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Posts from Tactics for playing as the Dwarves.

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18 years ago
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It's not always beneficial to develop a Dwarf in the specified way, relying on Hirkan warriors for a solid defense. A Necromancer, a Demon, and even an Orc in attack mode will outperform the Dwarf, even with Hirkan warriors. And there are opponents that are better off eliminated as quickly as possible... Stand there, cast Stone Skin... the Necromancer casts Meteor Shower or Frost Ring... quickly launch an attack, any attack, just as fast as possible. But what's the point of Hirkan warriors then? What's the point of the "Defense" skill at all?
However, if you have a well-developed Chaos faction, you can essentially recast the Necromancer due to the significantly higher total HP and the Resurrection Rune.
Option for consideration #2: Necromancer. (My favorite example, I always use it) You stand in a group, waiting... the Hell Knight casts Punish with something else... and the enemy hero, with 40+ magic skill (which happens not so rarely), casts Mind Control with increased target initiative!!! The target is a group of tough 6th-level units that also cast Lightning. Then, he casts the Rune of War Rage on them, using your own resources, and attacks everyone standing nearby (and your units are diligently waiting for their turn to attack in the Hirkan formation...). What to do? Half your army is gone, there are tons of Necromancers as always on the Erlang warriors, Mind Control is active... Anti-Magic on the Erlang warriors (if you have it, of course) - and they no longer have the speed boost or Punish, nothing you cast on them... and the Necromancer has a huge selection: either continue casting Mind Control, or cast Dark Mass Spells (he will have time to cast two spells because after Anti-Magic, your hero will have to wait a full turn), or cast Vampirism on someone, or summon a Phoenix, as he sees fit...
Option #3: Demon. An evil Demon arrives, drains all your mana (you don't have much education, some people even find it funny to read about it, so there's little mana), and starts gradually weakening you with Darkness, casting Berserk, Mind Control, or halving your defense with Fireballs... and you have nothing to counter with, you slowly decay without mana, and then reinforcements arrive for the Demon, about 50%... Although, it's not even necessary, in this case, you will kill yourself through Berserk and Mind Control... in general, it's unpleasant.
And the Energy Rune, although they say it has a 60% success rate, the variability in combat, the application of different tactics to different opponents, and the use of the enemy's weaknesses also contribute significantly (which accounts for the remaining 40%...).

Added after 3 hours 12 minutes
A very interesting example from Psionic about 10 Mountain Guards and 1 Black Dragon.
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In reply to Игрок
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18 years ago
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Player;161731
But if you have Chaos well-developed, you can recast the Warlock, taking advantage of the much larger total HP and the resurrection rune.
Option for consideration #2. Necromancer. (My favorite example, I always use it) You stand in a group, waiting... the Hell Knight casts Punishing Strike along with something else... and the enemy hero, with 40+ magic skill (this happens not so rarely), casts Mind Control with increased target initiative!!! And the target is a group of tough 6th-level units that also attack with lightning. Then, he casts the Rune of War Frenzy on them, at your expense, and attacks everyone standing nearby (and your units are diligently waiting in attack formation...). What to do? Half of your army is gone, there are tons of Necromancers as always on the Erlangs, and they are casting Mind Control... Anti-Magic on the Erlangs (if you have it, of course) - and they no longer have acceleration or Punishing Strike, nothing that you cast on them... and the Necromancer has a huge choice: either continue casting Mind Control, or cast dark mass spells (he will have time to cast 2 spells, because after Anti-Magic, your hero will have to wait a full turn), or cast Vampirism on someone, or summon a Phoenix, as he sees fit...
Option #3. Demon. An evil demon arrives, drains all your mana (you don't have education, some people even find it funny to read about it, so you have little mana), and gradually weakens you with Darkness, casts Berserk, Mind Control, or halves your defense with Fireballs... and you have nothing to answer with, you slowly wither away without mana, and then reinforcements arrive for the demon, about 50%... Although it's not even needed, in this case, you will kill yourself with Berserk and Mind Control... it's not pleasant.
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An evil demon, in my opinion, will definitely get hit on the head by a Gnome (I'm currently testing this with a friend). I'll say this: against Fireball and fire in general, we rely on fire units (Yarghs and mages with immunity, and dragons) + a rune for magic defense and luck for defense against casting, and then, if they summoned anything, our Fire Wolf and Dragon Napalm will burn them terribly, but we need initiative, just a lot of it, against dogs and horses... that's the question. Then, magic can be countered with artifacts and deflection, and fire is just not effective... It will be more difficult with the Elves, but there you have to go and crush them immediately, especially since you don't even need to buff defense against them, because their units are weak, and you can easily buff, for example, Deflection =)). So, it's not scary that the opponent is a mage; it will be more difficult with the Necromancer; I don't see any interesting moves against him yet, but Berserk and Subjugation can be countered with artifacts, and focus Vampires with dragons... I don't have any ideas yet...
18 years ago
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What does it mean to "level up" fire units? It's obvious that they need to be protected, but what about leveling them up? Also, the player said that Fireball is mainly used to reduce defense by half. And fire immunity doesn't provide immunity to the effects of the Fire Lord, only if you increase defense in the light. The Rune of Magical Defense may not drop, and it's not very useful against a demon (after all, chaos demons are rarely encountered). But demons can be summoned in abundance... Initiative allows for a + perk in logistics. Here, it's important to acquire acceleration, either from a guild or from an attack skill. I wouldn't rely on a small chance to find a ring of swiftness and/or speed.

