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Brief Introduction.
This section is a collection of various reviews that I wrote between the fall of 2004 and mid-2006. They are both reference and analytical in nature. Most of them are by no means indisputable, and are more open to discussion than reflecting the "final truth." Consequently, the value of the materials in this section is also ambiguous – some may find something interesting or useful, while others may find it questionable, to put it mildly. This is due to differences in playstyle as well as differences in skill level. Therefore, let's agree from the start: as many people, so many opinions.
And one more thing: this section is specifically a collection of articles, not a single analytical work on HMM2 Gold. It is quite possible that it will be expanded...
Let's begin the discussion about secondary skills and some ways of hero development.
A hero can have a maximum of 8 secondary skills. Some of them (1-2) are given to the hero initially; others are offered as they gain experience or in special structures on the map, such as "huts."
The assortment contains 14 items. They have three levels of development: basic, advanced, and expert.
Secondary skills can be grouped into the following categories.
1. Travel:
Logistics (affects movement distance by increasing movement points);
Pathfinding (affects movement distance across "difficult" terrain such as swamps or deserts by reducing the penalty for such movement);
Navigation (affects movement distance at sea by increasing the number of movement points on water).
Scouting (affects the area visible around the hero on a closed map).
2. Magical.
Wisdom (provides the ability to learn higher-level spells). Additionally, wisdom may be required to pick up certain artifacts.
Mysticism (increases the amount of magic regenerated between turns).
Eagle Eye (gives a chance to learn a spell cast against the hero by a defeated opponent).
3. Combat.
Archery (increases damage from ranged attacks and, more importantly, allows firing through fortress walls at full strength).
Leadership (at high levels, a unit has a chance to act twice in one turn; at low levels, it may not act at all). Sometimes leadership is required to take an artifact.
Luck (at high levels, a unit has a chance to deal double damage; at low levels, half).
Ballistics (needed during the siege of castles, affecting the speed of wall destruction).
In addition, there are three completely specific skills:
Estates, which brings a certain amount of gold per day into the treasury;
Necromancy, allowing one to add skeletons to their army (if space is available) in a quantity depending on the number of enemy units killed;
Diplomacy, affecting the ability to hire roaming armies on the map, the price when surrendering an army, and the possibility of earlier training in the specific "Xanad" building.
The topic of secondary skills is closely linked to the issue of hero development.
Let's try to provide some classification of heroes depending on their intended use:
1. Main Hero - Powerhouse.
2. Main Hero - Mage.
3. Second Hero – Powerhouse 2.
4. Second Hero – Mage 2.
5. Scout-Collector-Supply Runner.
6. Navigator-Collector-Supply Runner.
7. City Defender.
8. Main Hero - Necromancer.
Now let's try to draw a portrait of each of these heroes.
1. Main Hero – Powerhouse.
Logistics, wisdom, luck, leadership, ballistics. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Mysticism may be included.
2. Main Hero – Mage.
Wisdom, logistics, mysticism (many will start criticizing me now). Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Ballistics wouldn't hurt, especially if it was obtained from a special object rather than through leveling. If troops from different castles are planned – leadership.
3. Second Hero – Powerhouse 2.
Logistics, wisdom, luck, leadership, estates, possibly ballistics. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Diplomacy may be included. Mysticism is possible.
4. Second Hero – Mage 2.
Wisdom, logistics, mysticism, estates. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. If the hero goes to unknown places, scouting may be used. If troops from different castles are planned – leadership. Diplomacy may be included.
5. Scout-Collector-Supply Runner.
Logistics, pathfinding, and depending on the map – navigation. Estates, scouting, wisdom (so that in case of an unexpected "attack" by an opponent, one could "fire off" some magic before surrendering), diplomacy.
6. Navigator-Collector-Supply Runner.
Navigation, logistics, and depending on the map – pathfinding. Estates, scouting, wisdom (so that in case of an unexpected "attack" by an opponent, one could "fire off" some magic before surrendering), diplomacy.
7. City Defender.
Wisdom, leadership, luck, archery, estates. Diplomacy is possible (it can be very useful when applying the "hit and run" tactical maneuver).
8. Main Hero – Necromancer.
Necromancy, wisdom, mysticism (again I hear indignant criticism), logistics, pathfinding and navigation depending on the map. Luck and ballistics can also be taken.
Well then, let's try to figure out where these heroes come from—the ones whose ideal (but not real!!!) portraits we tried to draw.
Powerhouse 1. Usually develops from a knight or barbarian.
Let's consider both options.
Barbarian. 3-1-1-1. That is, attack starts at 3. Not bad. Defense 1. Not much, but better than "0". Advanced pathfinding, 7 slots free for secondary skills. If the game starts on snow, for example, that's also not bad. In principle, the "pathfinding" skill is only needed on "difficult" terrain, such as snow, desert, swamp, etc. Attack levels up quickly. The ideal way to level: wisdom at the first opportunity, logistics, leadership, and if there are shooters – archery. Then ballistics can be taken.
Knight. 2-2-1-1. Starts with 2 attack, 2 defense. Not bad. Leadership, ballistics. Ballistics isn't too necessary yet, but will come in handy later. Defense grows quickly during leveling, attack slightly slower. Ideal leveling: wisdom at the first opportunity, logistics, then if terrain is "difficult" - pathfinding, and if there are shooters – archery.
Mage 1. Most often develops from a white mage, black sorcerer, and less frequently from a sorceress.
White Mage. 0-1-2-2. Defense 1 is still better than "0". Advanced wisdom, 7 free slots. And this is the main thing. Ideal leveling: logistics, archery (usually there are shooters), mysticism will likely be squeezed in almost regardless. If there is a lot of "difficult" terrain – pathfinding. Then ballistics can be taken; otherwise, many shooters will die during castle assaults.
Black Sorcerer. 0-0-3-2. Wisdom, scouting. And this scouting slightly spoils an almost perfect picture. Magic power levels up quickly, knowledge slower. Everything would be fine, but while there is no magic, it's hard to fight with this hero – attack and defense are zero. And once you've developed well – scouting isn't very necessary... Ideal leveling: logistics, if there's a lot of "difficult" terrain – pathfinding, mysticism. It's better to wait for the rest; later maybe ballistics and even leadership (if dragons are present). Necromancy should not be taken.
Sorceress. 0-0-2-3. Wisdom, navigation. Knowledge levels up, magic power slightly slower. Can become very strong with magic like "door", "berserk", etc. Usually used at the "home" castle or on a map with a large amount of water.
Powerhouse 2. Differs from Powerhouse 1 by having less strength; usually used in pair with Mage 1. Other differences: the role of leadership and diplomacy increases, ballistics is less needed.
Mage 2. Differs from Mage 1 by having less strength and a greater focus specifically on magic. Works well as a black sorcerer – at first runs around and scouts, levels up for free, then, when magic is built – goes into battle. Generally usually develops from the starting hero of magical castles or is bought in a castle conquered by Powerhouse 1 with developed magic. The role of ballistics decreases.
Scout-Collector-Supply Runner.
