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17 years ago
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In this thread, I want to describe the tactics and strategy for duels in Heroes 5, based on my many years of experience... I will be waiting for any criticism of my strategy...

1. To the moderators - if I posted my thread in the wrong section, please don't scold me, but give me advice on where it should be placed...

2. This thread is not for beginners - it is assumed that you have good experience with Heroes of Might and Magic... Everything written here is ideal for 1-1/2-2 duels on medium/large maps using tournament templates....

3. I will write in parts, because I want to tell a lot...

4. If you disagree with something, please (a big request) correct my mistake or express your opinion - this will improve both my game and yours....

Added after 10 minutes
So, let's start with the general strategy....
The entire victory consists of the following parts:
1. Economy and resource management
2. Map control
3. Developing the main hero (I think it goes without saying that there is only one)
4. Army control
5. Final duel(s) (there may be more than one)

Let's consider them in more detail.
1. Economy. Pro players play on high difficulty levels, which means there won't be many resources at the start.... First, you should estimate (or calculate if you are a genius (I am not)) how many resources will be needed to build a city, while you can constantly maintain the purchase of troops... You should base your map clearing on this... Ideally, your starting hero (main hero) should always have a plan to fight a specific group of neutral creatures (scouting and collecting "freebies" should be done by additional heroes). Thus, if you see that you will need a lot of sulfur in five turns, go and capture it (let the additional hero collect the captured resources - the main hero should spend his turns only on combat; ideally, another hero should always follow the starting hero)....

!!! It is also important to capture mines in a timely manner (especially gold mines). If possible, you should equip as many heroes as possible with gold sacks (even if you have to buy them) - they will pay off.... I think I don't need to remind you to build profitable buildings in the city; you need to build them as quickly as possible, even at the expense of everything else.

On the other hand, if you have enough resources for a week or two, it is not worth fighting for them yet (the fewer losses, the better, right?). At such moments, it is better to capture artifacts, kill profitable monsters (the ratio of loss/experience is the highest - for example, djinns), or simply replenish mana/learn a spell.... You can also visit the dragon utopia, if there is one.

Good profit in currency can be obtained by selling artifacts or exchanging resources at the trading post (on the map). A significant part of the profit comes from mills - it is worth assigning one hero who will visit them every week.

About chests. At the beginning, it is worth taking experience from them - because this will significantly increase the hero's level (obviously, the starting hero), but at a certain stage - it is worth switching to money (this stage is different for everyone - for me, it is level 20)....
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17 years ago
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RAMSnake aka Satanyst;201943
In this thread, I want to describe the tactics and strategy for duels in Heroes 5, based on my many years of experience... I will be waiting for any criticism of my strategy...
Now, let's organize the criticism.
RAMSnake aka Satanyst;201943

4. If you disagree with something, please (a big please) correct my mistake or express your opinion - this will improve both my game and yours....
We will express our opinion, no problem.
RAMSnake aka Satanyst;201943

[/U]So, let's start with the general strategy....

I think it goes without saying that you need to build profitable buildings in the city as quickly as possible, even at the expense of everything else.
In most cases, it is necessary to build troops as quickly as possible, even at the expense of everything else.
RAMSnake aka Satanyst;201943

1. Economy. Pro players play on high difficulty levels, which means there won't be many resources at the start....
About chests. At the beginning, it is worth taking experience from them - as this will significantly increase the hero's level (obviously, the starting one), but at a certain stage, it is worth switching to money (this stage is different for everyone - for me, it's level 20)....
I don't understand. If there is no gold, they usually take chests for money. Otherwise, how will you build troops and buy them?

By the way, thank you for the thread, I've been waiting for it for a long time. I'm really a very inexperienced player.

Орден Фениксахаризматический :) лидер
In reply to Qwerty
17 years ago
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Qwerty;201975
Now, let's organize some criticism.
In most cases, it's necessary to build troops as quickly as possible, even at the expense of everything else.

Not quite – remember, the game is called "Heroes," not "Troops"! By the time you're ready to build a Capitol, you'll already have some kind of army... For starters, that's enough; dragons can wait....
Qwerty;201975

I don't understand. If there's no gold, they usually take treasure chests for money. Otherwise, what will they use to build troops and buy them back?

