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Posts from Stronghold – “Of Worms and Demons” [Campaign 6, Mission 4]

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13 years ago
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"Hold the Line" is a native ability of Cyclops; it's permanent and always active. This means Cyclops can be attacked 10 times in a single turn without dying; all the damage will only be deducted when it's their turn to act in the next turn.
In reply to bobchik
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13 years ago
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bobchik
"Hold the Line" is a native ability of Cyclops; it's permanent and always active. This means you can attack Cyclops 10 times in a turn, and they won't die; all the damage will only be applied when it's their turn to act in the next turn.
I see, I was looking for it in the spells and couldn't find it :smile28:. The mission itself didn't appeal to me :smile48: - it felt rushed, both the 3rd and 4th missions... I exchanged crystals and went to fight the worm with 46 Cyclops and the rest (month 5, week 2, day 4), thinking I would build the Tear of Ascha, but no - the mission ended, as if all the demons had perished along with the worm, and that's it. But where is the battle with the main demon :smile14: :smile32:?! It turned out to be a disappointment :smile53:, I didn't even have time to sail around and capture all the islands - I only had 2 castles and a couple of outposts on the islands. I have a feeling that Sandor won't be playing in the final mission. The developers really did the Orcs dirty - there's no "Time Stop," and it seems like someone who doesn't understand anything made the missions :smile06:! I don't want to replay it, even though I know where I messed up - it's boring! But I will take Anton with me to the finale - I've upgraded everything for him :smile13: :smile54: :smile49:!
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13 years ago
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So, the final push. The beginning of the mission, as always for the Warrior, is the most difficult. There is no army, and no one joins! This isn't a Mage who crushes any army by summoning Elementals or casting lightning, fire meteors, etc. Immediately, a hint for the Warrior: BUY A NEW HERO! And he will have a VERY GOOD ARMY! With which you can already fight. I always buy: Mateus or Mok. When I was playing as the Blood Mage, I cleared the lower demon castle on the island already in the first week - on the 4th day or even earlier. As a Warrior, it took me until the second week. In the castle, there was an unpleasant opponent, Tainan, who really loved lightning and chain lightning: http://www.imageup.ru/img289/1247513/01.jpg A very exhausting battle; Tainan was cutting down the centaurs so much that I even had to cast "Reinforcements" on the army that was already half destroyed, so as not to lose everyone: http://www.imageup.ru/img289/1247515/02.jpg But I managed to upgrade the dynasty weapon "Kirin's Silk Sword" to level 4. This gave me "+1 to the movement range of units"! The ability is automatically applied at the beginning of each battle: http://www.imageup.ru/img289/1247518/03.jpg Okay, the island is mine. Now I can wander around it and collect resources. One of the most interesting battles in the game happened by chance when I attacked the arena. There were unreal units of the Inferno: 550 Shark Guards, 346 Kappa, 340 Royal Priests, 178 Ice Maidens, and (!!!) 220 Water Spirits! My army was very modest - three weeks old! 70-80 harpies and so on, without cyclops. The water spirits and shark guards caused me the most problems! The medusas and kappa fell first, although there were many of them. They are fragile and don't take any damage. The harpies and "Jaguar Warriors" were the first to go down. I missed with "Resurrection," applying it to the harpies, which were killed before it took effect. In such long battles, ONLY passive abilities and renewable spells work!! At some point, I thought I was going to lose when only three units remained: crushers, goblins, and Dream Hunters. And he had spirits, sharks, and maidens. Moreover, the sharks and spirits reached my line and surrounded me, and the maidens fired from a distance... But Sandor is a warrior, and all his units, unlike the mage, are physically strong. As I expected, in such battles, Dream Hunters and GOBLINS rule! Goblins are like nails in a