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Posts from Haven tactics.

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In reply to G10ry
18 years ago
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IMHO, every Knight needs one school of magic. Light or darkness. I prefer light. Besides area-of-effect spells, there are also spells like morale boost, resurrection, divine retribution, and so on. Some players level up both.
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17 years ago
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I'm interested in your opinion on the best tactics for playing against the Fortress. The thing is, I can defeat their entire army except for the Berserk Cyclops, who ALWAYS wins the battle... :smile32: (I'm not talking about playing against the AI, there's no need to worry about that):smile17:
In reply to Vertik
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17 years ago
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Bastion, I guess you're calling Orcs that now? Hmm... okay.
Here's an option: level up Dark Magic, Subjugation, or Berserk, and cast it on Cyclops. You can do it that way.
I'm not talking about playing against the AI, there's no point in getting upset.
Huh?
In reply to Vertik
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17 years ago
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It's also a good idea to develop the Mind Lord and recruit armored and militia units. Use slow and scatter spells on the cyclops, and attack them frequently with armored and militia units. As a result, they will hardly attack, especially if the hero has Soldier's Luck.

It's even better to take Fallen Angels instead of Archangels, as the Stronghold has a large attacking potential, and Divine Retribution will be very useful. This is my opinion.
In reply to Wistrit
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17 years ago
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WisTrit;195030
I guess you're calling Orcs "Bastion" now? Hmm... okay.
Here's an option: you level up Dark Magic, Subjugate, or Berserk, and cast it on Cyclops. You can do it that way.

Huh...?
Actually, Subjugate doesn't work on them, and with Berserk, you can damage nearby units, but it won't do much harm to the Cyclops. Anyone who has played the campaigns in Tribes of the East probably remembers the mission for Arantir, where the Orcs live nearby. I tried to defeat them with skilled Dark Magic and an army three times smaller than the Orcs, I defeated all the creatures, but only the Cyclops remained. I don't know how to deal with them.
In reply to Небо
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17 years ago
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Angels with vampirism can definitely withstand a battle against cyclops.
Tieru;195085
Those who played the campaigns in the Stronghold faction surely remember the mission for Arantir, where orcs live nearby. With skillful dark magic and an army three times smaller than the orcs, I tried to defeat them, I killed all the creatures, and only the cyclops remained. I don't know how to fight them.
In that mission, the orc hero had, I think, the Dark Suppression skill, but I'm not sure.
In reply to KonServator
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17 years ago
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I'll probably try that... :)
If there's only a small group of REALLY UNKILLABLE cyclops left, you can cast Plague on them and run around the map, avoiding them.
In reply to Wistrit
17 years ago
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WisTrit;195125
I'll probably try it... :)
If there's only a small group of REALLY UNKILLABLE cyclops left, you can cast plague on them and run around the map, avoiding them.
It's not that easy to run away from large creatures. And besides, there's not much anyone can do (except in cases where there's an artifact that increases speed, the "death march" perk, or a castle siege happening at the same time :). And if the cyclops are bloodthirsty and have a speed of 6, then there's no chance. Unless you try to escape with griffins using the "strike from the sky" ability, but even then, you'll eventually get caught. By the way, teleportation can also play a decisive role in "escaping" from cyclops, but the spell might simply not be available.

Furthermore, mind control works on cyclops, but only if the enemy doesn't have immunity to mind control, and your magic skill is at an expert level. In a pinch, you can try to mind control executioners – they're pretty fierce.
In reply to DinHot
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17 years ago
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It's not a bad idea to send peasants or their upgraded versions against the cyclops. For example, cyclops can take down 100 peasants. Then, the divine power in Light Magic, with 5 spellcasting skill on the hero at expert difficulty, deals 100*(60+6*5) damage, which is 900 damage!:eek: Not bad, right? One hundred peasants in exchange for 4 Free cyclops.
Major Whirlwind;195140
By the way, teleport can also play a crucial role in "escaping" from cyclops, but the spell might simply not be available.
Besides, the Knight won't have enough mana to teleport many times.
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17 years ago
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Guys. Who is good at playing as Haven? Share your experience. How can you, playing as Haven (Tribes of the East expansion), on a Large (L) map, on Veteran difficulty, defeat six computer opponents and one human player? What is best to build on which turn, and what is best not to build at all in the beginning? Which units should you hire, how can you more effectively defend mines, and on which week? What are some tricks for eliminating neutral units? Is it possible to rush a neighbor, on which week, and with what? ...