It depends on the situation – if you really need money, of course, take the money... But usually, a well-chosen perk is much better than an army worth 1500 gold.... And if you manage resources correctly, as I described (you take resources for the next 5-7 turns), you won't need the money from the chests....

Let's continue... 2. Map control.
First of all, it's about scouting and collecting freebies.... On the first day, you should assign two heroes to this task (who will give their army to the starting hero).... The more you scout, the easier it is to plan combat routes for the starting hero.... If you're missing one artifact to complete a set and you've scouted half the map, you'll find it.... In addition, during scouting, you'll find mills, dwellings, and merchants – the more of these, the better, of course.... An important part is scouting the location of the enemy so that you immediately know when they're coming for you, especially if you're not sure you'll win the duel.... The scouting heroes should also try to intercept the enemy's captured mines/dwellings – believe me, this will cause a lot of trouble for an inexperienced opponent, and you'll also get more resources....

Separately about dwellings. They should be captured as early as possible, even if it means losing some troops to the guards.... Trust me, it will pay off.... Especially tier 6/7 dwellings (although there aren't any on tournament templates).

2 small tips.
1. If you see a desert, send an academic hero there – he will scout/collect faster, etc.
2. In the late game, it's beneficial to give treasure chests to collectors to get logistics and buy them boots to improve their movement points.... (it should be noted that in serious tournament duels, only 60% of the map is scouted by the end of the game).

3. Hero development – this depends a lot on the race. I will talk about all the races in detail and consider this issue there – but it's worth highlighting something general....

1) Don't take logistics – smart map control will more than compensate for it! And you'll save a slot!
2) Magic – don't take more than one, you won't use all the spells in a battle anyway (except in rare cases). And try to take the school that your opponent expects the least from you.... I'll write about magic in more detail later....
3) Defense – everyone needs it without exception. Fewer losses on neutral creatures mean more troops in the final duel! Mages must take defense – it's essential! The longer your army lasts, the more spells you can use!
4) Sorcery – it's worth taking if you see that you can't cast your main range of spells in an average difficulty battle.... Don't take it in the early game....

In general, hero development is an individual matter.... And I can only hint here – these are not even tips....

4. Army control....
I'm considered a great player (that's not true!)... My secret lies in army control.... I'm best at this, and it gives me 60% of the victory.... And I'll try to tell you how I win precisely through control!
There is one main rule – your army in the final duel will depend not only on how much you bought, but also on how much you DIDN'T LOSE!

Growth is good.... Dwellings are even better.... But saving troops is ideal.... Losing as little as possible is the key. Many are literally shocked by the armies I gather because I don't waste my troops unnecessarily....
I don't attack druids/mages and other casters without a good reason – only if there's a valuable artifact or VERY necessary resources nearby that I can't find elsewhere – because I know there will be losses.... When I attack strong neutrals, I know their weakness; if I don't have a way to exploit it, I don't attack.... Of course, the tactics in the battle itself are also very important – I'll write about it later (but this depends more on experience)....

If you see that there will be losses, wait a little (kill someone weaker), gather troops, and then attack....
That's why I wrote about defense in hero development – it will help save troops.... Each race has its own powerful units (for example, archers for elves or vampires for necropolises) that allow you to kill as many as possible with minimal losses – you should value them as much as possible, build them as early as possible, and capture their dwellings at any cost (within reasonable limits, of course).... Saving troops is also helped by defensive magic and resurrection/raising the dead.... When I write about races, I'll tell you how to gather "hordes."

P.S. The starting hero shouldn't go to the city for the army – let some collector bring it....
P.P.S. Good map control and resource management will make the task easier, because if you see druids (lightning – losses for archers) guarding something, searching will allow you to find the same thing – but guarded by other neutrals....

6. There's not much to say about the final duel, here your skill in combat comes into play.... I don't think it's worth describing it – it comes with experience – but if anyone needs it, I can share it....

