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BlackSerge;199082
If you can do what I described and also buy everything in the second week and leave, then I'll take my hat off to you. I haven't been able to do it even once! And it's also hard to find outer dragons; the Conservatory only works if there are 10 or a maximum of 20 griffins in a group (with 20, the losses are already significant).
But in principle, in the second week, Shaktis are better; after that, they're not so good, especially against Necropolis.
If you get about 7 attack points + the Expert Attack skill, and also use such a great spell as Blessing, then 200 hellish troglodytes can wipe out a pack of 30 griffins with one hit (and if you level up a bit more or find a few more troglodytes, you can even take out 40 with one hit)! That's the math for you!!!
A strong start is important because you can finish the game very quickly! And the most important thing: +1 speed for a troglodyte at the beginning is 100 times better than +1 speed for a minotaur later!
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If you get around 7 attack + the Expert Offensive skill, and also use a magnificent spell like Bless, then 200 hell troglodytes wipe out a stack of 30 griffins in one hit (and if you level up more or find a few more troglodytes, you can even blast 40 in one hit)!!! That's mathematics for you!!!
With 7 hero attack, 150 trogs under Bless are wiped out by 30 griffins per hit. For this to happen, the trogs need 14 attack: 5+7+1-2 from spec (I don't remember exactly how much it adds at which level)+1 from native land (if underground). Correspondingly, 15 is required for gr.griffins. Fighting on the grass is just stressful.
The fairy tale begins if you managed to learn Water Magic in a Hut during the first week. I had this happen once (probably because I didn't play much) in a real game. Thus, Shakhti sequentially took the maximum dwarf mine, bank, and conserve on the first week. Money, resources, army — everything is in a wild plus. Then Dragon Utopia on the 2nd week, and there's no chance for the opponent. But this is an extreme rarity; most often nothing helps against Necropolis except a huge difference in player skill. All tips are like a poultice to a corpse. Even an average player can easily take any conserve or hive with 12 lords on day 8. He distributes angels and weaves to several other necromancer heroes, and the end. Very rarely, considering restarts, the negro fails to quickly find buildings for free forces and 10dj, 10kr for lords. Plus they have the ONLY hero in the entire game without obvious weaknesses:
1. Starting army — very cool, especially considering the skeleton-transformer.
2. Starting skills (Necromancy and Defense) — very cool.
3. Spec — no comment
4. Book — available.
5. Starting spell — Shield, also cool.
Of course, I'd like a better chance for Logistics, but it's quite enough as it is.
Returning to the topic of Shakhti vs Necropolis, one should not forget that the piercing power of the former, even considering Bless (meaning you still need to visit secondary sites), is higher only in the first week. After that, you can only meet Gosha if you've decked yourself out in artifacts earlier than the negro, meaning Dragon Utopia no later than the start of the 3rd week, which in itself is far from always possible for a dungeon, but commonplace for Necropolis. Even with max...
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BlackSerge;199082
I might have exaggerated about the 10k damage, but in any case, you can forget about using skeletons and liches as a combat unit, and in this scenario, the battle is heavily skewed in your favor because the Dungeon's archers have no penalties in melee combat, and they are generally fatter and stronger. The Undead are left with vampires and dread knights; I don't think you can lose in this situation, although it depends on how you play.

Added after 19 hours and 1 minute

If you can do what you described and also buy everything on the second week and leave, then I'll take my hat off to you; I haven't been able to do it even once! And it's also hard to find external dragons; the Conservatory is only worth bombing if there are 10 or a maximum of 20 griffins in a group (at 20, there are already serious losses).
But in principle, on the second week, the Sha'ir is better; after that, he's not so good, especially against the Necropolis.

Perhaps you're upset that everyone here disagrees with the viability of your tactics, but you'll have to continue. First, unfortunately, an army of 3-4 thousand skeletons for the Necromancer on the second month is a realistic scenario. This is if you don't use vampire lords, which are banned in tournaments. Second, your tactics don't stand up to any criticism; at any difficulty level, when playing against a HUMAN and not the AI, it is absolutely unviable. If you want to understand exactly why, read different information on the forum, including the beginner's guide. Finally, different players post here, and I advise you to listen to what Forrest writes, who is one of the strongest online players of Heroes 3 in the world. And if you disagree with him, then at least justify your position with specifics, because otherwise, it's just a waste of forum space. Good luck.
In reply to BlackSerge
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BlackSerge;198633

I've been playing Heroes since the very first installment, and I've been playing the third game for 9 years now:smile17:

Considering the hero's specialization, the main goal is to level up quickly. To do this, first buy 2 heroes and, with a combined army, cause some minor chaos. Then, get archers to level 2, and by the 3rd week, buy more archers and you can start attacking stronger monsters. In the artifact market, buy boots of speed and gloves; the rest is secondary and can be found. Gradually replace harpies and taglads with angels and wyverns from neutral dwellings and lairs (don't forget about morale; you need to buy or find artifacts that give +2 to morale).
Final battle: if there aren't too many skeletons, less than 1500, then confidently use tactics to move wyverns, angels, dragons, and minotaurs to the front.
We start first, then a massive run and attack follows, with the following priority: angels = skeletons, dragons = skeletons, minotaurs = skeletons, wyverns = liches, manticores = liches, archers attack depending on the situation, but the undead no longer have archers or skeletons, and after that, it's just a matter of technique.


This is just empty talk. It's worthless. To truly understand how much of a "guru" you are, play online, and you'll realize how powerful most players are. And, of course, you'll fundamentally revise your opinion about the quality of your own game.

And whether it's 9 years with a computer or 90, it makes absolutely no difference.

NO OFFENSE.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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Lider1;199397
This is an empty bazaar. Worthless. To actually realize what kind of "guru" you are, play online, and you will understand the power most players possess. And naturally, you will fundamentally reconsider your opinion regarding the quality of your game.

And whether it's 9 years with a computer or 90, it makes absolutely no difference.

NO OFFENSE.
A person playing for 9 years with a computer in 1 game is, to put it mildly, very persistent; I play with people from the 1st part of Heroes, I'll play online now—at work GPRS won't allow it, but at home I'll play when I have time, I don't doubt that I will learn many new things

Added after 3 minutes
Dirty_Player;199329
If you get around 7 attack + the Expert Attack skill, and also use a spell as magnificent as Bless, then 200 Infernal Troglodytes wipe out a stack of 30 griffins in one hit (and if you level up more or find a few more troglodytes, you can even blast 40 in one hit)!!! There's your mathematics for you!!!
A sharp start is important, because the game can be finished very quickly! And most importantly: +1 speed for a troglodyte at the beginning is 100 times cooler than +1 speed for a minotaur later!
Understood, thanks for the explanation
Could you explain one more thing? I read the rules; how the heck does a Necromancer get 3-4k skeletons by the second month if they've banned everything possible? (if you can explain it just as simply)

Added after 6 minutes
Oelm;199393
Perhaps it upsets you that everyone here refuses to acknowledge the viability of your tactic, but you'll have to keep going. Firstly, unfortunately, an army of 3-4 thousand skeletons for a Necromancer in the second month is a current reality. That is if you don't use Vampire Lords, who are banned in Tournaments. Secondly, your tactic withstands no criticism; at any map difficulty level, when playing against a HUMAN and not a computer, it is absolutely non-viable. If you want to figure out exactly why, read various information on the forum, including the basic mastery school. And finally, players of different levels post here, and in particular, I advise listening to what Forrest writes, who is one of the strongest online Heroes 3 players in the world. And if you disagree with him, then justify your position with specifics, because otherwise it's a confusing waste of forum space. Good luck.
I'm very upset, I'm almost crying :D )) years went to waste) actually, it seems the level of opponents is just making a difference; those I played before were a bit weaker and Dragon Utopia didn't mash everything in week 1; I suggested a tactic, they explained why mine was worse than the proposed one, I understood—not entirely agreed, but understood
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BlackSerge;199452
Can you explain one more thing? I read the rules, but how does Necropolis manage to gather 3-4k skeletons by the second month if everything they can use is restricted? (If possible, explain it in a simple way)

Simple enough? No problem.
You are an experienced and strong player. You probably play mostly random maps. You've probably noticed that sometimes, when a map is generated, it seems similar to another map you've played before.
I'll be frank – your feeling is absolutely correct. Maps are indeed generated according to certain patterns. These patterns are called "templates."
Through observation, players have accumulated knowledge about the generation patterns – about the templates. And it has become clear that some templates are more interesting, more "playable," well, you understand, while others are not very good.
Currently, players mainly use a small number of templates. And these templates are very rich, with many different objects.

Now, let's get to the point. A map is generated, and it has many crypts, dwarven treasure vaults, other resource storage locations (for example, where imps guard them), griffin conservatories, etc.
So, the hero goes to these structures, and there is a large number of guards, so the number of skeletons grows. For example, along with 10 angels, there are also 150 skeletons. As for the rest, you understand, everyone falls under the impact of a large stack of skeletons, whether it's 30 dwarves or 60 imps. That's how the little skeletons accumulate, the white bones...