Needed to open up territory at the start of the game, collect unclaimed resources, and in the mid-game take over enemy mines, as well as for transferring troops and artifacts to main heroes. Based on this, they must run fast, have diplomacy to pay off in case of an unexpected "attack" by a strong enemy hero; Estates would also be useful for daily gold contributions to the treasury. Level logistics, pathfinding, possibly scouting, diplomacy, estates. Then, in case of powerful magic, wisdom so that if necessary one can "thin out" the opponent's troops. Can result from any hero. For example, a barbarian or black sorcerer.
Navigator-Collector-Supply Runner.
Sails the sea, collects what is in it. Then transfers artifacts to main heroes. If the main heroes are fighting "across three seas" - delivers troops there. Main skill – navigation. Logistics and diplomacy can also be taken. Usually results from a sorceress.
City Defender.
Needed for city defense and collecting resources near the city (such as mills, leprechaun gardens, external creature dwellings). Skills that allow holding a defense are needed: archery, leadership, luck. When the magic guild is built – wisdom. For applying the "hit and run" tactical maneuver, diplomacy wouldn't hurt. If there is good magic in the castle – can be made from a magical hero; in other cases – knight or barbarian.
Main Hero – Necromancer.
Where the necromancer comes from is clear. Stats – 1-0-2-2. Skills: wisdom and necromancy. Level logistics, pathfinding for "difficult" terrain, mysticism, ballistics, and luck if given.
Today I want to return to the story about secondary skills.
So, a map of size "B" or "O-B". We have a castle, in it one hero of the same race as the castle with starting troops. Then another hero is bought, then another. Usually one or two heroes conduct battles; others simply run around with two SEPARATED (mandatory) units with speed NOT LOWER THAN AVERAGE and collect resources. Two units are needed so that in case of a sudden attack by the computer there would be a chance for the hero to escape, preserving him and not giving the enemy hero an extra 500 experience (and artifacts, if they have any). Then one of these heroes can become the second main hero.
What does a hero need for a successful foray deep into unknown territory?
They need to run fast (logistics – extremely important skill) and not be slowed down (if pleasant terrain like snow or desert is visible on the map – they need to become a pathfinder; on sea maps – "navigation").
They need to be able to reach castle defenses in time (magic "town gate", fourth level), catch up with a nimble opponent, or get away from superior forces (magic "door" - "Dimension Door" - fifth level) – meaning they need to become wise by obtaining the corresponding skill. Moreover, if there is a "pyramid" structure on the map, then, after dealing with 2*10 vamp-lords and 3*10 king mummies, you get a fifth-level spell. However, if third-level wisdom is not present, the spell will not be obtained. And if this pyramid was already visited earlier – you get minus two to the luck stat.
But how can one notice mines, resources, enemy heroes, castles, etc., for the first time while advancing through an unknown land? It turns out (now most players will disagree with me) that one needs to see far, therefore the "overview"/scouting skill is needed. I want to note immediately that in the case of advancing with two heroes at once (one with fast "ones" scouts the territory and takes resources/mines), "scouting" can only be held by the scout himself.
Practice forced me to reconsider my opinion about this skill (which is usually called useless, along with "eagle eye", "mysticism", and "diplomacy" - by the way, the last two skills are quite interesting). An enemy hero not seen in time, a pile of key resources, or an artifact can lead to a significant prolonging of the game, and in the case of playing against a human, it can even lead to defeat!
Castle assaults often turn into long, drawn-out battles. And when three invincible shooters (central and two corner towers) plus a moat are on the defender's side, and moreover infantry cannot reach the enemy... In this regard, ballistics would not hurt the main heroes at all!
A few words about other skills.
Leadership. We remember that the maximum possible morale is "+3". In principle, in separate cases, morale "+4" may be useful - if we are playing against bone dragons (these cute creatures are so terrifying that the morale of those fighting them decreases by one). In principle, there are two opinions regarding the usefulness of this skill. Some say that morale can be raised by visiting various objects on the map; moreover, if all troops are from one race – it's already "+1", and there are plenty of artifacts... Others logically argue that you won't visit objects before every battle; moreover, it's not always possible to have troops from one castle – some join along the way, some we bribe on the map or in captured castles. Another very reasonable argument is made that in HOMM2 the number of artifacts a hero can carry is limited, and when all slots are occupied, artifacts obtained in battle, for example, simply disappear. If you have leadership – you can free up some morale-boosting artifacts by transferring them to another hero. In general, whether to take leadership or not is a matter of personal taste.
Luck. Can take values from "-2" to "+3". Also a matter of taste. In my view, if the game focuses more on "power" - leadership and luck are very relevant; if it's about "magic" - they aren't as necessary.
Archery. A lot depends on the army here, specifically on whether it has shooters. When playing as Castle, black dragons or Necromancers don't need shooting much (only one shooter), but others might find it useful. The main advantage of this skill is removing the penalty when shooting through fortress walls.
Mysticism. Well, a lot depends on the map, the presence of wells and other mana replenishment spots. This skill is convenient, although it takes up a slot (the maximum number of secondary skills is eight).
Diplomacy. Unlike HOMM3, where diplomacy is one of the strongest skills (many call it unbalanced and cheat-like), in "Heroes II," diplomacy does not affect the free joining of neutral troops. Moreover, the first two levels of diplomacy often cause irritation: they offer to buy troops at four times the price—what kind of robbery is this!! However, diplomacy, especially expert, has a number of undeniable advantages. Firstly, you can pay off 2.5 times cheaper (let's be honest—it can be relevant, although there is an artifact "feather" that allows paying off 5 times cheaper!), secondly, you can buy some neutrals right on the field (not all!), thirdly, you can visit the special building "Xanad" (increases all skills by one!) starting from level 4! (with advanced diplomacy - level 6, with basic – level 8), whereas without diplomacy, entry is only from level 10.
Estates. 100 gold per day at the basic level, 300 gold at expert. Very good for secondary heroes, especially at the start of the game. However, for main heroes, especially on large maps, a slot for Estates is an unaffordable luxury.
Necromancy. Good only for innate Necromancers. But very good!
Eagle Eye. Very rarely taken by human players. Theoretically, the potential use of this skill is understandable. An over-protected AI castle, almost total absence of resources for the guild (everything goes to building the last level of troops, a meager map), and only in battles with computer heroes is there a chance to learn magic. But nevertheless, this skill is usually taken only as an alternative to completely useless ones (navigation on a map without sea, pathfinder on a map without "difficult terrain", "observation" on a fully open map, etc.).
Let's try to summarize some results. They are paradoxical. It turns out that every hero is relevant depending on the situation, and even almost necessary. Lots of snow or deserts – you need a Barbarian (advanced pathfinder); there is sea and access to it – a hero from the phoenix castle is necessary (navigation); for scouting and early magical combat, a hero from the black dragon castle is highly relevant (observation and good spell power); a universal shock trooper for taking castles – Knight (leadership and ballistics); the self-sufficient Necromancer who needs no recommendations; if a pyramid is visible in the foreseeable space – a titanic hero (advanced wisdom, which very quickly becomes expert). Such conclusions turned out to be unexpected...