Now about the races. Let's start with necromancers – because I play them best....
NECROPOLIS. Hero development.
First, specialization.... It's worth noting the "vampires" specialization, because this is the main unit of the necropolis, believe me, 150 vampires with this specialization, and it will be very, very difficult to defeat you.... It's also worth noting the "zombies" specialization – in a tournament game, I can gather about 600 zombies in two months, they are very durable, and with the specialization, there's nothing to say.... And the last one – "banshee scream" – already at the beginning gives you a very good advantage over neutrals (-2/-2/-20%), and with a good selection of artifacts, it's even better.... By the final duel, there will be no trace of the opponent's morale and luck (except in rare cases)....
In reply to RAMSnake aka Satanyst
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17 years ago
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2. This topic is not for beginners – it assumes you have good experience with Heroes of Might and Magic...
I think for experienced players, this will be a shocking revelation...
Tomorrow holds no promises
Except the ones we've made
In reply to Wistrit
17 years ago
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WisTrit;201999
I think this will be a shocking revelation for the masters...

Of course not, but something will definitely be new... Plus, they will correct me... It will also be useful for beginners, but a little difficult...

P.S. I've seen many "masters" who consider themselves the "fathers" of Heroes...
But in reality, they don't really know how to do anything... Do you, for example, consider yourself a master?
In reply to RAMSnake aka Satanyst
17 years ago
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NECROPOLIS. Hero leveling.
Regarding magic, we are subtly offered (judging by the guild of mages) – summoning and darkness... Both are very effective, but it's not worth taking them together, because you won't be able to cast everything anyway... It's no secret that the Necropolis army is durable, but it lacks healing... With the magic of darkness, you can make the opponent's army the same (but much smaller), plus various "small things" like berserk... Summoning is for more experienced players... Arcane Shield and Phoenix will not hurt anyone, but elementals... With a ring, the "fire wars" perk, and expert magic, many of them will be summoned, and in a trained necromancer army, they will be a significant asset... And, of course, raising the dead, which allows you to save your army... You can also take Enchantment with summoning magic, because it doesn't have any fast spells... Defense is a must, attack too – the army is numerous but weak, attack will help skeletons, zombies, and souls deal good damage... And there remains luck/learning to choose from... Learning will help you match the Knight/Elf in stats, and luck is never superfluous and will help against mages... I advise you to take a perk that grants mass stone skin...
And... regarding dark energy, I don't think it's worth talking about whether you need to spend it all... We give preference to vampires/zombies...
NECROPOLIS. Army.
Skeletons. At the beginning, it is worth making them archers to clear the map, gradually turning them into warriors... As soon as you can gather all 7 stacks, you can safely turn archers into warriors... Skeletons, together with zombies, can неплохо protect liches (if necessary, you can add souls), and the enemy will have to face a direct attack from the liches... If you have luck, skeletons can неплохо handle removing retaliation... A large shield will protect liches from archers... If you quickly capture a dwelling at the start and constantly engage in converting, you can gather a decent number of skeletons, which can be used to remove retaliation from particularly tough neutrals (losing 10-30 skeletons), and then attack with all your might without fear of losses... With good map control, you will have 3-5 tier 1 creature dwellings, and these are skeletons... Ideally, you should not lose anyone after the third week in medium battles (30-40 djinn, for example), except for skeletons – these can be considered expendable...
Zombies. These cute creatures will hardly help until the endgame, except to cover the liches... (if you have to fight neutrals with zombies, you attacked too early, and the losses will be significant) Therefore, their number should grow continuously (dwellings, converting, necromancy)... But in the endgame... 600/700 zombies are simply unstoppable, the opponent will not spend their action points on them (and if they do, your army is free just because of them)... The tactic of fighting with zombies in the endgame is as straightforward as a bayonet – just go to the archers, trying to hit as many troops as possible (because you removed their retaliation, right?). Regarding the upgrade, it's not very important, I always take the second one (so they are more durable)...
Souls. Just like skeletons, they are used to remove retaliation, because they can be missed, and more than once... In principle, in a battle with tier 5+ neutrals, they should be in the front, and then dragons/rippers should come (to the poor neutrals who spent their retaliation on missing the souls or were stunned by the skeletons)... With good defense + stone skin, it is very difficult to kill a soul, but you will lose 1-2 in medium battles (this is normal)... The counter for souls is any mage (I said you shouldn't touch them, right?), so if for some reason you attack casters, don't take souls into the battle, they should die from physical damage...
Vampires. These are the shock troops of necromancers and one of the best units in the game, with good control, you can gather about 60 vampires in a month, and their ability to vampirism (it sounds silly) allows you not to lose them at all... Vampires are not retaliated against (did you take the second upgrade?), so their task on the battlefield is to attack the strongest stack or vulnerable archers/casters... Never attack a weak stack with a vampire that they will kill, it is better to weaken a strong stack, and the weak stack will be dealt with by heralds/dragons (exception – the weak stack's turn is close, and it can reach vulnerable targets)... With skillful combat, vampires can take all the hits and then immediately replenish them... Remember – vampires are shock troops and the main force of the necropolis, give them preference in everything (including strengthening them with magic)...


