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Posts from Tactics for the Swamp (Fortress).

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In reply to лис
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18 years ago
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I support Arandor! People who don't know how to play don't like the Swamp! In reality, the advantages of the Swamp over other castles are enormous, and it's not about the heroes (for example, I don't care which hero I play, in fact, I think they are the weakest). Let's consider the creatures: 1. Gnolls - who said they are weak? Nothing like that, compared to Imps, they are quite strong. 2. Lizards (archers) - also not bad (they, of course, spoil the whole picture, firstly, because they are the only archers, secondly, because the archers are weak, although their defense is strong, or so it seems). 3, 4, 5, 6 - all have magic - this is an obvious plus, using which you can easily crush enemy armies! 7. Hydra - one attack, and everyone feels it. Next, let's consider the siege - two units, snakes and wyverns, can penetrate the fortress walls at once - this is also a plus. If the Swamp is being besieged, then, as you know, there are buildings that provide defense. Construction - it is one of the cheapest castles. In essence, in the first week, you can immediately build a wyvern lair. And finally, there are hives scattered on the map, which give you wyverns. And how can this cause anyone's dissatisfaction?
In reply to TWELF 12
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18 years ago
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TWELF 12;142435
Exactly, it's about playing against NEUTRAL factions. And if a well-developed hero appears, for example, from the Castle. On the first turn, Archu casts Slow, and that's it (and the swamp hero will be very unlucky if he doesn't have air magic with Haste, that's the only thing that can save them). By the way, Tazar has a very low chance of dropping air magic (1, while mages have 6). But scouting, pathfinding, ballistics, navigation, and shooting have a higher chance of appearing on a hero (7-8).

From personal experience, I know that there are many ways to overcome the apparent obstacles you described. And some players, when I played online, have used them in practice more than once. But, since your experience suggests otherwise, I won't argue - what's the point?
In reply to Reiter
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18 years ago
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Swamp creatures – a race with weak defense and low speed (except for the snake-men, of course), but with strong attack and good abilities. It’s great how the bull-like creatures wipe out level 7 units, but they become vulnerable in the process. In general, the units of the Swamp faction die too easily. Constant losses deplete the army and slow down development. Basically, you can’t produce enough units. They should have had a growth rate like the elementals (150%), then they could at least compete. On top of that, the heroes are also not very bright; they simply can’t learn magic properly. I think that the three heroes are more suited for magic than for combat. :smile19:
In reply to TWELF 12
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18 years ago
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TWELF 12;142435
That's exactly what it's about – fighting against NEUTRAL factions. And if you encounter a well-developed hero, for example, from a Castle. On the first turn, Arhu casts Slow, and that's it (and the Swamp hero will be very unlucky if he doesn't have air magic with Haste, that's the only thing that can save them). By the way, Tazar has a very low chance of getting air magic (1, while mages have 6). But he has a higher chance of getting skills like Scouting, Pathfinding, Ballistics, Navigation, and Marksmanship (7-8).


Yes, cast Slow, and you'll have a significant advantage. But not a guaranteed victory. But I have a question for you, slightly off-topic: what's the point of Scouting? It seems to me that Scouting is completely useless, at least in "Heroes 3: Armageddon's Blade." What's the use of it? It reveals more of the map, so what?
And you're wrong to think that the Swamp army is weak. Oh, how wrong. They have many abilities. Just the Basilisks alone are worth something. Sometimes, half the army is paralyzed by Basilisks. And the Gargoyles, which tear through level 6 and 7 creatures like nuts? They'll kill even more with their gaze than they do with a normal attack. And the Wyverns, which poison? Your opponent will be happy when their, say, Phoenixes lose 25 health points each turn. You can take down those Phoenixes with them. And the Snake Spirits, which not only dispel spells but also inflict Weakness? And the Hydras, which attack everyone around (even if they are weak)? Well, I agree that the Archers are weak, but it's all compensated for (as someone correctly noted in a thread) by the army. Yes, they have relatively low health, but the defense skill of the heroes and creatures is very high. I used to think that the Fortress had the best defense. Look at how the hero develops in the skills that are given to him for each level (don't count the ones you choose yourself), look at the statistics of the creatures, at their defense. Everywhere, the defense will be very high. You may disagree with me that the Swamp is good, but believe in their strength. Even the Tower (which is the strongest in magic and has a good army) can't always cope with the Swamp. I really like the Swamp, but now I'm expressing my opinion about it independently of my sympathy for it.