To record a spell in the magic book, it is necessary:
1. Have this book;
2. Learning third-level spells – basic wisdom;
3. Learning fourth-level spells – advanced wisdom;
4. Learning fifth-level spells – expert wisdom.
Spells can be learned:
1) in the town's magic guild;
2) in special buildings on the field, including pyramids (guards – 20 vamplords and 30 king mummies);
3) from a defeated hero, if you have the "eagle eye" skill of the corresponding level and the hero used this spell in the lost battle;
4) HOMM2 Gold – by collecting the artifact "Armor of Anduran" - "Town Portal" magic.
And now let's briefly go through the spells that are most interesting in our opinion.
First level.
Slow (very strong if there are shooters);
Haste;
Heal;
Dispel Magic.
Second level.
Lightning;
Blind;
Cold Beam;
Summon Boat.
Third level.
Animate Dead/raise corpse/Animate Dead – a terrible weapon of the Necromancer, allowing the animation of undead killed in battle. A very, very strong spell.
Anti-Magic (one of the best spells in the game);
Wave of Death – another weapon of the Necromancer, affecting all living things except dragons;
Earthquake – a replacement for ballistics, destroys walls during an assault;
Paralyze;
Battle Teleport – allows moving a unit to a free space during battle. Especially interesting for hydras.
Mass spells: haste, curse, bless. With large armies, they can decide the outcome of the same battle.
Fourth level.
Chain Lightning – one of the strongest spells in the game;
Berserk – good against strong armies;
Elemental Storm – a mass combat spell;
Town Gate – moves the hero to their nearest unoccupied castle;
Mass spells: shield, heal, slow!!!.
Fifth level.
Dimension Door (teleport, portal) – according to many opinions, the strongest spell in the game;
True Resurrection – reviving those killed in battle;
Armageddon – the most powerful mass direct damage spell;
Clone;
Summon Elementals.
As well as the rarest spell in the game - Town Portal (by the way, in HOMM2 Gold it appears for a hero who has collected the artifact "Armor of Anduran").
General rule – with small and medium armies, direct damage spells play a large role (arrow, cold beam, lightning, ring, fireball, etc.), with large ones – mass spells (haste, slow, curse, bless) and berserk. Naturally, spells such as blind and paralyze are especially effective when the opponent has 1-2 super-strong units, and heal and dispel magic – when opponents use the aforementioned spells on your troops.
When fighting an enemy mage, the use of the "anti-magic" spell can be of invaluable help.
Typical cases.
A bunch of shooters + mass slow.
Knight troops + mass haste.
Opponent's Knight/Barbarian troops + berserk.
Necromancer + animating undead.
Necromancer + wave of death.
Dragons (except bone) + armageddon (or elemental storm).
Phoenix + elemental storm.
In cases where the opponent has no magic-immune troops, the berserk spell works wonderfully.
Mass slow is cast on the first turn.
And starting from the second turn - berserk. Cool, especially considering that the responding unit also removes some of the berserking effect!
2. Shooting with a fast unit.
Idea - shoot with titans, move the unit slightly forward, retreat with titans, shoot again, etc.
Works against slow non-flying troops (or if you can cast slow on flyers).
Main danger - morale for opponent's troops + shooter ran out of arrows (by the way, there is an artifact that allows shooting forever).
3. Hit and Run and its variations.
Essence - attack the opponent with a large number of heroes.
Methodology of a classic hit and run: a hero (ideally with 5 gargoyles) attacks an opponent's unit. Shoots magic as much as possible and pays off. After that, they are bought again and history repeats until mana runs out.
Variations: different heroes are used.
Hit and run is sometimes also applied against magic-immune troops. The point is to attempt a prolonged attack (green, red, black dragons, phoenixes, cyclops) so that the enemy troops burn themselves out.
4. Wearing down the opponent, or guerrilla warfare.
On maps with many castles and an AI hero who has very strong troops, you can try to force them to capture castle after castle. The idea is simple - besides the losses they will incur, they will leave part of their army in every castle. Thus, the army will get smaller and smaller...
5. On maps where the victory condition is taking a castle guarded by a strong hero with a serious army, you can try a hit and run variation.
Approach the castle with, for example, 5 heroes: the main one with an army and four with 5 gargoyles each. And attack. First with those four. They might not deal much damage, but the AI will spend quite a bit of mana. Then finish them off with the main hero (after visiting morale and luck boosters).
It seems to me that it's time to talk about some typical situations in the game. Naturally, they don't always arise, but, as I believe, quite often.
1. Fighting on the field with neutral troops with small and medium armies.
The main feature is the absence of magic for the opponent, as well as the inability to "pay off" (meaning, in case of loss, the troops will be gone), you can only "flee".
So, a typical situation: a mine, passage, artifact or something else is guarded by a group of neutral troops.
First, check how many there are (right mouse button).
Then, in the absence of the "vision" spell, try to assess the chance of them joining your army. If such a chance exists, you must leave an empty slot for these troops (however, if the army already has the same troops, an empty slot is not needed).
Suppose there is confidence that fighting will be necessary.
Then move on to battle preparation.
First, check mana and think about which spells can help.
Then assess the characteristics of your own and enemy troops and arrange them accordingly.
Example:
Starting mage troops (8 centaurs, 3 gargoyles) against halflings.
Magic – curse.
Arrangement: 8 centaurs, 1 gargoyle, 1 gargoyle, 1 gargoyle.
Game:
Curse on the second unit of halflings.
A gargoyle flies and stands between the first and second units of halflings without attacking.
The second gargoyle attacks the fourth unit of halflings from the side of the third unit of halflings. It is countered.
The third gargoyle attacks the fourth unit of halflings without a response from the side of the fifth unit of halflings.
Centaurs shoot at the third unit of halflings.
Then the battle is played out simply.
No losses.
I note that if the halflings wanted to join, an empty space was left for them.
Good day.
The more I write my tips-notes, the more it feels like some dialogue in an empty room... Who am I writing to, who will read this? Why does no one answer me, ask me about anything? Or maybe I'm alone here?
Well then, let's continue.
So, we are talking about some typical game situations.
Today we will continue the discussion of fighting on the field against neutral troops.
Thus, you must block them!
Order of actions:
-) assess armies. In doing so, it is necessary to consider the probability of a pleasant surprise appearing in the central stack – an upgraded unit (in some cases this can very seriously affect the outcome of the battle);
-) try to calculate the sequence of moves taking into account the use of mass haste and mass slow;
-) arrange your own so that shooters are blocked as quickly as possible. At the same time, think about whether troops with "slow" speed or lower are needed in this battle.
Tactics for conducting the battle.
-) blocking shooters and neutralizing them with magic or distracting units (like a single halfling);
-) combining blocking with the destruction of individual stacks;
-) moving to complete destruction by shooting or bringing in medium-speed troops.
The topic of this review was born as a result of analyzing gameplay on maps of size "L" and "XL" (large and very large).
So, we have some starting castle, starting hero, game level "impossible" (chess king icon), zero money and resources.
During the first week, we have two or three heroes (or maybe more), 4-5 levels of troops built (in separate cases, when playing as a Knight castle, levels 1-4 and 6 may be built).
What next?