Added 1 minute ago
WisTrit;202006
I don't think so...

Yes, that's right :)


So what are you waiting for? You know, you are just talking – in some things, I am wrong – excellent, write what, I will try to convince you or agree with you... If you don't need it, someone else does....
In reply to RAMSnake aka Satanyst
17 years ago
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RAMSnake aka Satanyst;201981

2. In the late game, it's beneficial to give chests to collectors to gain Logistics.
RAMSnake aka Satanyst;201981
1) Don't take Logistics - proper map control will more than compensate for it! And you'll save a skill slot!
There's some inconsistency here, don't you think?
Regarding Logistics.
Without the skill, a hero has 2500 MP, with Expert Logistics - 3249 MP. Plus 250 MP after each battle. Prowess allows you not to spend movement points when visiting various structures on the map. Pathfinding reduces movement penalties.
In total, a hero with Logistics travels much further in a day than their counterpart without it, engages in more battles, finds and captures more artifacts, mines, and structures, attacks utopias first, and gains more experience. Ultimately, they decide when to initiate the final battle.
RAMSnake aka Satanyst;201981
2) Magic - don't take more than one, you won't use all the spells in a battle anyway (except in rare cases).
But do we have a tome of the magic we need in every game? Where do you all get all those spells? And why use all the spells? 2-4 is more than enough. Mass Haste and Slow, Mass Stone Skin and Crushing Blow. We can cast them in time. And the effect of speeding up your troops and slowing down the enemy's troops will be much greater than that of any one of these spells.
RAMSnake aka Satanyst;201981
And try to take the school that your opponent least expects from you... I'll write more about magic later....
I can imagine the surprise of an Orc who has developed Anti-Chaos when a Warlock with Expert Light Magic (didn't expect that, did you?) and low-level spells (because high-level spells weren't available in the Utopia, and they can't be in the city) comes to him. The Orc will probably surrender from surprise and laughter.
RAMSnake aka Satanyst;201981
3) Defense - it's a must for everyone, without exception. Fewer losses on neutral creatures - more troops in the final duel! A Mage should take Defense - it's a MUST! The longer your army lasts, the more spells you can use!
I would gladly give Defense to the Mage and Warlock, but there's a problem: only a 2% chance of it dropping. And how great it would be to have BDP (Bonus Defense Points) in every game. *dreamily closes his eyes*
RAMSnake aka Satanyst;201981
4. Army control....
I am considered a great player (this is not true!)...
He said it so modestly:rolleyes:
RAMSnake aka Satanyst;201981
I don't attack Druids/Mages and other casters unless absolutely necessary - only if there's a valuable artifact or VERY needed resources nearby - because I know there will be losses.... When I attack strong neutrals, I know their weakness, and if I don't have a way to exploit it, I don't attack.... Of course, tactics in battle are also very important - I'll write about it later (but it depends more on experience)...
I remember that on AG (Armored Games), they suggested a tactic: first, accumulate dragons (or someone else) for six months, and then leave the city and destroy everything. No Druids can withstand such a tactic. :smile13:
And by the way, 34 Druids can be reached on the fourth day of the game:p
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17 years ago
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1. Regarding magic – if there are 600 zombies in the army, I think the battle won't end soon, and you can definitely cast spells from two schools of magic. And sometimes you don't need that many spells from just one school. For example, if you see a Berserk in a castle and level up Darkness, it's just to have that spell available. 2. Is the defense skill mandatory? And how will it help me against a Dark Elf? A mage leveled up in Chaos? A Necromancer with a general destructive beam and weakness? 3. Again, they're talking about logistics here, and I agree. There are many more battles, and if the Warpath skill is leveled up, you can do so much, especially on densely populated maps. This can result in the hero's level being much higher than the opponent's, even without logistics.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
In reply to NEREWAR
17 years ago
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A lot))) - let me answer...
NEREWAR;202089
There is some inconsistency here. Don't you think?
You've just mixed things up a bit - I'm saying don't take Logistics for a starter! But for a collector - take it!