Added 8 minutes ago
Cheri@;142559
The Swamp is a race with weak defense and low speed (except for the Snake Spirits, of course), but with strong attack and good abilities. The Bull Warriors can easily take down level 7 creatures, but they become victims themselves. In general, Swamp units die too easily. Constant losses deplete the army and slow down development. In short, you can't get enough reinforcements. They should have had a growth rate like the Elementals (150%), then they could at least compete. In addition to all this, the heroes are also clumsy; they just can't learn magic properly. I think that the 3 heroes are more about melee combat than magic.:smile19:

You're wrong, my friend, the Orcs (Stronghold) have the strongest attack. Look at their heroes, and also look at the Swamp, as I said – most heroes-knights in the Stronghold get attack for each level, while the Swamp gets defense. The Swamp has the strongest defense. And it's not easy to defeat the Swamp. Only all creatures except Archers and Gnolls have it.
And you're wrong, man, to dislike knights so much. Yes, when the army is not yet developed and small, a mage is much stronger, but excuse me, when the armies are huge, magic can't really help much. Moreover, you can make a decent mage out of a knight, just as you can make a decent knight out of a mage. And when the game goes on for a long time, you can turn a once-ordinary Swamp hero into not only a great knight but also a mage, by visiting cities with level 5 mage guilds and taking mage artifacts. It all depends on the skill and dexterity of developing the hero. And even on a little luck.
In reply to Драко
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18 years ago
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It's not worth saying that the Swamp is weak. Not at all. The army is strong enough. They can withstand anyone. As for magic — yes, it's a bit weak, but you can easily develop wisdom and learn magic in other cities with level 5 mages guilds. Moreover, there are artifacts that raise the spell limit above level 5, which is a huge plus for the Swamp. At the same time, there are artifacts that allow you to learn high-level spells, and scrolls with great magic. Besides, the best spells are first-level spells, and naturally, the Swamp has the first level. So what is there to worry about?
By the way, there is a thread about the Swamp where I've already expressed my opinion.

Added after 2 minutes
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Post by TWELF 12
Exactly, against NEUTRALS. But if you run into a heavily leveled hero, from the Castle, for example. First move by Arhu, the hero casts slow, and it's game over (and the swamp hero will be very unlucky if he doesn't have air expertise with haste, as that's the only thing that can save them). By the way, Tazar has a very low probability of getting air magic (1, while mages have 6). On the other hand, scouting, pathfinding, ballistics, navigation, and archery have a higher chance of dropping for the hero (7-8).


Yes, cast slow and you'll have a huge advantage. But not a guaranteed victory. But I have a question for you, slightly off-topic: what is the point of scouting? It seems to me that scouting is complete nonsense, at least in "Heroes 3 - Armageddon's Blade". What's the use of it? Well, it opens more of the map, so what?
And you're wrong to think the Swamp army isn't strong. Oh, so wrong. They have many abilities. What about the basilisks alone? Sometimes half the army is paralyzed by basilisks. And the gorgons, who crush level 6 and 7 creatures like nuts? They'll kill just as many with their gaze as they did with a normal attack. And the wyverns that poison? Your opponent will be pleased when their, say, phoenixes have 25 fewer health points with every turn? You'll take down those phoenixes like nothing. And the snakes, which not only remove spells but also inflict weakness? And the hydras, hitting everyone around them (even if they are weak)? Well, I agree about the archers — they're weak, but it's all made up for (as someone rightly noted in a thread) by the army. Yes, they have relatively little health, but the defense skill of the heroes and creatures is very high. I used to think the Fortress was first in defense. Look at how the hero develops through the skills given to them per level (don't count the ones you picked yourself), look at the creature stats, at their defense. Everywhere you'll find the highest defense. You may disagree with me that the Swamp is good, but believe in its strength. Even the Tower (which is the strongest in magic and good in army) cannot always handle the swamp. I love the Swamp very much, but now I'm expressing my opinion about it independently of my fondness for it.