Thank you in advance.

I think this will be interesting to all Haven fans...
In reply to DinHot
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17 years ago
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I have a question: what should you do when playing against a Warlock or another mage who, over a long game or sometimes at the beginning or in the middle, acquires powerful spells dealing 400-600 or more damage? Players aren't very good at casting spells. What's the point if your army gets wiped out? Maybe it's just paranoia, and it's not that bad, or is there a way to defend against it?
In reply to DinHot
17 years ago
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The best defense is a good offense. You should focus on physical damage, and light magic would be very helpful. In your situation, a mass speed boost is one of the most important things, whether you learn it in a guild or through a perk in the attack branch.
In reply to DinHot
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17 years ago
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Against a Warlock, I think it's worth taking Reflection; it's not difficult, as you need to give your units defense anyway. Magic resistance seems to be useless. During a long game, the damage that Chaos deals (400-600) isn't fatal.
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17 years ago
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For me, the Humans versus Dwarves matchup is also a difficult one. By the way, can anyone tell me more about the early game strategy for Humans in the first three weeks? If the players are separated by level 5 shooters (e.g., 30 Demonesses), the map is large, and the difficulty is Veteran. Which hero should I choose, what should I build, and on which day, and most importantly, where should I get the money for all of this? Let me tell you how I develop, and someone who plays Haven well can correct me. In about 30% of cases, I manage to get resources from the computer when two computer opponents attack one after another. From this, I conclude that I'm not playing very well. But I play without reloading. At the beginning, I choose Laslo or Dugal. The starting bonus is resources. I hire a second hero. In the first four days, I capture a lumber mill and a mine. To reduce losses, I divide the peasants into groups of 1 to protect the shooters. The second hero collects the resources that the first hero has captured and everything else that is lying around. The main hero, let's say Laslo, tries to get money during this time. I take gold from all the chests. I build on day 1 - peasants, day 2 - money, day 3 - archers, day 4 - forge, day 5 - swordsmen, day 6 - fort, day 7 - farms. In the second week, Laslo continues to capture resources and gold on his territory. The second hero, after all the easy resources have been collected and the territory has been explored, stays in the castle. I build on day 8 - mage guild, day 9 - market, day 10 - magistrate, day 11 - stronghold, day 12 - stable, day 13 - knights, day 14 - I start saving up for the capitol, and it is usually at this point that one or two computer opponents attack me. Sometimes it happens that I lose by the end of the second week, sometimes at the beginning of the third, because I don't have enough money. If no one attacks me, I usually defeat my neighbors, and then it becomes easier... What do you think? Am I making any mistakes? Maybe I need to do something different with the training or with the shooters...
In reply to Селенор
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17 years ago
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Building order: 1. Tavern, 2nd hero 2. Peasant huts, buy growth (if the map has a Fortress, build the Town Hall immediately) 3. Town Hall 4. Archer Tower 5. Blacksmith 6. Garrison Further – options depending on the starting hero: - Training grounds (Dougal), train peasants, on the next turn build an upgraded Archer Tower and train peasants again. - Griffin Tower (Iris), but I usually don't build Griffins in the first week, as they consume 10 gold. For the other heroes, an approximate option: 7. Upgraded peasant huts (so they don't die like flies) 8. Guild of Mages 9. Magistrate 10. Market Further – depending on the situation. And also: if the 2nd hero is Elaina, she needs to run around the 1st hero, picking up peasants at the end of the turn. Regarding a quick rush, it is necessary to indicate whether there are neutral creatures between the players and how strong they are.

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