NEREWAR;202089

Regarding Logistics.
Without the skill, a hero has 2500 MP; with expert Logistics - 3249 MP. With Pathfinding, plus 250 MP after each battle. Marauding allows you to not spend movement points when visiting various structures on the map. Pathfinding reduces penalties during movement.
In total, a hero with Logistics covers a much greater distance per day than their counterpart without Logistics; they engage in more battles, find and capture more artifacts, mines, and structures, attack utopias first, and gain more experience. Ultimately, they decide for themselves when to fight the final battle.
1. But they have one less skill and three fewer perks...(Logistics won't help you much in battle)
2. I can't argue here - yes... with Logistics, you'll clear the map about 30% faster - with all the bells and whistles you wrote - maybe 50%....
Previously, I admit, I also thought that the faster you clear the map, the better - over time, I changed my mind.... One extra skill is a lot...
3. Yes, he "decides" when to hold the finale (but only if he is the aggressor) - but he gets wrecked in it)))
NEREWAR;202089

What, do we have a tome of the magic we need in every game? Where do you all get all the spells? And why use all the spells? 2-4 are plenty. Mass Haste and Slow, Mass Stone Skin and Punishing Strike. We have plenty of time to cast them. And the effect of hastening your own troops and slowing the enemy's will be much greater than from one of these spells.
Obviously, a tome often won't be available... If in battle you rely only on the mass spells you mentioned - you don't know how to use magic (no offense)..... Powerful spells can provide a huge advantage in the hands of an experienced player.... And using powerful spells from two schools at once - you understand... Let me give an example... yesterday (literally) there was a battle Knight vs Elf.... my hero was a Knight... My opponent had 280 Arcane Archers - obviously, he kept them covered.... What mass spell is going to save you here? I went for Dark Magic.... Berserk on the Arcanes - and in two turns they tore through their own Druids and didn't fire once during the battle...
P.S. I lost this battle (left 100 Arcanes/30 Unicorns), but the duel is still in full swing)
NEREWAR;202089

I can imagine the surprise of an Orc who maxed out Anti-Chaos when a Warlock arrives with expert Light Magic (didn't expect that, did you?) and low-level spells (since the utopia didn't give high-level spells, and they can't be in the city). The Orc will probably surrender out of surprise and laughter.

I said you need to surprise the opponent, do what they don't expect, but not to that extent))))))
NEREWAR;202089

Yes, I'd be happy to take Defense for a Mage and Warlock, but the problem is, there's only a 2% drop chance. How great would it be to have Defense in every game. *dreamily closes eyes*
I know about the 2% - believe me, if you want it, you'll get it! You'll find it on the map, you'll level up perks first, but you'll get it!
NEREWAR;202089

And by the way, 34 Druids are broken through on the fourth day of the game :p

I have two questions:
1. On what difficulty?
2. Without losses?

p.s. Thanks for the questions!

Added after 9 minutes
Lord Vampire;202090
1. Regarding magic - if there are 600 Zombies in the army, I think the battle won't end quickly and you can easily cast spells from two schools of magic. And sometimes you don't need that much from a single school of magic.
Where did you get those Zombies? Did you cheat? If not, think about it - the enemy also has a hefty army.... Yesterday I played two-on-two - my ally, a Necromancer, attacked a Warlock; do you know how many Zombies the Warlock wiped out? 150 little zombies.... How long do you think the battle lasted?
Lord Vampire;202090

2. Is the Defense skill mandatory? How will it help me against a Dark Elf? A Mage maxed on Chaos? A Necromancer with a general Destruction beam and Weakness?
Are you leveling your hero only for the finale? You have to kill neutrals (or are you playing on maps with weak monsters?).... Now, how it helps:
1. Against a Dark Elf... if you think the strength of a Dark Elf is only in magic or that he can only win with magic - you are a very weak player (just please don't throw stones at me!)...
2. If your army is strong in defense, and your opponent is any Mage, he will only be able to hit you with magic, and his army will do nothing to you - therefore you just throw your army at the enemy and kill them in 3-4 turns!
3. Regarding the Necromancer - you won't care about those casts... because Defense doesn't increase defense (indeed...), but reduces damage.... by 30%...