Орден Фениксахаризматический :) лидер
In reply to Qwerty
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Well, achieving utopia on the first week is unrealistic. It's only possible if you get incredibly lucky with the mines. However, achieving utopia on the second week with Galtran (on a Fortress map) is much more feasible. In short, the essence of the tactic is to capture Angels in mines or Wyverns from trees, and then distribute them among different Necromancers. Developing several Necromancers to have 3-4 thousand skeletons by the second month is quite achievable. We capture secondary resources and convert creatures of level 1-2 into skeletons using the "transformer" (creature conversion building). If we find peasants, we send them to the transformer as well! We can even convert level 3 creatures from other castles there. We try not to lose the skeletons; later, we combine them all for the final battle. If the hero is Galtran, the skeletons will have very high stats, especially if there are Rings of Life and Elixirs of Life. If you want to know more, search for information on this forum. Here's a link with save files from very strong players in Heroes 3. There are no Necromancers there, but it's still worth checking out to understand the tactics of good players. http://randommaps.siteburg.com/indhallbestnd.htm
In reply to BlackSerge
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BlackSerge;199452
Understood, thanks for the explanation.
One more thing – can you explain how Necropolis manages to gather 3-4k skeletons by the second month if they're forbidden from using almost everything? (if possible, in a simple way)
Fireball wrote correctly:
Fireball;199380
Even an average player can easily take any Fortress or Hive with 12 lords by day 8. They distribute Angels and Vivs to several other Necromancer heroes, and that's it.
The ban on upgrading Vampires makes the task a little more difficult, but not by much, since we'll take the Fortress with skeletons ;)
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Thanks everyone, I don't play Necromancer much, so I didn't realize it could be done like that.
P.S. I haven't seen a strong Necromancer yet. You can't argue with 4 skeletons.

Added after 1 hour 26 minutes
Oelm;199464
Well, getting Utopia on the first map is a pipe dream. This is only possible if you get very lucky with the mines. But getting Utopia on the second map with Galtran (on the Fortress) is much more realistic. In short, the essence of the tactic is to capture Angels in mines or Wyverns from trees, and then distribute them to different Necromancers. By leveling up several Necromancers, 3-4 thousand skeletons by the 2nd month is not a limit. We capture secondary castles and transform creatures of level 1-2 into skeletons using the transformer. We find peasants and send them to the transformer as well! You can also send level 3 creatures from other castles there.
We try not to lose the skeletons, and then we combine them all for the final battle. If the hero is Galtran, the skeletons will have very high stats. This is especially unpleasant if there are rings of life and potions of life.

If you want to know more, search for information on this forum.

And here is a link to saves from very strong players in Heroes 3. There are no Necromancers there, but it is still worth looking at to understand the tactics of good players.
http://randommaps.siteburg.com/indhallbestnd.htm
I looked at the saves, thanks for the link. The game on 200% and 100% difficulty levels is very different, and I will have to relearn how to play, as I got used to playing on 200%
In reply to BlackSerge
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BlackSerge;199468
I checked the save files, thanks for the link. The game differs significantly between 200% and 100% difficulty, and I'll have to relearn how to play, as I'm used to playing on 200%.
Usually, people play on Queen difficulty (160%)!
No one plays on King difficulty (200%) because it makes the game too long, and much depends on the map. For example, if you don't find a certain resource, you'll fall behind in development...
Some players use Rook difficulty (130%) to ensure the fastest possible start and accelerate the game!
No one plays on Knight difficulty (100%) or Pawn difficulty (80%) because of the inadequate behavior of the neutrals.
In reply to Dirty_Player
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The King is also sometimes used, especially on fixed maps. But the priorities in the game are the same for both the King and the Queen. Of course, the tactics differ, but the main goal is to achieve rapid development, maximum exploration, and to conquer treasure rooms, hives, conservatories, and utopias.
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Dirty_Player;199480
Usually people play on Queen (160%)!
They don't play on King (200%) because it drags the game out and a lot depends on the map—for example, if you didn't find a certain resource, you fall behind in development...
Some templates play on Rook (130%) to ensure the fastest possible start and speed up the game!
They don't play on Knight (100%) or Pawn (80%) due to the inadequate behavior of neutrals :)
with good luck you don't even notice 200 difficulty, but if things don't go your way, it's all over! I liked 160 more; there are no development problems for the Dungeon there
we played online without any restrictions, simply because nobody played Necromancers, they weren't nerfed. And when the number of DD is not limited to one per turn, the tactic where every little negro in his own corner with 1 tunnel gathers skeletons can really fail because they'll be cut down one by one before you give them to the main hero; because of this, I haven't encountered the problem of "come and hang yourself" with 4k skeletons
ps regarding the development scheme, of course it will have to be revised; I looked at the saves, a lot is unclear, but the General algorithm is obvious, I'll figure it out
In reply to BlackSerge
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BlackSerge;199486
With good luck, you don't notice difficulty 200, but if luck isn't on your side, oh boy!
The strongest should win, not the luckiest :)
BlackSerge;199486
we played online without any restrictions; no one played Necromancer simply because of that, so they weren't nerfed, and when the number of DDs is not limited to one per turn, the tactic where every little Necromancer in their own corner with 1 Angel farms skeletons can backfire because they get picked off one by one before you pass them to the main hero—resulting in the issue of coming with 4k skeletons and wanting to hang yourself; I haven't encountered that
Don't take everything so literally... Low-level Necromancers sometimes meet up with the main hero and give him their skeletons, rather than wandering the whole game each on their own!
4 DDs is certainly good! But you still have to get the DD! And what guarantee is there that the Necromancer won't get it earlier by opening a Dragon Utopia on week two?
BlackSerge;199486
P.S. as for the development scheme, of course I'll have to reconsider; I looked at the saves, much is unclear, but the general algorithm is clear, I'll figure it out
The main thing is the desire, and everything will work out! And to speed things up, it's better to play a couple of games online with someone, then analyze the mistakes.
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Oelm;199484
The King is sometimes used, especially on fixed maps.
But the priorities in the game are the same for both the King and the Queen. Of course, the tactics differ, but the main goal is to develop quickly, scout as much as possible, and capture treasure rooms, Hive, Conservatories, and Utopias.
This is obvious, but in saves, I've seen a guy who, by the second week, had a couple of Angels, a couple of Dragons, a built-up Castle, and was bombing Utopias on a difficulty of 200. This is almost impossible, or at least extremely difficult!
Before, we usually played online in free-for-all battles, meaning 4-6 people, each playing on their own, or in duels, but usually on XL maps, and to reduce lag, the turn time was 2 minutes. If you play with troop transfers, you simply don't have time to make your move.)