Added after 8 minutes

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Post by Cheri@
Swamp is a race of weak defense and low speed (except for the snakes, of course), but strong attack and good skills. It's cool how the bulls take out level 7, but they become victims in the process. In general, the swampers' units die too easily. Constant losses deplete the army and slow down development. In short, no amount of growth is enough. They should have given them growth like the elementals (150%), then they could have competed somehow. To top it all off, there's the stupidity of the heroes; they just can't learn magic properly. I believe the 3 heroes are more about magic than the sword.

You're wrong, buddy, the strongest attack is with the orcs (Stronghold). Look at their heroes, look at them the same way I told you to look at the Swamp — most Stronghold knight-heroes are given attack per level, whereas the Swamp is given defense. The strongest defense is the Swamp. And it's not easy at all to beat the Swamp; all their creatures have defense, except for the archers and gnolls.
And you're wrong, man, to dislike knights so much. Yes, when armies aren't developed and numbers are low, a mage is much stronger, but sorry, when armies are huge, magic can't help that much. Especially since you can turn a knight into a decent mage, just as you can turn a mage into a decent knight. And when the game goes on for a long time, from some once-simple Swamp hero, you can create not only a great knight but also a mage by visiting cities with level 5 mages guilds and taking mage artifacts. Here it already depends on the skill and dexterity of the hero's development. And even on a bit of luck.
That was my post in the thread about the Swamp.

Added after 4 minutes
I generally agree with lex 317 — all towns are good in their own way, it's just that not everyone understands this. I treat them all equally, with the exception of the Castle and the Swamp. My favorites. But even then, I won't say that my favorite towns are better than the rest. The point is that everyone chooses something for themselves. And one could argue about this endlessly.

I heard an argument here about Bron and Tazar. I personally love Dragon. But the thing is, it's impossible to argue about this. You can still argue about the specialty, but arguing about which hero is stronger is just silly. There's only one answer — whoever levels up their hero better will have the better one.
In reply to Inquisitor
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18 years ago
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Guys, could you add Gorgons to the 5th installment, even if just as neutral units? I'd really like a mod that replaces, for example, Druids with Gorgons – powerful Gorgons, ancient Gorgons? I really want Gorgons to be brought back. They were excellent units.
In reply to Inquisitor
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18 years ago
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2 Forrest or who knows
The tactic you described for playing as the Swamp faction is interesting. I usually play at 200%. And on average, I build: 1st week: a Prefecture, Wyvern, Citadel, Lizardmen, and 2 heroes. I buy Lizardmen and Gnolls.
2nd week: Either I finish building up to Hydras with a Castle, or I build a Capitol but without Hydras (if I don't have enough sulfur).
By the third week, everything is built.
Usually, I buy Lizardmen and Gnolls and storm Necropolises and capture treasure chests in the first week.
In the second week, depending on the circumstances, Wyverns usually join.
But I can't seem to build so quickly! What's the mistake?
In reply to Рыцарь света
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18 years ago
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Knight of the Light; 142560
Yes, slowing down the enemy gives you a significant advantage, but it doesn't guarantee victory. However, I have a question for you, though it's slightly off-topic: what's the point of scouting? It seems to me that scouting is completely useless, at least in "Heroes 3: Armageddon's Blade." What's the benefit? It just reveals more of the map, so what?
And you're wrong to think that the Swamp army is weak. Oh, how wrong you are. They have many abilities. Just the basilisks alone are worth something, right? Sometimes, half the army is paralyzed by basilisks. And the gargoyles, which tear through level 6 and 7 creatures like nuts? They'll kill even more with their gaze than they do with a normal attack. And the wyverns, which poison? Your opponent will be happy when their phoenixes, for example, lose 25 health points each turn. You can take down those phoenixes with them. And the snake-lings, which not only dispel spells but also inflict weakness? And the hydras, which attack everyone around them (even if they are weak)? Well, I agree that the archers are weak, but everything is compensated for (as someone correctly pointed out in another thread) by the army. Yes, they have relatively low health, but the defense skill of the heroes and creatures is very high. I used to think that the Fortress was the best in defense. Look at how the hero develops in the skills that are given to him for each level (don't count the ones you choose yourself), look at the statistics of the creatures, at their defense. Everywhere, the defense will be very high. You may disagree with me that the Swamp is good, but believe in their strength. Even the Tower (which is the strongest in magic and has a good army) can't always cope with the Swamp. I really like the Swamp, but now I'm expressing my opinion about it independently of my sympathy for it.