Next, you need to examine the area thoroughly. We will be especially interested in:
1) presence of sea and access to it (neutral ships, castles/villages by the sea, "summon ship" magic);
2) presence of neutral castles/villages and their class;
3) presence of AI castles/villages and their class;
4) presence of creature deposits;
5) presence of objects like "ford on the hill" and "foundry" (for the POL version – also a stable).
Looked around? Now you need to analyze the situation and make adjustments to your immediate plans. You should think about the following:
1) is it time to sail and catch some wood in the sea (a couple hundred logs), some money (several thousand) and some artifacts;
2) is it time to build a thieves' guild and see who guards the villages/castles;
3) assess the possibilities of building up these castles considering current and potential resources;
4) see if there is an opportunity for free upgrades of several creatures in buildings on the field, which will save money not only during recruitment but also by not building unnecessary structures in your own castle!
Practice shows that troops from two castles (titans and black dragons) are practically self-sufficient, while others would benefit from reinforcements.
When forming a combined army, it makes sense to pay attention to the following factors:
1) army speed (which is determined by the slowest creature);
2) the morale of the resulting army3) the possibility of actually building a second/third castle and buying out creatures.
Black dragons would be an excellent addition to Knight and Barbarian armies. However, in reality, only Knights can usually afford to build dragons on most maps. The reason is the need for a large amount of stone to build both a Barbarian castle and a Black Dragon castle.
Thus, we get one combination: starting as Knights, capturing a dragon village, and building dragons there.
If in the first week we built the first 5 levels as Knights (paladins didn't work out), captured the BD village in the second week, and see that there is still plenty of game left and the opponent is very far away, then you should think carefully. What to think about? Whether you should have placed paladins at all!!! Perhaps, having a strong Knight army reinforced by gargoyles and/or griffins, play for a couple of weeks, and in the meantime try to build dragons! Interested in the price? Just 25000 + 40 ore + 30 sulfur + 10 gems – and you have little green dragons. For black ones, however, you'll need a bit more - 35000 + 50 ore + 50 sulfur + 10 gems. And if you consider the almost mandatory statue and basement – add 15 ore, 5 wood, and 4250 gold. The stone quarries will be well-employed! If a village is being built – add another 20 wood, 20 stone (wow) and 5000 gold. What, are the dracos too expensive, do they require too much stone? But what a reward!
Another option, less spectacular, but far less costly and faster.
What do we have playing as a Knight? Good morale and a lack of special resources (sulfur, crystals, mercury, gems) to build the first five levels. What follows from this? It follows that by spending 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 gems (with a village – another 5000 gold + 20 wood + 20 ore), we get cute little dragons, though they consist exclusively of bones. If there is a seafarer – a supplier of wood and money – then you can try to place both dragons and paladins.
Let's go further. How realistic is it to get a Titan castle as an addition to the Knight castle? This depends heavily on having enough leprechaun gardens in the controlled space and whether exactly 5 gems, rather than 500 gold, drop from them. For giants you need 23300 + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 gems; for titans - 35800 + 30 wood + 25 ore + 5 mercury + 5 sulfur + 5 crystal + 45 gems. If giants appear in the third week and titans in the fifth, then with the "Archery" skill and cheap Knight troops – it's serious. But a lot depends on gems; moreover, you need quite a bit of gold too.
Phoenixes are good support for Knight troops. The cost of building them (19000 + 15 wood + 45 ore + 20 mercury + 10 gems) is not that great, and they fly. True, they die off pretty quickly, but something is better than nothing. Moreover, crystals are not needed for them (!), which allows one to hope for building both paladins (2nd week) and phoenixes (3rd week) – now that's optimistic!
I believe it's clear that building a Barbarian village from scratch is not very interesting for Knights – competing resource (crystals) and as a result – almost the same unit (crusaders are nearly equal in strength to cyclops). However, if there is a "fort on the hill" nearby, then in the absence of other options, one could think about building up to ogres with the idea of upgrading them for free at the fort.
Now let's talk about Barbarians. Here, you need a lot of stone for building. And this immediately makes phoenix and black dragon castles almost unrealistically difficult to build in parallel. But titans... Imagine titans protected by Barbarian troops during an appropriate attack! And what if there is also the Archery skill? Wow, what power! True, until the titans mature, it will be tough.
Bone dragons – not bad, though morale will suffer slightly. And quite realistic.
Knights... Very doubtful...
And who can reinforce Necromancers? The ideal option is, of course, titans. Remember one of the stages of the classic campaign for Archibald? Titans protected by ever-growing hordes of skeletons – that's power!
Well, what about elves? It turns out they will have to be reinforced with Knight troops, because you'll have to forget about BDs and even Barbarians (stone), and titans require too many things, while 10 gems are already spent. The only option is to place the first three levels, struggle through them somehow, and build titans. Gems aren't spent, other resources aren't either. The problem is that elves don't upgrade without building druids, and those can only be placed after the magic guild. Together it comes to 4500 + 15 ore + 5 wood. And then the elf upgrade – 1500 gold and 10 wood. Summing up – 6000 + 15 ore + 15 wood. But you also need to erect a Titan castle – 5000 gold, 20 wood, 20 stone. That's how it is, although the option is interesting; moreover, own royal griffins will be added to the army.
In principle, by giving up buildings above the third level, one can try to build dragons too. However, in practice, neutral castles/villages are not always visible in the first week and druids may already be built, which makes building dragons very problematic.
And who can reinforce black dragon and titan troops?
Black dragons are ideally reinforced by titans. And basically, no one else is needed. Except perhaps phoenixes for the first move. I believe it's clear that building these troops at the expense of building dragons is hardly a good idea.
Titans are well-reinforced by champions from the Knight castle, as well as phoenixes. To a lesser extent – vampire lords. Why? Because champions will provide the first move and can protect titans from flying units. Moreover, they are VERY cheap. Phoenixes give the first move and shut down enemy shooters. Vampire lords can shut down shooters or protect against flying shooters.
Well then, let's try to see what we have come up with.
1) When building a castle, think about the development strategy, about what will happen after some time;
2) When taking monsters from another castle into your troops, keep an eye on morale, evaluate troops by potential utility (shooters, flying units), and take what is missing;
3) When forming an army, remember that the hero's movement speed depends on the speed of the slowest unit;
4) Don't forget that possessing the fastest unit on the battlefield gives the opportunity to cast magic first, as well as "shut down" the opponent's shooters and/or mechanically protect your own shooters from melee attacks.
5) Before proceeding to build troops in a captured castle, think about whether they will be needed by the time they are built and if there isn't a better investment of money (buying out medusas, for example).
This section is a collection of various reviews that I wrote between the fall of 2004 and mid-2006. They are both reference and analytical in nature. Most of them are by no means indisputable, and are more open to discussion than reflecting the "final truth." Consequently, the value of the materials in this section is also ambiguous – some may find something interesting or useful, while others may find it questionable, to put it mildly. This is due to differences in playstyle as well as differences in skill level. Therefore, let's agree from the start: as many people, so many opinions.
And one more thing: this section is specifically a collection of articles, not a single analytical work on HMM2 Gold. It is quite possible that it will be expanded...