Added after 10 minutes
Dirty_Player;199488
The strongest should win, not the luckiest :)
Don't take everything so literally... Noob Necromancers sometimes meet up with the main player and give him skeletons, instead of wandering around the map alone all game!

4 Dungeon creatures are, of course, good! But you still need to get them! And what guarantee is there that the Necromancer won't get them earlier by capturing a Utopia in the second week?

The main thing is to want it, and everything will work out! And to speed things up, it's better to play a couple of online games with someone and then analyze the mistakes.
Indeed, but luck plays a big role in the game. However, you can't rely on it alone. I'll never forget losing a 1v1 game against a friend, using the same faction, with an army twice as small and hero stats twice as low, and I almost didn't lose anyone. Afterwards, we both sat down and wondered how that was possible. It turned out that 2 skills and 1 mistake in battle were to blame:smile08:

Yes, but to transfer troops, you need to reach the destination first.)

I have plenty of desire, but there are difficulties:
1. Right now, I'm at work, and I only have GPRS here, and with constant disconnections, playing is more of a torment than a pleasure.
2. When I get home, there are also many things to do + my girlfriend takes up all my free time (I need to get her a job, or I'll hang myself).
3. There are many other games, and my friends often invite me to play Heroes online, but there's not enough time for everything:(

Added after 13 minutes
I apologize for the off-topic.
Guys, if anyone knows, please provide links to various useful topics, I'm interested in different features and so on
In reply to BlackSerge
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BlackSerge;199492
Even a hedgehog understands this, but in save files, I've seen a player who, by the second week, had a couple of Angels, a couple of Dragons, a built-up Castle, and was bombing Utopia on a 200 difficulty level. This is almost impossible, or at least extremely difficult!
Before this, we usually played online, in a free-for-all, meaning 4-6 people, each playing on their own, or in duels, but usually on XL maps, and to reduce lag, the turn time was 2 minutes. If you play with troop transfers, you simply don't have time to make your move.


Those maps were played on 130% difficulty. But you can still try to repeat the actions of the players (especially on heroes.by). You can also see how to build chains, correctly transfer troops, and conduct battles. This is also relevant for 200% difficulty.

As for the time, you definitely won't be able to do everything in 2 minutes. If you automate everything, you can do it in 4 minutes. But it's better to have 6 minutes. And there's also TE - an upgrade for the third Heroes game, and many strong players now only play in it. It has a different interface, and you can transfer or divide troops with a single key press. This saves a lot of time.

Here, people mainly gather who want to improve their gameplay, so I want there to be fewer posts about tactics for playing with Solmyr or Malekith, with early construction of the Capitol.

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