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Posts from Haven vs. Fortress (how to play against dwarves?!)

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17 years ago
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Alex_R, what exactly is the range penalty for a dragon? It's not an archer, so what's the catch?


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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17 years ago
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ZYbr
Alex_R, what exactly is the penalty for distance for a dragon? It's not an archer, so what's the catch?
The red warriors (a standard upgrade) have an ability that's the opposite of the champion's speed boost... the further the monster travels (flies) before hitting the warrior, the less damage it deals... I don't remember the exact numbers, but at 9 squares, the penalty will be very large, and that's exactly the speed of a dragon and the distance from the right edge to the left (taking into account the size of the dragon and the warrior).
In reply to Alex_R
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17 years ago
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Oh, come on) you'll fill another 10 pages.

40-50 HP... hmm... you could send a hero there and kill these 20 dragons in one hit)).
Let's calculate the HP.
12 + 2+2+2 +8 +10% =~28
Let's take level 40) for some reasons)).
-90% damage for the dragons. Maybe they will survive, but you need to find such a situation??

I will do it with a level 5 hero.
Tomorrow holds no promises
Except the ones we've made
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17 years ago
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Is it a bug, perhaps?
In reply to KonServator
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17 years ago
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By the way, I tested it: a level 40 hero with 40 defense and a set of dwarven artifacts (plus some additional bonuses) can withstand an attack of 100 Chaos Destroyers after casting a shield spell on one warrior.
With absolute defense.
Tomorrow holds no promises
Except the ones we've made
17 years ago
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It's surprising how easily advice is given on how to counter the "late-game" Gnome. I wonder if the authors of these tips have actually tried their own recommendations in practice. Let's take, for example, the Dark spell – the Gnome can easily predict when the Knight will cast it, and then he equips "Antimagic," and all your Berserkers and summons become useless (and the Gnome will have more mana). And in general, in my opinion, delaying the inevitable won't save you, and increased training won't help either. I recently played a couple of games against a Gnome (the game ended around the 3rd week), and it was incredibly difficult to defeat him (and the hero wasn't even Ingvar).
In reply to antonag07
17 years ago
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antonag07
I'm surprised by how easily advice is given on how to fight against a "late-game" Dwarf. I wonder, have the authors of this advice actually tried their own recommendations in practice? Let's take, for example, the Necromancer – the Dwarf can easily predict when the Necromancer will appear and equip himself with "Antimagic," and then all your Berserkers and summons become useless (and the Dwarf will have more mana). And in general, in my opinion, delaying the inevitable won't save you, and even enhanced training won't help. I recently played a couple of games against a Dwarf (the game ended around the 3rd week), and it was incredibly difficult to defeat him (and the hero wasn't even Ingvar).
I'd like to add something. My friend and I have been playing Heroes online for quite some time. He usually chooses Dwarves, and consequently, plays as the Dwarf faction. We play on randomly generated maps with the following parameters: large size, and the creature level on the map is the second-to-last of the 5 difficulty levels. I started by playing as the Elves, then as the Necromancers. As the Elves, I chose Wingael and selected the "Expert Avenger" skill (4 sworn enemies) + Magic Arrow + Plague + Enhanced Druid Magic – it's a powerful combination when you know in advance who to choose as your sworn enemies. And in general, I could only beat him very rarely. As the Elves, I remember one clear victory when I simply defeated him piece by piece. I caught him on the road, after which he managed to escape and came to my territory. In turn, I went to his castle while he wasn't looking, and as a result, he had to fight against my main hero with a small army because he had captured other cities (which were weak in development) and had to run and buy back his hero. After that, I got tired of losing, and I started trying to play as the Necromancers. With them, I couldn't achieve a clear victory. And it became even more frustrating when I developed much better stats: 10-24-33-24, 5 luck (with artifacts), and he had 4-18-19-20. I lost only in the 1st week (due to capturing mines that were vitally necessary) and in the 4th week (but the losses weren't significant and didn't affect the main core of the army). As the Necromancers, I choose Lucretia, the Vampire Princess (for every 2 levels of the hero, vampires get +1 attack and +1 defense; at level 29, this is already very powerful). And, of course, I maximized the Dark Energy skill and raised as many vampires as possible. Dark Magic is neutralized by Antimagic, as someone correctly pointed out above (Control, Blindness). With an equal number of troops, I lost significantly more at the beginning due to runes. Someone wrote that playing as Humans, you can accumulate a huge group of champions. But this option seems doubtful to me because it's very expensive. And to defeat, for example, 450 Spearman (+1 attack and +1 defense for every second level of the hero) in one go, you would need a very large number of champions (essentially, it's the same as finding the Grail in the second week). So, I don't see a tactic against runes on large maps. Perhaps there's a way to do it with Mages and their mini-artifacts (I just haven't played them in detail, but it still seems doubtful). Perhaps there's a way to fight using Vampire magic, but even if you have advanced spellcasting, you can't cast spells very often, and the runes will still deal a lot of damage to your units
17 years ago
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There is a rune of magical warding against vampirism. Even lava dragons start using vampirism; this has been verified in a duel. You can kill a Dwarf early on due to its slow start, or in the middle of the game because Dwarves usually have trouble with logistics. Also, the Dwarf's skill progression can go wrong: it might want to focus on Haven, but it will keep getting Chaos skills.
In reply to Андрей_К
17 years ago
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Andrey_K
There is a magical ward rune that works against vampirism. Even lava dragons start to use vampirism; this has been verified in a duel. You can kill a Dwarf early on due to its slow start, or in the middle of the game because Dwarves usually have trouble with logistics. Also, the Dwarf's skill progression can go wrong: it might want to focus on Haven, but it will keep getting Chaos skills.
Well, in general, there's no real way to counter it because it gets all the runes anyway, as it levels up a second hero to get all the runes (just like Necropolis does to get extra dark energy). The game becomes unbalanced.
In reply to ALL_aleter
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17 years ago
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ALL_aleter
Someone wrote that playing as Humans, you can amass a huge group of champions. But this option seems dubious to me because it's very expensive. And to defeat, for example, 450 Spearman in one go (+1 attack and +1 defense for every second level of the hero), you'll need a huge number of champions (essentially, it's the same as finding the Grail in the second week). So, I don't see a tactic against Rune factions on large maps.

