Hero
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posted May 10, 2003 06:27 PM |
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Wow these are some good strategys ,thanks.
P.S.
I would appreciate if someone could give me a nature strategy.
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dushan
Hired Hero
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posted May 12, 2003 01:20 PM |
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Nature strategy
Take 1 hero, sprites, tigers and griffons(unicorns on poor maps). You'll have high movement and clean map faster. This is very important and try to keep this nature's advantage.
Second hero can buy wolves and take nearer mines and weaker armies.
Then, try to build creature portal as soon as possible. I guess water elementals are the best unit there, but they will slow your main army. Try air elementals - they have high movement, also they are strong and very durable.
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Gargantuan
Hired Hero
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posted May 14, 2003 04:23 AM |
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Wow I got good startegys for all of the alinments except for Death, please post one.
Edit by Lich: Cleaning off-topic posts, Andi, you are allways welcome, to express your opinion.. (with my little help of course... ).
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GrunanCross
Famous Hero
King of the Underdark
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posted May 16, 2003 08:23 AM |
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Quote: Wow I got good startegys for all of the alinments except for Death, please post one.
Edit by Lich: Cleaning off-topic posts, Andi, you are allways welcome, to express your opinion.. (with my little help of course... ).
When I play death, I like to build the bottom run, Its faster and you can still get the Vamps.
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dushan
Hired Hero
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posted May 16, 2003 10:35 AM |
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What creatures to pick in Death town depends on choice of having fast army or not.
On the other hand, you don't need many ghosts anyway, getting through necromancy would be just enough for aging purposes.
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Celfious
Promising
Legendary Hero
From earth
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posted May 20, 2003 09:38 PM |
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You just have to keep playing. Learn a bit from here but not as much experience.
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