Added 8 minutes ago


You're wrong, my friend, the strongest attack is with the Orcs (Stronghold). Look at their heroes, and also look at how I told you to look at the Swamp - for most heroes-knights of the Stronghold, attack is given for each level, and for the Swamp - defense. The Swamp has the strongest defense. And it's not easy to defeat the Swamp. Only all creatures except archers and gnolls have protection.
And you're wrong, man, to dislike knights so much. Yes, when the armies are not yet developed and are small in number, a mage is much stronger, but excuse me, when the armies are huge, magic can't really help much. Moreover, you can make a decent mage out of a knight, just as you can make a decent knight out of a mage. And when the game goes on for a long time, you can turn a once ordinary Swamp hero into not only a great knight but also a mage, by visiting cities with level 5 mage guilds and taking mage artifacts. It all depends on the skill and dexterity of developing the hero. And even on a little luck.
There's a lot to argue about regarding mages and knights; let's leave that for another topic.
But you've convinced me about the defense. Let's talk about the tactics of playing as this race. The speed of the units doesn't allow you to immediately rush the enemy, and waiting for guests without strong archers means taking losses. The Swamp definitely loses to everyone in terms of archers.
Only the snake-flies move normally, but one is not a warrior. You know how quickly they die.
With other races, level 6 and 7 units can reach you in one turn (Necropolis, Humans, Inferno, etc.). As a result, there is a lot of damage, supported again by archers.
In reply to TMNT
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18 years ago
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TMNT, I agree that it's easier to find wood and ore, but in this castle, there are big problems with these resources in the first few weeks, no matter how hard you look, especially if you start upgrading everything.
Koren Dobra, if you play as Necropolis against Swamp and still manage to build Knights of Death in the first week... Even in the second week, 16 Knights of Death will still defeat 20 Wyverns. Even if the hero is Tazar with upgraded defense, against Tamika (specialized in Knights of Horror) with upgraded attack, it's nothing! Fact.
In reply to TMNT
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18 years ago
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What? Dragonflies! Basilisks! Gorgons! Wyverns! Hydras! Some of the strongest monsters! If you know how to play, you can defeat any army! I'll say: SWAMP is a worthy Castle!
In reply to TMNT
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18 years ago
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65RUS, if you know how to play, you can always defeat any army, and not just with swamps. But regarding the strongest monsters, where are they the strongest? In their own castle?
In reply to TMNT
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18 years ago
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TWELF 12, did I say anything against other castles?
According to research on one fan site, for example, the Gorgon scored 9 out of 9 points and is the best monster at level 5...
In reply to TMNT
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18 years ago
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65RUS, Gorgon is undoubtedly the strongest creature of level 5. As for the others? Wyvern is the weakest creature of level 6, and that's also undeniable.
In reply to TMNT
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18 years ago
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Seriously, this is already the 4th (!) thread about the Swamp map on the forum. It's a pretty decent map, of course, provided you have experience playing with it and know how to use it effectively...
In reply to Light God
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18 years ago
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Koren_Dobra;142452
You can build a Wyvern on the first day. Lizards are sometimes built in the Castle, right?

Yes? Really? Did you even read my post carefully? I said "maximum on the second day," meaning they are built either on the first or the second day.

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