Let's begin the discussion about secondary skills and some ways of hero development.
A hero can have a maximum of 8 secondary skills. Some of them (1-2) are given to the hero initially; others are offered as they gain experience or in special structures on the map, such as "huts."
The assortment contains 14 items. They have three levels of development: basic, advanced, and expert.
Secondary skills can be grouped into the following categories.
1. Travel:
Logistics (affects movement distance by increasing movement points);
Pathfinding (affects movement distance across "difficult" terrain such as swamps or deserts by reducing the penalty for such movement);
Navigation (affects movement distance at sea by increasing the number of movement points on water).
Scouting (affects the area visible around the hero on a closed map).
2. Magical.
Wisdom (provides the ability to learn higher-level spells). Additionally, wisdom may be required to pick up certain artifacts.
Mysticism (increases the amount of magic regenerated between turns).
Eagle Eye (gives a chance to learn a spell cast against the hero by a defeated opponent).
3. Combat.
Archery (increases damage from ranged attacks and, more importantly, allows firing through fortress walls at full strength).
Leadership (at high levels, a unit has a chance to act twice in one turn; at low levels, it may not act at all). Sometimes leadership is required to take an artifact.
Luck (at high levels, a unit has a chance to deal double damage; at low levels, half).
Ballistics (needed during the siege of castles, affecting the speed of wall destruction).
In addition, there are three completely specific skills:
Estates, which brings a certain amount of gold per day into the treasury;
Necromancy, allowing one to add skeletons to their army (if space is available) in a quantity depending on the number of enemy units killed;
Diplomacy, affecting the ability to hire roaming armies on the map, the price when surrendering an army, and the possibility of earlier training in the specific "Xanad" building.
The topic of secondary skills is closely linked to the issue of hero development.
Let's try to provide some classification of heroes depending on their intended use:
1. Main Hero - Powerhouse.
2. Main Hero - Mage.
3. Second Hero – Powerhouse 2.
4. Second Hero – Mage 2.
5. Scout-Collector-Supply Runner.
6. Navigator-Collector-Supply Runner.
7. City Defender.
8. Main Hero - Necromancer.
Now let's try to draw a portrait of each of these heroes.
1. Main Hero – Powerhouse.
Logistics, wisdom, luck, leadership, ballistics. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Mysticism may be included.
2. Main Hero – Mage.
Wisdom, logistics, mysticism (many will start criticizing me now). Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Ballistics wouldn't hurt, especially if it was obtained from a special object rather than through leveling. If troops from different castles are planned – leadership.
3. Second Hero – Powerhouse 2.
Logistics, wisdom, luck, leadership, estates, possibly ballistics. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. Diplomacy may be included. Mysticism is possible.
4. Second Hero – Mage 2.
Wisdom, logistics, mysticism, estates. Depending on the map, pathfinding and/or even navigation are possible. If there are serious shooters in the army – archery. If the hero goes to unknown places, scouting may be used. If troops from different castles are planned – leadership. Diplomacy may be included.
5. Scout-Collector-Supply Runner.
Logistics, pathfinding, and depending on the map – navigation. Estates, scouting, wisdom (so that in case of an unexpected "attack" by an opponent, one could "fire off" some magic before surrendering), diplomacy.
6. Navigator-Collector-Supply Runner.
Navigation, logistics, and depending on the map – pathfinding. Estates, scouting, wisdom (so that in case of an unexpected "attack" by an opponent, one could "fire off" some magic before surrendering), diplomacy.
7. City Defender.
Wisdom, leadership, luck, archery, estates. Diplomacy is possible (it can be very useful when applying the "hit and run" tactical maneuver).
8. Main Hero – Necromancer.
Necromancy, wisdom, mysticism (again I hear indignant criticism), logistics, pathfinding and navigation depending on the map. Luck and ballistics can also be taken.
Well then, let's try to figure out where these heroes come from—the ones whose ideal (but not real!!!) portraits we tried to draw.
Powerhouse 1. Usually develops from a knight or barbarian.
Let's consider both options.
Barbarian. 3-1-1-1. That is, attack starts at 3. Not bad. Defense 1. Not much, but better than "0". Advanced pathfinding, 7 slots free for secondary skills. If the game starts on snow, for example, that's also not bad. In principle, the "pathfinding" skill is only needed on "difficult" terrain, such as snow, desert, swamp, etc. Attack levels up quickly. The ideal way to level: wisdom at the first opportunity, logistics, leadership, and if there are shooters – archery. Then ballistics can be taken.
Knight. 2-2-1-1. Starts with 2 attack, 2 defense. Not bad. Leadership, ballistics. Ballistics isn't too necessary yet, but will come in handy later. Defense grows quickly during leveling, attack slightly slower. Ideal leveling: wisdom at the first opportunity, logistics, then if terrain is "difficult" - pathfinding, and if there are shooters – archery.
Mage 1. Most often develops from a white mage, black sorcerer, and less frequently from a sorceress.
White Mage. 0-1-2-2. Defense 1 is still better than "0". Advanced wisdom, 7 free slots. And this is the main thing. Ideal leveling: logistics, archery (usually there are shooters), mysticism will likely be squeezed in almost regardless. If there is a lot of "difficult" terrain – pathfinding. Then ballistics can be taken; otherwise, many shooters will die during castle assaults.
Black Sorcerer. 0-0-3-2. Wisdom, scouting. And this scouting slightly spoils an almost perfect picture. Magic power levels up quickly, knowledge slower. Everything would be fine, but while there is no magic, it's hard to fight with this hero – attack and defense are zero. And once you've developed well – scouting isn't very necessary... Ideal leveling: logistics, if there's a lot of "difficult" terrain – pathfinding, mysticism. It's better to wait for the rest; later maybe ballistics and even leadership (if dragons are present). Necromancy should not be taken.
Sorceress. 0-0-2-3. Wisdom, navigation. Knowledge levels up, magic power slightly slower. Can become very strong with magic like "door", "berserk", etc. Usually used at the "home" castle or on a map with a large amount of water.
Powerhouse 2. Differs from Powerhouse 1 by having less strength; usually used in pair with Mage 1. Other differences: the role of leadership and diplomacy increases, ballistics is less needed.
Mage 2. Differs from Mage 1 by having less strength and a greater focus specifically on magic. Works well as a black sorcerer – at first runs around and scouts, levels up for free, then, when magic is built – goes into battle. Generally usually develops from the starting hero of magical castles or is bought in a castle conquered by Powerhouse 1 with developed magic. The role of ballistics decreases.
Scout-Collector-Supply Runner.
Needed to open up territory at the start of the game, collect unclaimed resources, and in the mid-game take over enemy mines, as well as for transferring troops and artifacts to main heroes. Based on this, they must run fast, have diplomacy to pay off in case of an unexpected "attack" by a strong enemy hero; Estates would also be useful for daily gold contributions to the treasury. Level logistics, pathfinding, possibly scouting, diplomacy, estates. Then, in case of powerful magic, wisdom so that if necessary one can "thin out" the opponent's troops. Can result from any hero. For example, a barbarian or black sorcerer.
Navigator-Collector-Supply Runner.