coffin!!! I had 40 goblins left against 40 maidens and 100 sharks! It seemed like it was over! BUT!! 3 Dream Hunters distracted the Sharks so that the goblins could reach melee with the maidens! Yes, the Dream Hunters died, but not in vain - the Goblins reached the maidens, and the maidens are useless in melee!! And what did I do!? I JUST CLICKED "DEFENSE" ON THE GOBLINS!! AND THEY COULDN'T BE KILLED!! YES, I LOST 1-2, BUT THEY HIT BACK AND VERY HARD! WELL, OF COURSE, THE HERO'S "CHILLING TOUCH" HELPED A LOT!! In the end, I had only 12 goblins left!!! This is a fantastic battle: http://www.imageup.ru/img289/1247551/05.jpg After this victory, I immediately went to clear two Inferno castles, freeing the forts along the way: http://www.imageup.ru/img289/1247552/06.jpg The castle on the first island was guarded by Tainan again. The difficulty is that every turn, all my guys just take 335 damage, and there are also towers: http://www.imageup.ru/img289/1247559/08.jpg It's difficult to get him out of the castle; the units don't come out, they stand in "defense," the towers shoot, and Tainan uses magic - a difficult battle: http://www.imageup.ru/img289/1247561/10.jpg I cleared the next castle in the same way. Okay, no more heroes jumping out of one-way teleporters! I can now clear the map calmly. Pay attention to the months, weeks, and days: http://www.imageup.ru/img289/1247574/11.jpg I cleared the map with this army: http://www.imageup.ru/img289/1247576/12.jpg Later, I added centaurs. The mermaids are getting it from the "Panther Warriors": http://www.imageup.ru/img289/1247578/13.jpg Arena with elementals. They surrendered without a fight)): http://www.imageup.ru/img289/1247580/16.jpg And finally, the entrance to the Worm's lair: http://www.imageup.ru/img289/1247589/18.jpg The Worm in all its glory: http://www.imageup.ru/img289/1247590/20.jpg Confrontation: http://www.imageup.ru/img289/1247591/21.jpg The Worm's abilities: http://www.imageup.ru/img289/1247592/22.jpg Damage of goblins to the Worm with 75% protection: http://www.imageup.ru/img289/1247593/26.jpg Just kidding - THE ONLY ATTACK OF THE WORM: http://www.imageup.ru/img289/1247594/28.jpg The fact is that I used Sandor's ability "Strength Against Magic," and the Worm is a magical fighter, and he couldn't do anything at all)) And this is the Worm's last hit: http://www.imageup.ru/img289/1247596/29.jpg The moment of the Worm's death: http://www.imageup.ru/img289/1247598/31.jpg Final level stats: http://www.imageup.ru/img289/1247599/32.jpg Hero's abilities: Reinforcements 3, +20% experience, Steal, counterattack (passive), cleave, stronger formation, +7% life, earth magic 2, resurrection, general resurrection. +10% to archers, +% to large opponents, tactics 2. And there are still points left. I only used the resurrection spell at the beginning of the level to save the army. I DIDN'T USE "DESICCATE"!!!! The dynasty sword is ONLY "KIRIN'S SILK SWORD"! What I want to say. It's harder to play as a Warrior, but it's more interesting! Yes, it's easiest to defeat units as a Mage, especially at the beginning of the level. But then, in long battles, and especially in drawn-out ones - THIS IS WHERE THE WARRIOR IS! This is his domain! In general, Heroes 6 - and all the Heroes games - is a game where everyone chooses their own tactics and their own path!
13 years ago
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Perhaps this isn't quite the right topic, but I'd still like to ask: what determines the percentage of "Map Captured" in the mission summary? It rarely approaches 40-50% and is usually around 32%. And judging by the screenshots, it's not just me. I fully explore the maps, and after loading a save once, I eliminate even the slightest traces of the black "terra incognita" on the seas – but the result is still low.
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13 years ago
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I have a feeling that this might depend on the session. That is, if you complete a map without exiting Conflux (and the game), the results will be higher.
But if you exit, all these counters are reset – including the achievements earned, which will not be displayed in the final window.
But it needs to be checked.
13 years ago
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Of course, the wars are far from the mages (in the campaign); Kirill, with 105 magic, is simply a walking Armageddon. But even 66 power at the start of the map is very significant.