Against strong mages, we always go on the attack... And again, acceleration is practically a must-have. And as for items with initiative/speed, it depends on luck.

In general, the player wasn't considering how quickly these three races defeat the dwarves, but rather what might happen if they retreat into a defensive position and try to fully utilize their herds.
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18 years ago
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I just don't understand what (in my opinion) can be downloaded and used for both offense and defense with healers, instead of just sitting in a passive defense, watching how the opponent develops their strategy... Simply summoning against a (smart) Dwarf is just a stupid thing to do. The fact that they won't reposition on the map, given that they have everything, and there are many opportunities to annoy them in the style of Exocet... or with Rings of Exile, which are in large quantities on the map... it's obvious that a passive defense will never bring victory; you always need to combine attack and defense styles, depending on the landscape, the enemy's tactics, and so on. Why just adapt to a specific skill? Moreover, if we know that the opponent didn't go for Chaos, then Erls will completely destroy them because of Chains and Berserkers.
And regarding speed and acceleration, I completely agree.
18 years ago
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The thing is, the enemy's troops might be positioned in such a way that we won't be able to arrange our troops in a tight formation. The bonus for a single stack is unlikely to even reach 5. Again, if we're attacking, someone will still remain in the rear (archers and possibly someone for cover), which also won't provide a significant bonus. When defending, and using tactics, you can arrange your troops perfectly to get noticeable bonuses, but what's the point if they can be scattered during the battle? After all, the stacks won't stay in their starting positions all the time. Perhaps it will work against a Barbarian, but even then, he can only attack after using his war cry. He'll cast "War Cry" (+10 to attack and +1 to speed at level 20), and all the efforts with formations will be for nothing. And if there are no obvious attackers and defenders on the battlefield, the troops will be randomly scattered, and it will be quite difficult to organize a formation that doesn't hinder attacks on the enemy's key stacks. However, I disagree with the summoning... Dwarf troops are among the best in the game in terms of efficiency. With roughly the same number of troops, a dwarf will be stronger than many others, and extra reinforcements won't hurt, as long as you summon troops wisely, they won't get in the way. I don't find the Ring of Exile very often. You also need to upgrade Exorcism and take Chaos. This setup is only possible if you're going for a solo campaign. It's not profitable to sit in defense because the demon will overwhelm you with darkness, and you won't be able to use light effectively; the imps won't let you. Not to mention the demon's powerful ballista, which will also do a lot of damage.
In reply to Майор Вихрь
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18 years ago
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Major Whirlwind;162055
Actually, the player wasn't looking at how quickly these three factions defeat the Gnomes, but rather at what might happen if they retreated to a remote location and tried to fully utilize their Hirdu.
That's exactly what I meant. Of course, the Gnome has opportunities for successful resistance against any faction. I just wanted to point out some of the drawbacks of the tactic proposed by Mav in this thread. It seemed to me that they exist...
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18 years ago
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Major Whirlwind; 162095
The thing is, the enemy's troops might be positioned in such a way that we won't have the opportunity to deploy our troops in a tight formation. It's unlikely that the bonus for a single stack will even reach 5. Again, if we're going on the offensive, someone will still remain in the rear (these are archers and possibly someone for cover), which also won't provide much of a bonus. When defending, and even with tactics, you can perfectly position your troops so that the bonuses are noticeable, but what's the point if they can be scattered during the battle? After all, the stacks won't stay in their starting positions all the time. Unless it's against a barbarian, and even then, he can only attack after using his war cry. He casts "war cry" (+10 to attack and +1 to speed at level 20), and all the efforts with formations go down the drain. And if there are no obvious attackers and defenders on the battlefield, the troops will be randomly scattered, and it's quite a difficult task to organize a formation effectively without hindering attacks on key enemy stacks.