Sails the sea, collects what is in it. Then transfers artifacts to main heroes. If the main heroes are fighting "across three seas" - delivers troops there. Main skill – navigation. Logistics and diplomacy can also be taken. Usually results from a sorceress.
City Defender.
Needed for city defense and collecting resources near the city (such as mills, leprechaun gardens, external creature dwellings). Skills that allow holding a defense are needed: archery, leadership, luck. When the magic guild is built – wisdom. For applying the "hit and run" tactical maneuver, diplomacy wouldn't hurt. If there is good magic in the castle – can be made from a magical hero; in other cases – knight or barbarian.
Main Hero – Necromancer.
Where the necromancer comes from is clear. Stats – 1-0-2-2. Skills: wisdom and necromancy. Level logistics, pathfinding for "difficult" terrain, mysticism, ballistics, and luck if given.
Regarding secondary skills on maps of size "B" and "O-B"
(L and XL, large and very large) in HOMM2.
(L and XL, large and very large) in HOMM2.
Today I want to return to the story about secondary skills.
So, a map of size "B" or "O-B". We have a castle, in it one hero of the same race as the castle with starting troops. Then another hero is bought, then another. Usually one or two heroes conduct battles; others simply run around with two SEPARATED (mandatory) units with speed NOT LOWER THAN AVERAGE and collect resources. Two units are needed so that in case of a sudden attack by the computer there would be a chance for the hero to escape, preserving him and not giving the enemy hero an extra 500 experience (and artifacts, if they have any). Then one of these heroes can become the second main hero.
What does a hero need for a successful foray deep into unknown territory?
They need to run fast (logistics – extremely important skill) and not be slowed down (if pleasant terrain like snow or desert is visible on the map – they need to become a pathfinder; on sea maps – "navigation").
They need to be able to reach castle defenses in time (magic "town gate", fourth level), catch up with a nimble opponent, or get away from superior forces (magic "door" - "Dimension Door" - fifth level) – meaning they need to become wise by obtaining the corresponding skill. Moreover, if there is a "pyramid" structure on the map, then, after dealing with 2*10 vamp-lords and 3*10 king mummies, you get a fifth-level spell. However, if third-level wisdom is not present, the spell will not be obtained. And if this pyramid was already visited earlier – you get minus two to the luck stat.
But how can one notice mines, resources, enemy heroes, castles, etc., for the first time while advancing through an unknown land? It turns out (now most players will disagree with me) that one needs to see far, therefore the "overview"/scouting skill is needed. I want to note immediately that in the case of advancing with two heroes at once (one with fast "ones" scouts the territory and takes resources/mines), "scouting" can only be held by the scout himself.
Practice forced me to reconsider my opinion about this skill (which is usually called useless, along with "eagle eye", "mysticism", and "diplomacy" - by the way, the last two skills are quite interesting). An enemy hero not seen in time, a pile of key resources, or an artifact can lead to a significant prolonging of the game, and in the case of playing against a human, it can even lead to defeat!
Castle assaults often turn into long, drawn-out battles. And when three invincible shooters (central and two corner towers) plus a moat are on the defender's side, and moreover infantry cannot reach the enemy... In this regard, ballistics would not hurt the main heroes at all!
A few words about other skills.
Leadership. We remember that the maximum possible morale is "+3". In principle, in separate cases, morale "+4" may be useful - if we are playing against bone dragons (these cute creatures are so terrifying that the morale of those fighting them decreases by one). In principle, there are two opinions regarding the usefulness of this skill. Some say that morale can be raised by visiting various objects on the map; moreover, if all troops are from one race – it's already "+1", and there are plenty of artifacts... Others logically argue that you won't visit objects before every battle; moreover, it's not always possible to have troops from one castle – some join along the way, some we bribe on the map or in captured castles. Another very reasonable argument is made that in HOMM2 the number of artifacts a hero can carry is limited, and when all slots are occupied, artifacts obtained in battle, for example, simply disappear. If you have leadership – you can free up some morale-boosting artifacts by transferring them to another hero. In general, whether to take leadership or not is a matter of personal taste.
Luck. Can take values from "-2" to "+3". Also a matter of taste. In my view, if the game focuses more on "power" - leadership and luck are very relevant; if it's about "magic" - they aren't as necessary.
Archery. A lot depends on the army here, specifically on whether it has shooters. When playing as Castle, black dragons or Necromancers don't need shooting much (only one shooter), but others might find it useful. The main advantage of this skill is removing the penalty when shooting through fortress walls.
Mysticism. Well, a lot depends on the map, the presence of wells and other mana replenishment spots. This skill is convenient, although it takes up a slot (the maximum number of secondary skills is eight).
Diplomacy. Unlike HOMM3, where diplomacy is one of the strongest skills (many call it unbalanced and cheat-like), in "Heroes II," diplomacy does not affect the free joining of neutral troops. Moreover, the first two levels of diplomacy often cause irritation: they offer to buy troops at four times the price—what kind of robbery is this!! However, diplomacy, especially expert, has a number of undeniable advantages. Firstly, you can pay off 2.5 times cheaper (let's be honest—it can be relevant, although there is an artifact "feather" that allows paying off 5 times cheaper!), secondly, you can buy some neutrals right on the field (not all!), thirdly, you can visit the special building "Xanad" (increases all skills by one!) starting from level 4! (with advanced diplomacy - level 6, with basic – level 8), whereas without diplomacy, entry is only from level 10.
Estates. 100 gold per day at the basic level, 300 gold at expert. Very good for secondary heroes, especially at the start of the game. However, for main heroes, especially on large maps, a slot for Estates is an unaffordable luxury.
Necromancy. Good only for innate Necromancers. But very good!
Eagle Eye. Very rarely taken by human players. Theoretically, the potential use of this skill is understandable. An over-protected AI castle, almost total absence of resources for the guild (everything goes to building the last level of troops, a meager map), and only in battles with computer heroes is there a chance to learn magic. But nevertheless, this skill is usually taken only as an alternative to completely useless ones (navigation on a map without sea, pathfinder on a map without "difficult terrain", "observation" on a fully open map, etc.).
Let's try to summarize some results. They are paradoxical. It turns out that every hero is relevant depending on the situation, and even almost necessary. Lots of snow or deserts – you need a Barbarian (advanced pathfinder); there is sea and access to it – a hero from the phoenix castle is necessary (navigation); for scouting and early magical combat, a hero from the black dragon castle is highly relevant (observation and good spell power); a universal shock trooper for taking castles – Knight (leadership and ballistics); the self-sufficient Necromancer who needs no recommendations; if a pyramid is visible in the foreseeable space – a titanic hero (advanced wisdom, which very quickly becomes expert). Such conclusions turned out to be unexpected...
Today we will talk about some aspects of magic in Heroes of Might and Magic 2.
