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Okay, guys, I need advice from experts on both the undead and the sylvan factions. We're having an "in-house" Heroes of Might and Magic 5: Tribes of the East (TotE) tournament at our club (St. Petersburg) soon. There will be 4 players. The map is "Ascension to Power," and the difficulty is Veteran. The factions are:
1. Sylvan (me)
2. Necropolis
3. Orc
4. Order
+ 2 random factions.
I've been playing Heroes for years, but I still have one problem: how to "counter" Necropolis... no matter what I try, it doesn't work. They overwhelm me with early-game rushes, killing my units with zero losses, and they just crush me. All of this happens through the use of Banshee's Wail. Spies have revealed that the Necropolis player will be using the hero Deirdre. This doesn't make things any easier. I feel like the game will probably go to levels 22-25+, which means it will be a long game. I'll take out the Orc (or Order, whichever is closer) in the early third week; that player isn't a big threat. I assume the Necropolis player will take out Order (or Orc) around the same time, because that player is somewhat better than me, and significantly better than Order and Orc, plus I've observed this player before (I'm not talking about the AI; they'll be defeated by any of us).
So, here's the thing. I'm 75% sure that during our match, he will be holed up in his castle. That's where the problem starts.
Upgrades for the final battle:
Nymphs
Wind Riders
Archers
Elder Druids
War Unicorns (I'm probably wrong about this one)
Ancient Ents
Crystal Dragons.
Hero: Wing
Hero development (what I'll aim for, knowing I can't max everything):
Magic (3) - Bless, Protection, Righteous Might.
Leadership (3) - Sun Blessing, Veil of Discord, Elf Blessing (priority).
Attack (3) - Berserk, Tactics (expert), Frenzy.
Logistics (3) - Find Path, March.
And defense as much as possible.
Artifacts: I'll try to focus on the hero. 2 rings with +30% and a staff with -20%, giving a total bonus of 50%. Since there are 6 locations with "red" artifacts on the map, I should be able to find them. The only problem will be finding a +10% ring; if I don't find it, I'll take the Sarrukh's Iss to reduce spell costs by half. An amulet with +1 damage (again, if I find it), a horseshoe (there's always one, even several), and the rest on morale, defense, and attack.
Battle scenario (briefly):
1. Wing casts buffs + antimagic (hopefully I get it) + dispels. I probably won't have time to cast a rain spell.
The Ents move towards the door and wait for the catapult to destroy it.
The Unicorns stand and try to protect the support units from other debuffs.
The Dragons fly and destroy the most crowded area.
The Archers target the Liches for maximum damage.
The Druids use lightning to target the Ghosts.
The rest wait for the second wave (if there's no teleport).
2. If there's a teleport: we send the Ents, Wind Riders, and Unicorns behind the enemy lines - the rest continue to attack as before.
The Ents target the Vampires and anything else nearby.
The Unicorn tries to stun the Zombies or Messengers. If that doesn't work, it tries to attack the Skeletons.
The Wind Riders attack the Dragons.
The Dragons try to use Prism to "eat" the Ghosts, Skeletons, and Zombies.
Wing casts a rain spell with all his might.
That's it; it seems like we have the advantage...
If everything were so perfect, I wouldn't be posting on the forum. I'm missing something, I've forgotten something, or I'm just wrong about something. In short, I need your help. Share any ideas, don't hesitate, let's discuss everything.
Thank you in advance.
1. Sylvan (me)
2. Necropolis
3. Orc
4. Order
+ 2 random factions.
I've been playing Heroes for years, but I still have one problem: how to "counter" Necropolis... no matter what I try, it doesn't work. They overwhelm me with early-game rushes, killing my units with zero losses, and they just crush me. All of this happens through the use of Banshee's Wail. Spies have revealed that the Necropolis player will be using the hero Deirdre. This doesn't make things any easier. I feel like the game will probably go to levels 22-25+, which means it will be a long game. I'll take out the Orc (or Order, whichever is closer) in the early third week; that player isn't a big threat. I assume the Necropolis player will take out Order (or Orc) around the same time, because that player is somewhat better than me, and significantly better than Order and Orc, plus I've observed this player before (I'm not talking about the AI; they'll be defeated by any of us).
So, here's the thing. I'm 75% sure that during our match, he will be holed up in his castle. That's where the problem starts.
Upgrades for the final battle:
Nymphs
Wind Riders
Archers
Elder Druids
War Unicorns (I'm probably wrong about this one)
Ancient Ents
Crystal Dragons.
Hero: Wing
Hero development (what I'll aim for, knowing I can't max everything):
Magic (3) - Bless, Protection, Righteous Might.
Leadership (3) - Sun Blessing, Veil of Discord, Elf Blessing (priority).
Attack (3) - Berserk, Tactics (expert), Frenzy.
Logistics (3) - Find Path, March.
And defense as much as possible.
Artifacts: I'll try to focus on the hero. 2 rings with +30% and a staff with -20%, giving a total bonus of 50%. Since there are 6 locations with "red" artifacts on the map, I should be able to find them. The only problem will be finding a +10% ring; if I don't find it, I'll take the Sarrukh's Iss to reduce spell costs by half. An amulet with +1 damage (again, if I find it), a horseshoe (there's always one, even several), and the rest on morale, defense, and attack.
Battle scenario (briefly):
1. Wing casts buffs + antimagic (hopefully I get it) + dispels. I probably won't have time to cast a rain spell.
The Ents move towards the door and wait for the catapult to destroy it.
The Unicorns stand and try to protect the support units from other debuffs.
The Dragons fly and destroy the most crowded area.
The Archers target the Liches for maximum damage.
The Druids use lightning to target the Ghosts.
The rest wait for the second wave (if there's no teleport).
2. If there's a teleport: we send the Ents, Wind Riders, and Unicorns behind the enemy lines - the rest continue to attack as before.
The Ents target the Vampires and anything else nearby.
The Unicorn tries to stun the Zombies or Messengers. If that doesn't work, it tries to attack the Skeletons.
The Wind Riders attack the Dragons.
The Dragons try to use Prism to "eat" the Ghosts, Skeletons, and Zombies.
Wing casts a rain spell with all his might.
That's it; it seems like we have the advantage...
If everything were so perfect, I wouldn't be posting on the forum. I'm missing something, I've forgotten something, or I'm just wrong about something. In short, I need your help. Share any ideas, don't hesitate, let's discuss everything.
Thank you in advance.