I disagree with the summoning part... The dwarves' troops are among the best in the game in terms of efficiency; with approximately the same ratio of troops, the dwarves are stronger than many, and extra reinforcements won't hurt, especially if you summon troops wisely, they won't get in the way. I don't find the Ring of Exile very often. You also need to upgrade Exorcism and take Chaos. This setup is only possible if you're going for a solo campaign. It's not profitable to sit in defense because the demon will overwhelm you with darkness, and you won't be able to use light effectively; the imps won't let you. Not to mention the demon's powerful ballista, which will also do a lot of damage.
I more or less agree with the first point, but I don't need formations as a goal in themselves. I think readiness and Retribution are more important, but as for the second point, I'll say that, based on my experience, I sometimes find the ring on random maps 5-6 times. I think the dwarves have one of the best ultimate skills, and 4% is a significant amount; it's not a big deal to spend 2 (or 3) levels on Exorcism. It might not appear, but I think Chaos will work against demons, or even if you don't have Chaos, but you have Exorcism, the mages with fireballs and walls will add some heat (especially since they hit in an area), and if you have both, that's another plus; the Mana Drain skill is also a small bonus. Then, yes, the imps are a real nuisance, but you can deal with them. As for the skillful positioning, you know, whether you like it or not, you'll still have to crowd, and there's a greater chance that you'll end up in the wrong position. (I played a duel with a friend, and he spammed half the map with his units, but Earl managed to clear it all out quite easily).
In general, I think the best development for a dwarf is to go for a solo campaign + attack with Retribution (if we're aiming for leadership) or with magic speed if we're relying on luck. Of course, if we're incredibly lucky and find Logistics, then Sudden Attack and Path of War (a deadly skill) are good options. I take all of this to the maximum, and in the game, you'll have to sacrifice something. Of course, I'm not an expert in playing as dwarves, but I've played as them for quite a long time.
P.S.: In principle, Chaos for a dwarf can be replaced with Light, but this happens, in my opinion, only against infernals
18 years ago
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The Chaos skill is terrible for a Dwarf; only the Rune Shield and Readiness skills are somewhat useful. If you want to develop the Chaos skill, you should only do so by retraining with a mentor. Chaos without education is not Chaos, especially when the spell only has a 30% chance of appearing. Summoning is almost the same, plus there's another problem: you might end up with only the Rune Shield spell. With a 4% chance, you'll most likely get it if you choose skills with the highest chance of appearing (Chaos, Defense, Mechanics). In other cases, there's not much hope. Retribution is generally suitable for any unit, but it's easier to develop for warrior races. You're unlikely to succeed with Imps. Perhaps the hero will die sooner if they have high Intelligence... Otherwise, there's no chance. Unless you get lucky with artifacts and the arrows hit early. In general, a Demon can slow down our troops at the beginning and then speed up its own with an aura, which would be a complete disaster. Whether you like it or not, you'll end up in a defensive position.

P.S. Chaos is good for a Dwarf, I agree. But lately, I've been disappointed with it; if you don't get education, you're unlikely to have a high spell power (I had only 10 at level 20 without artifacts or education, and there's not much you can do about it). At the same time, even with 5-7 spell power, Light is quite effective. And Divine Vengeance simply works wonders with minimal spell power. Damage over 1K is quite realistic.

Therefore, the conclusion is: Chaos is for a long game, while Light is more versatile and relevant at any time.

P.P.S. I don't play on random maps because they turn out to be terrible. On the original maps, you're unlikely to find several identical artifacts. Only if you loot one Utopia after another on the Outlands, but you know that you definitely won't be able to do that against a human player. I only bothered to collect a full Dragon set in a game against the computer, but I still didn't manage to do it.
In reply to Майор Вихрь
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18 years ago
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Major Whirlwind; 162144
You can hardly deal with Demons. Maybe a hero will fall sooner if they have a sharp mind... Otherwise, there's no chance. Only if you're lucky with artifacts and the ranged attacks hit sooner. In general, a Demon can easily slow down our troops at the beginning and then speed up its own with an aura, and that will be a complete disaster. Whether you like it or not, you'll end up in a defensive position.
And Divine Vengeance simply works wonders with minimal spellcasting. Damage exceeding 1K is quite realistic.