Lord Vampire;202090

3. Again, they're talking about Logistics here and I agree. Far more battles are fought, and if the path of war is developed, you can get so much done on densely populated maps. The main character's level will end up much higher than an opponent without Logistics.

Since two guys are telling me about Logistics, then maybe I should think about it, right? To be honest - I'll think about it, maybe I'll even change something in the article.....
In reply to RAMSnake aka Satanyst
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17 years ago
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NEREWAR! Don't argue, it seems a master has finally joined us! He will teach everyone ;)
You're just a little confused – I'm saying not to take Logistics for the starting hero! But the Collector should take it!
And how much will the Collector collect? Logistics will undoubtedly help him bypass the guards... etc.
Yes, he "decides" when to hold the final battle (but only if he is the aggressor) – but he gets his butt kicked in it.
Exactly 100 percent.
If in battle you only rely on the mass spells you wrote about, you don't know how to use magic (no offense).....
Who's arguing? In general, it's better to agree to play without magic, because it's very difficult.:o
What kind of mass will save you here?
Slow, crossbowmen, griffins.
Oh oh oh! You're confused!:o
Nothing will save you:(
I know about the 2% – believe me, you'll get it if you want! You'll find it on the map, you'll start leveling up perks, but you'll get it!
I don't believe it!
I have two questions:
1. What difficulty level?
2. No losses?
It's possible even on the hero.
Yes.
1. Against the Dark Elf... if you think that the Dark Elf's strength is only in magic or that he can only win with magic, you are a very weak player (but don't throw stones at me!)...
Oh, source of our power!!!
Give us knowledge!
Diggabolt!!!111
3. About the Necromancer – you won't care about these classes... because defense doesn't increase defense (yes, really...), but reduces damage.... by 30%...
Oh, guru... my respects to you.
Tomorrow holds no promises
Except the ones we've made
In reply to Wistrit
17 years ago
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WisTrit;202142
NEREWAR! Don't argue, it seems a master has finally joined us! He will teach everyone ;)

1. Yes - it's easy to take offense at me!!!
2. Or - you can think about what I'm writing!
WisTrit;202142

And how much will the collector gather? Logistics will certainly help him bypass the guards... etc.
See point 1.
And without guards, are there no resources? There are also no mills on the map, and when you kill the enemies with your starting hero, why waste a turn gathering resources, instead of going to buy an artifact, or going to bring in an army?
You know, if you just want to tell me to go away... just do it... But don't nitpick at words....

WisTrit;202142

Who's arguing? It's generally better to agree to play without magic, otherwise it's too difficult.:o
I'll write my opinion about magic a little later - it seems I need to go into more detail.

WisTrit;202142

Slow, crossbowmen, griffins.
Oh oh oh! I mixed it up!:o
Nothing will save you:(
Your crossbowmen, even with twice the number of archers, won't do anything to them.... Slow is great! But is there really nothing better to cast?
You'll figure out the griffins yourself, right?

WisTrit;202142

You can also cast it on the hero.
Yes.

If it's not difficult, please describe the battle in detail, how to kill 34 druids on the fourth day, on the hero, without losses... thanks...
In reply to RAMSnake aka Satanyst
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17 years ago
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A - maybe you could think about what I'm writing!
Nah... I'd rather just randomly type on the keyboard...
And without guards, there are no resources, and there are also no mills on the map. And when you kill the enemies with your starting hero, why waste a turn collecting resources instead of going to buy an artifact or bring in an army?
The mills are probably scattered all around the perimeter of the map and are located two steps away.
And the main hero, as I understand it, gets an advantage in turns over the others?
and overtakes them in every way.
Bringing in an army - in a chain.
You know, if you just want to tell me to go away, just do it... But don't nitpick about the words....
How uncouth... yuck...:smile27: :smile05:
Your crossbowmen, even twice as many, won't do anything to a stack of archers. Slowing them down is great! But is there anything better to cast?
My crossbowmen... my poor crossbowmen...
Yes, there is - Armageddon. :)
Will you figure out the griffins yourself?
No.
If it's not too much trouble, please describe the battle in detail, how to kill 34 druids on the fourth day, with the hero, without any losses...
The Master would laugh at me... and say that 34 druids can only be defeated on the second day:)
And I'm too weak of a player... I don't know how:o
Tomorrow holds no promises
Except the ones we've made
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17 years ago
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Since you're a "great artist," why are you judging others?
I'm a noob too, by the way. Honestly... any master would tear me to shreds. :)
I'll keep writing...
So, what about griffins?
And magic? You promised to tell us.