By the end of the 1st week, on the upper island, the Titan was killed in 2 turns, with zero losses; the most difficult battle of the week was against the fire elementals guarding the Crystal Lens near the 2nd Castle.

P.S. On the 9th day, again, it was Tainon, this time only 35 cave lords -_- I had to quickly abandon the blitzkrieg. However, it turned out that this was just guarding the Castle; I ambushed the Titan at the exit of the Castle at the beginning of the 3rd week and took the Castle on the same turn (without a hero, it's just bullying):
13 years ago
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I completed the fourth mission; I thought the third one was easy, but the fourth mission with the Barbarian surpassed all previous missions in terms of ease, compared to all the previous heroes. :) There were only 2-3 difficult battles. With the first hero that arrived, the one with lightning and a couple of others in the castles, the rest of the battles couldn't even be called battles. In 90% of cases, neutral armies or enemy heroes outside the castle didn't even have time to make a move with their units on the first turn, as I wiped them all out. I invested in: strength, defense, luck, and courage (all at level 3), and all the skills in the last skill tab. Considering that the Barbarian has no useless units, with two units attacking without a counterattack and three units attacking from a distance, with the "Cleave" skill and luck/courage (after applying mass heroism), more than 50 points of damage are dealt by each second unit, sometimes even twice or three times, which guarantees the destruction of any army before they even move. :) Somewhere at the beginning of the thread, they wrote that it's better not to face the final boss without 200 Cyclops. I had 48, and he only managed to cast lightning once, and none of his units even had time to move before the second turn. He didn't even make it to the second turn. The Worm also died on the first turn, with 98 Cyclops. In general, I haven't had such an easy time playing with this hero in this campaign for a long time. :)
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12 years ago
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The mission was so-so; Tainar was incredibly annoying with his teleportations and magic. Sandor was my warrior, and I leveled him up a lot. I played it like this: I cleared the area around the first castle, captured the second castle on the island, and cleared the rest of the first island. By this time, Tainar was getting on my nerves, so I sailed off to find the demon cities. I captured the remaining two demon cities (one on the island in the middle of the map, the other in the northwest) and then calmly cleared the rest of the map, visited the upgrade locations, and arenas. I closed the portals with secondary heroes. I calmly accumulated 500 crystals and defeated the Worm. Have a good game, everyone!
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7 years ago
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To be honest, I stumbled upon this material at just the right time!
In reply to OutpuT
10 months ago
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Thanks to everyone for the tips; I wouldn't have managed without them. Here's what worked for me: 1. First, you need crystals to close the portals. When choosing hero skills before starting the map, there's one that reduces the cost of trading on the market. With it, crystals cost only 625 gold instead of 2500. You can also level up a secondary hero's skill (the second row of the first column, either in the second or third tab when distributing skill points), which will reduce the cost further to 500. 2. If you go from the starting castle down to the fort and then to the right, you'll find a building in the Necromancer color scheme. Winning gives you 50 crystals and a lot of gold, which is very helpful at the beginning. 3. The annoying enemy hero who attacks with fire and a chain of lightning, wiping out half your army. You just have to endure him at the beginning, trying not to let him take a second turn. Also, I bought everything on the market that provides magic resistance. If you're unlucky, at least get items that protect against fire or air magic separately. 4. The key task in the early phase of the game is to capture the second castle (it's down to the fort and then along the road to the right of the starting castle). From there, you can go up, and there will be a crystal mine, where you can place a secondary hero and hold the mine if you don't capture the fort. 5. The entrance to the worm boss will be in the initial castle, not in the collapsed mines. You can only gather more crystals in the mines if you haven't already. What didn't work: 1. I tried to use a secondary hero on a ship to sail to the island in the upper left corner of the map and take control of the crystal mine there, but an enemy hero quickly arrives and defeats the hero. So, if I were to play again, I would just sail the ship everywhere and collect resources in the sea and on the shores of the islands. If you go deeper into the islands with forts, you'll again encounter enemy heroes. Good luck to everyone!

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