To cast a spell, you must know it (it must be "recorded" in the hero's magic book) and have enough "mana points" to pronounce it. The maximum number of mana points is knowledge * 10 (exception – visiting a special source on the field, after which mana=knowledge*20). Mana can be restored to maximum by visiting a well or when the hero stops "for the night" in a town/village that has a magic guild. The secondary skill "mysticism" and some artifacts affect the restoration of magic.To record a spell in the magic book, it is necessary:
1. Have this book;
2. Learning third-level spells – basic wisdom;
3. Learning fourth-level spells – advanced wisdom;
4. Learning fifth-level spells – expert wisdom.
Spells can be learned:
1) in the town's magic guild;
2) in special buildings on the field, including pyramids (guards – 20 vamplords and 30 king mummies);
3) from a defeated hero, if you have the "eagle eye" skill of the corresponding level and the hero used this spell in the lost battle;
4) HOMM2 Gold – by collecting the artifact "Armor of Anduran" - "Town Portal" magic.
And now let's briefly go through the spells that are most interesting in our opinion.
First level.
Slow (very strong if there are shooters);
Haste;
Heal;
Dispel Magic.
Second level.
Lightning;
Blind;
Cold Beam;
Summon Boat.
Third level.
Animate Dead/raise corpse/Animate Dead – a terrible weapon of the Necromancer, allowing the animation of undead killed in battle. A very, very strong spell.
Anti-Magic (one of the best spells in the game);
Wave of Death – another weapon of the Necromancer, affecting all living things except dragons;
Earthquake – a replacement for ballistics, destroys walls during an assault;
Paralyze;
Battle Teleport – allows moving a unit to a free space during battle. Especially interesting for hydras.
Mass spells: haste, curse, bless. With large armies, they can decide the outcome of the same battle.
Fourth level.
Chain Lightning – one of the strongest spells in the game;
Berserk – good against strong armies;
Elemental Storm – a mass combat spell;
Town Gate – moves the hero to their nearest unoccupied castle;
Mass spells: shield, heal, slow!!!.
Fifth level.
Dimension Door (teleport, portal) – according to many opinions, the strongest spell in the game;
True Resurrection – reviving those killed in battle;
Armageddon – the most powerful mass direct damage spell;
Clone;
Summon Elementals.
As well as the rarest spell in the game - Town Portal (by the way, in HOMM2 Gold it appears for a hero who has collected the artifact "Armor of Anduran").
General rule – with small and medium armies, direct damage spells play a large role (arrow, cold beam, lightning, ring, fireball, etc.), with large ones – mass spells (haste, slow, curse, bless) and berserk. Naturally, spells such as blind and paralyze are especially effective when the opponent has 1-2 super-strong units, and heal and dispel magic – when opponents use the aforementioned spells on your troops.
When fighting an enemy mage, the use of the "anti-magic" spell can be of invaluable help.
Typical cases.
A bunch of shooters + mass slow.
Knight troops + mass haste.
Opponent's Knight/Barbarian troops + berserk.
Necromancer + animating undead.
Necromancer + wave of death.
Dragons (except bone) + armageddon (or elemental storm).
Phoenix + elemental storm.
Main ways to fight huge AI armies in HOMM II.
1. Magic.In cases where the opponent has no magic-immune troops, the berserk spell works wonderfully.
Mass slow is cast on the first turn.
And starting from the second turn - berserk. Cool, especially considering that the responding unit also removes some of the berserking effect!
2. Shooting with a fast unit.
Idea - shoot with titans, move the unit slightly forward, retreat with titans, shoot again, etc.
Works against slow non-flying troops (or if you can cast slow on flyers).
Main danger - morale for opponent's troops + shooter ran out of arrows (by the way, there is an artifact that allows shooting forever).
3. Hit and Run and its variations.
Essence - attack the opponent with a large number of heroes.
Methodology of a classic hit and run: a hero (ideally with 5 gargoyles) attacks an opponent's unit. Shoots magic as much as possible and pays off. After that, they are bought again and history repeats until mana runs out.
Variations: different heroes are used.
Hit and run is sometimes also applied against magic-immune troops. The point is to attempt a prolonged attack (green, red, black dragons, phoenixes, cyclops) so that the enemy troops burn themselves out.
4. Wearing down the opponent, or guerrilla warfare.
On maps with many castles and an AI hero who has very strong troops, you can try to force them to capture castle after castle. The idea is simple - besides the losses they will incur, they will leave part of their army in every castle. Thus, the army will get smaller and smaller...
5. On maps where the victory condition is taking a castle guarded by a strong hero with a serious army, you can try a hit and run variation.
Approach the castle with, for example, 5 heroes: the main one with an army and four with 5 gargoyles each. And attack. First with those four. They might not deal much damage, but the AI will spend quite a bit of mana. Then finish them off with the main hero (after visiting morale and luck boosters).
It seems to me that it's time to talk about some typical situations in the game. Naturally, they don't always arise, but, as I believe, quite often.
1. Fighting on the field with neutral troops with small and medium armies.
The main feature is the absence of magic for the opponent, as well as the inability to "pay off" (meaning, in case of loss, the troops will be gone), you can only "flee".
So, a typical situation: a mine, passage, artifact or something else is guarded by a group of neutral troops.
First, check how many there are (right mouse button).
Then, in the absence of the "vision" spell, try to assess the chance of them joining your army. If such a chance exists, you must leave an empty slot for these troops (however, if the army already has the same troops, an empty slot is not needed).
Suppose there is confidence that fighting will be necessary.
Then move on to battle preparation.
First, check mana and think about which spells can help.
Then assess the characteristics of your own and enemy troops and arrange them accordingly.
Example:
Starting mage troops (8 centaurs, 3 gargoyles) against halflings.
Magic – curse.
Arrangement: 8 centaurs, 1 gargoyle, 1 gargoyle, 1 gargoyle.
Game:
Curse on the second unit of halflings.
A gargoyle flies and stands between the first and second units of halflings without attacking.
The second gargoyle attacks the fourth unit of halflings from the side of the third unit of halflings. It is countered.
The third gargoyle attacks the fourth unit of halflings without a response from the side of the fifth unit of halflings.
Centaurs shoot at the third unit of halflings.
Then the battle is played out simply.
No losses.
I note that if the halflings wanted to join, an empty space was left for them.
Good day.
The more I write my tips-notes, the more it feels like some dialogue in an empty room... Who am I writing to, who will read this? Why does no one answer me, ask me about anything? Or maybe I'm alone here?
Well then, let's continue.
So, we are talking about some typical game situations.
Today we will continue the discussion of fighting on the field against neutral troops.
General rules for fighting neutral shooter units on the field.
I remind you that almost all shooters in HOMM2 (except mages, archmages and titans) deal half as much damage in melee combat.Thus, you must block them!
Order of actions:
-) assess armies. In doing so, it is necessary to consider the probability of a pleasant surprise appearing in the central stack – an upgraded unit (in some cases this can very seriously affect the outcome of the battle);
-) try to calculate the sequence of moves taking into account the use of mass haste and mass slow;
-) arrange your own so that shooters are blocked as quickly as possible. At the same time, think about whether troops with "slow" speed or lower are needed in this battle.
Tactics for conducting the battle.
-) blocking shooters and neutralizing them with magic or distracting units (like a single halfling);
-) combining blocking with the destruction of individual stacks;
-) moving to complete destruction by shooting or bringing in medium-speed troops.
On troop combinations for "main" heroes.