P.S. I don't play on random maps because they turn out to be terrible. On the original maps, you're unlikely to find several identical artifacts. Only if you're looting one utopia after another on some Outlands, but you know that you definitely won't be able to do that against a human player. I only bothered to collect a full dragon set in a game against the computer, but I didn't manage to do it.
Well, I'm just testing it now; I'm playing with a friend, and we're actually playing the opposite – I'm playing as a Demon, and he's playing as a Dwarf, and he's a little better than me, so let's see (especially since we're playing on a map with a mentor, so we'll try all the options). I'm not arguing that Divine Vengeance is an overpowered spell, but you can't really do much with it at the beginning of the battle, and besides, it's not an area-of-effect spell, which is not very convenient... so I'm sticking to my opinion=))...
P.S. You're missing out by not playing on random maps; many maps are actually very interesting, and besides, there's a higher chance that the game can turn in the most unexpected way (which is what I like about them), just the regular maps get too boring over time, and you already know them so well that you can complete them with your eyes closed, and you know all the loopholes and where everything is, IMHO, but that's boring=))
In reply to Mos.keen
18 years ago
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Mos.keen;162520
I'm not arguing that Divine Retribution is an overpowered spell, but it's not very effective at the beginning of a battle, and it's not an area-of-effect spell either, which is not very convenient... so I'm sticking to my opinion...
Where have you seen a player who tries to use Divine Retribution at the beginning of a battle? In 90% of cases, the first 2-3 turns with a developed Light skill are spent on mass spells! And only then do high-level spells come into play, by which time someone will have accumulated enough kills, and we can carefully use Divine Retribution on them. Of course, if they give us the opportunity in the guild. Otherwise, you can also cast Resurrection, cast an area-of-effect dispel, etc.
Mos.keen;162520
P.S. You're missing out by not playing on random maps; many of them are very interesting, and besides, the chance that the game can turn in the most unexpected way increases (which is what I like about them). Ordinary maps just get too boring over time, and you know them so well that you can play them with your eyes closed, and you know all the loopholes and where everything is. IMHO, but that's boring...
GSC maps are terrible. There are no mana wells, there are absolutely stupid straight roads that cross almost the entire map (they could at least be a little more winding), stupid dark Dungeons, the artifacts are all the same, and the location of mines also leaves much to be desired. If a map is created for 2 players, then very often both appear in the Dungeon, which greatly affects the time it takes to complete the map. It's awful, not a map... If standard maps are getting too boring, you can download fan-made maps. There are remakes of good maps from the third game, and in general, there are good maps. You just need to look for them, instead of stupidly claiming that there are few maps, etc.
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18 years ago
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There are map templates for GSC (Guild System Campaign). You've probably created and tried playing on standard templates. They are quite basic. Also, there are custom map templates created by players. There are various and quite interesting templates. Including my own template :) There are also special mods for GSC in Heroes. They fix such shortcomings as non-functional roads on snow, the absence of wells, mana springs, etc., and change other things. As a result, GSC creates quite diverse and interesting maps using these templates and mods.
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18 years ago
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A battle between Dwarves and Orcs is planned on the map "Key to Victory."
I haven't played as Dwarves against Orcs yet, so I'm interested in:
1. Which hero should I choose as a starting hero (I'm currently planning on using Karl)?
2. Hero progression?
In reply to Shogun
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18 years ago
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Which hero should I choose as a starting hero?
I would choose Ingvar and level him up until he reaches Readiness.
In reply to Shogun
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18 years ago
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I agree with taking Ingvar and focusing on his skills, and I would also suggest leveling up his magic skills. Then, it will be easy to protect him, and you can also add other skills depending on the player's preference.
In reply to Dracon Малласа
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18 years ago
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So, for now, the following development plan for the hero is taking shape: Ingvar Skilled Defense - resilience + defensive ward + readiness Skilled Rune Knowledge - greatest rune Skilled Light Magic - perk/depending on the situation Skilled Attack - tactics + attacking ward + retribution Leadership - runic harmony Total - level 20-22

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