Moderated: FLOOD in the message


P.S.
I'm a Satanist
=O_o= I would never have guessed... =o_O=
You know what it is firsthand... So even if everyone here is laughing at me, I don't care...
As far as I can see, you're currently committing Satanic sins... all at once. :) LaVey?
Are you from Crimea by any chance? If so, a duel!
I have internet.
Tomorrow holds no promises
Except the ones we've made
In reply to RAMSnake aka Satanyst
17 years ago
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RAMSnake aka Satanyst;202137
A lot... - I answer...<...>
Regarding point 1 - yes, a Warlock is strong not only with magic; regarding point 2 - in 3-4 turns, they can just as easily kill our army; regarding point 3 - I would like more details about the defense and 30% damage reduction for Necromancers from enemy spells (from Chaos magic). P.S. And my humble opinion about logistics - its role is important, especially on large maps.
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17 years ago
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Oh, there are so many debatable statements here; it's impossible to cover everything! Let's go through them in order.
1. Economy. Pro players play on high difficulty levels, which means there won't be many resources at the start.... First, you need to estimate (or calculate if you're a genius – I'm not) how many resources will be needed to build a town.
Most often, they play on Veteran, and there are definitely resources there. And even on Hero, things aren't that bad. An experienced player knows exactly how many resources are needed for optimal construction, depending on the time frame, the starting level of the Castle, and the race. They also know the ranges for creatures and dwellings, with only a slight adjustment for random chance.
!!! Also, it is important to capture mines in a timely manner (especially gold mines). If possible, equip as many heroes as possible with gold sacks (even if you have to buy them) – they will pay for themselves....
The sacks pay for themselves in 10 days (!!!). On what day are you going to start buying artifacts, and how many days are you going to play?
About treasure chests. At the beginning, it's worth taking experience from them – as this will significantly increase the hero's growth (obviously, the starting hero), but at a certain stage – it's worth switching to money (this stage is different for everyone – for me, it's level 20)....
Sometimes it's really worth taking treasure chests for experience if you urgently need to get a specific skill. But in most cases, money is taken, and certainly not after level 20. Besides, this is a wasted turn for the main hero.
I don't think I need to remind you about building profitable buildings in the town; they need to be built as quickly as possible, even at the expense of everything else.
Only on extremely poor maps. In all parts of Heroes, troops are built first, bought with money from buildings and treasure chests, and then help the hero gain experience in battles, and not experience (almost always less) from treasure chests, and we build money and sit without an army.
1) Don't take Logistics – грамотный control of the map will more than compensate for it! And you'll save one slot!
Not really: think about when you take Logistics. The skill is, of course, not as must-have as in Heroes 3, but it decides the game on many classes of maps. For example, with a large center that can be captured in a couple of days, and the opponent is left out in the cold. The opinion that Logistics is not needed in the final is extremely wrong. A Logistics hero not only chooses the time to attack, i.e., can gather bonuses for Luck, Morale, and 10% HP for the final battle, which more than compensates for the loss of a slot in battle, because the enemy will not have these bonuses, but statistically has more artifacts. Moreover, there are Native Lands for warriors and Spell Power for mages – awesome things.
And finally, "Banshee's Cry" – already at the beginning gives you a very good advantage over neutrals (-2/-2/-20%), and with a good selection of artifacts – even better... In the final duel, there will be no trace of the opponent's morale and luck (with a rare exception).
Dreamer, not 20%, but 10% (or did they change it in 3.1?). And considering that Luck and Morale now increase by 10, the Daedra specialization is useless.
I advise you to take the perk that grants mass Stone Skin.
If you are going to fight defensively in the final, maybe it is better to level up to Readiness, especially if you have Vampirism?
And by the way, 34 druids break through on the fourth day of the game.
Can we stop talking about this cliché? Yes, I break through sometimes, in some cases, but not always and not with everyone. This is скорее an exception than the rule.

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