The topic of this review was born as a result of analyzing gameplay on maps of size "L" and "XL" (large and very large).
So, we have some starting castle, starting hero, game level "impossible" (chess king icon), zero money and resources.
During the first week, we have two or three heroes (or maybe more), 4-5 levels of troops built (in separate cases, when playing as a Knight castle, levels 1-4 and 6 may be built).
What next?
Next, you need to examine the area thoroughly. We will be especially interested in:
1) presence of sea and access to it (neutral ships, castles/villages by the sea, "summon ship" magic);
2) presence of neutral castles/villages and their class;
3) presence of AI castles/villages and their class;
4) presence of creature deposits;
5) presence of objects like "ford on the hill" and "foundry" (for the POL version – also a stable).
Looked around? Now you need to analyze the situation and make adjustments to your immediate plans. You should think about the following:
1) is it time to sail and catch some wood in the sea (a couple hundred logs), some money (several thousand) and some artifacts;
2) is it time to build a thieves' guild and see who guards the villages/castles;
3) assess the possibilities of building up these castles considering current and potential resources;
4) see if there is an opportunity for free upgrades of several creatures in buildings on the field, which will save money not only during recruitment but also by not building unnecessary structures in your own castle!
Practice shows that troops from two castles (titans and black dragons) are practically self-sufficient, while others would benefit from reinforcements.
When forming a combined army, it makes sense to pay attention to the following factors:
1) army speed (which is determined by the slowest creature);
2) the morale of the resulting army3) the possibility of actually building a second/third castle and buying out creatures.
Black dragons would be an excellent addition to Knight and Barbarian armies. However, in reality, only Knights can usually afford to build dragons on most maps. The reason is the need for a large amount of stone to build both a Barbarian castle and a Black Dragon castle.
Thus, we get one combination: starting as Knights, capturing a dragon village, and building dragons there.
If in the first week we built the first 5 levels as Knights (paladins didn't work out), captured the BD village in the second week, and see that there is still plenty of game left and the opponent is very far away, then you should think carefully. What to think about? Whether you should have placed paladins at all!!! Perhaps, having a strong Knight army reinforced by gargoyles and/or griffins, play for a couple of weeks, and in the meantime try to build dragons! Interested in the price? Just 25000 + 40 ore + 30 sulfur + 10 gems – and you have little green dragons. For black ones, however, you'll need a bit more - 35000 + 50 ore + 50 sulfur + 10 gems. And if you consider the almost mandatory statue and basement – add 15 ore, 5 wood, and 4250 gold. The stone quarries will be well-employed! If a village is being built – add another 20 wood, 20 stone (wow) and 5000 gold. What, are the dracos too expensive, do they require too much stone? But what a reward!
Another option, less spectacular, but far less costly and faster.
What do we have playing as a Knight? Good morale and a lack of special resources (sulfur, crystals, mercury, gems) to build the first five levels. What follows from this? It follows that by spending 17000 + 25 wood + 15 ore + 5 mercury + 5 crystal + 15 sulfur + 5 gems (with a village – another 5000 gold + 20 wood + 20 ore), we get cute little dragons, though they consist exclusively of bones. If there is a seafarer – a supplier of wood and money – then you can try to place both dragons and paladins.
Let's go further. How realistic is it to get a Titan castle as an addition to the Knight castle? This depends heavily on having enough leprechaun gardens in the controlled space and whether exactly 5 gems, rather than 500 gold, drop from them. For giants you need 23300 + 25 wood + 20 ore + 5 mercury + 5 sulfur + 5 crystal + 25 gems; for titans - 35800 + 30 wood + 25 ore + 5 mercury + 5 sulfur + 5 crystal + 45 gems. If giants appear in the third week and titans in the fifth, then with the "Archery" skill and cheap Knight troops – it's serious. But a lot depends on gems; moreover, you need quite a bit of gold too.
Phoenixes are good support for Knight troops. The cost of building them (19000 + 15 wood + 45 ore + 20 mercury + 10 gems) is not that great, and they fly. True, they die off pretty quickly, but something is better than nothing. Moreover, crystals are not needed for them (!), which allows one to hope for building both paladins (2nd week) and phoenixes (3rd week) – now that's optimistic!
I believe it's clear that building a Barbarian village from scratch is not very interesting for Knights – competing resource (crystals) and as a result – almost the same unit (crusaders are nearly equal in strength to cyclops). However, if there is a "fort on the hill" nearby, then in the absence of other options, one could think about building up to ogres with the idea of upgrading them for free at the fort.
Now let's talk about Barbarians. Here, you need a lot of stone for building. And this immediately makes phoenix and black dragon castles almost unrealistically difficult to build in parallel. But titans... Imagine titans protected by Barbarian troops during an appropriate attack! And what if there is also the Archery skill? Wow, what power! True, until the titans mature, it will be tough.
Bone dragons – not bad, though morale will suffer slightly. And quite realistic.
Knights... Very doubtful...
And who can reinforce Necromancers? The ideal option is, of course, titans. Remember one of the stages of the classic campaign for Archibald? Titans protected by ever-growing hordes of skeletons – that's power!
Well, what about elves? It turns out they will have to be reinforced with Knight troops, because you'll have to forget about BDs and even Barbarians (stone), and titans require too many things, while 10 gems are already spent. The only option is to place the first three levels, struggle through them somehow, and build titans. Gems aren't spent, other resources aren't either. The problem is that elves don't upgrade without building druids, and those can only be placed after the magic guild. Together it comes to 4500 + 15 ore + 5 wood. And then the elf upgrade – 1500 gold and 10 wood. Summing up – 6000 + 15 ore + 15 wood. But you also need to erect a Titan castle – 5000 gold, 20 wood, 20 stone. That's how it is, although the option is interesting; moreover, own royal griffins will be added to the army.
In principle, by giving up buildings above the third level, one can try to build dragons too. However, in practice, neutral castles/villages are not always visible in the first week and druids may already be built, which makes building dragons very problematic.
And who can reinforce black dragon and titan troops?
Black dragons are ideally reinforced by titans. And basically, no one else is needed. Except perhaps phoenixes for the first move. I believe it's clear that building these troops at the expense of building dragons is hardly a good idea.
Titans are well-reinforced by champions from the Knight castle, as well as phoenixes. To a lesser extent – vampire lords. Why? Because champions will provide the first move and can protect titans from flying units. Moreover, they are VERY cheap. Phoenixes give the first move and shut down enemy shooters. Vampire lords can shut down shooters or protect against flying shooters.
Well then, let's try to see what we have come up with.
1) When building a castle, think about the development strategy, about what will happen after some time;
2) When taking monsters from another castle into your troops, keep an eye on morale, evaluate troops by potential utility (shooters, flying units), and take what is missing;
3) When forming an army, remember that the hero's movement speed depends on the speed of the slowest unit;
4) Don't forget that possessing the fastest unit on the battlefield gives the opportunity to cast magic first, as well as "shut down" the opponent's shooters and/or mechanically protect your own shooters from melee attacks.
5) Before proceeding to build troops in a captured castle, think about whether they will be needed by the time they are built and if there isn't a better investment of money (buying out medusas, for example).