One of these "someones" is me. I advise you to try to be a bit aggressive on a large map. If you develop normally from the beginning (build the Capitol as quickly as possible, because the map is large). Since the map is large, there will be a whole bunch of unnecessary artifacts that can be sold, and you'll encounter Ellaina in the tavern (+2 Spearman for each peasant).
Imagine a day at the end of the week - 20 Knights are prepared, the next day - another 20. (of course, this is not in the first and second weeks, but still, 40 in 2 days is great).

It's funny to think that you need a lot of extra Knights to defeat Spearman. Believe me, in one turn, Isabel's Knights led by Axel destroy 2 squads of Dwarves (any, but it's better to leave Lava Dragons for last).
In reply to Мститель
17 years ago
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Avenger
One of these is me. I advise you to try to be a little bolder on a large map. If you develop normally from the very beginning (build a capitol as quickly as possible, because the map is large). Since the map is large, there will be a whole bunch of unnecessary artifacts that can be sold, and you will meet Ellaina in the tavern (+2 gold for each peasant).
Imagine a day at the end of the week - 20 cavalry units are prepared, the next day - another 20. (of course, this is not in the first and second weeks, but still, 40 units in 2 days is cool).

It's funny to think that you need a lot of extra cavalry to defeat spear masters. Believe me, in one turn, Isabelle's knights, led by Axel, destroy 2 squads of dwarves (any, but it's better to leave lava dragons for last).

Regarding construction, I'll note that I'm not a newbie in this game, and playing on the highest difficulty requires prioritizing building up your economy, and then everything else. Even with a gold mine (which doesn't appear right away, and the troops on the map are still at the second-to-last difficulty level, and the mine is guarded, for example, by a horde of archangels in the first week), well, never mind, unnecessary artifacts are always sold. And there is barely enough money to buy all the troops. And to defeat 450 spear masters (at level 28, the hero will already have +14 to attack and +14 to defense) in one hit, you need about 200-300 cavalry units, and the opponent is not stupid, they will put defense in front of the spear masters. Well, the cavalry will destroy one squad in one hit, then the dwarves will start moving, the rune of etherealness will be on the first one to attack, then they will all attack the cavalry and, as a result, defeat them with double attacks, and they can also stun the cavalry, and then they will also disrupt the initiative, and I suspect that there will be no money left for other troops besides cavalry. But in general, just for fun, I will try to develop a hero for the humans in this way. But in general, the question remains about the balance in the game. After all, all races should be approximately equal, but it turns out that this is not the case.
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17 years ago
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Whatttt????
To destroy 450 Spearman, you need 200-300 cavalry units???
Where did you get that from???
In reply to Мститель
17 years ago
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Avenger
in one turn, the knights of Isabel, led by Axel, destroy 2 squads of dwarves (any, but it's better to leave lava dragons for last).
This is if they are lucky enough to outrun the bears – more often than not, the opposite happens: the bears go first and scare the knights (they also lose initiative); even if they don't manage to scare them, at least the cavalry is blocked, and a tournament rush won't work. In addition, having trained cavalry (let's say, an additional 40-60 units) means the absence of inquisitors or adepts. Of course, their absence is somewhat compensated for by the presence of a super-squad of cavalry, but if the latter are somehow removed from the game, the consequences may not be very favorable. Therefore, a guaranteed elimination of any 2 dwarven squads doesn't seem guaranteed to me at all.
In reply to Мститель
17 years ago
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Avenger
What???
To destroy 450 Spearman, you need 200-300 cavalry units???
Where did you get that from???
Well, I might have exaggerated, but it definitely won't withstand 60 of them.
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17 years ago
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Let's assume that the difference between the defense of mages and the attack of cavalry is 20 points. The damage of 60 Isabelle knights is approximately 25*60=1500, and multiplied by 2, since the difference is 20, that is 3000. About 200 spear mages die (I don't remember their hit points), and this doesn't take into account the charge, and if Axel is also present. My experience shows that, usually, the unit doesn't survive. In any case, this is a good alternative to dwarven runes; I don't see any imbalance. Besides, dwarves have a very difficult start and city development. Well, maybe the resurrection rune combined with fighting to the last – that's a bit much.

Added 8 minutes later
antonag07
This is if they are lucky enough to outrun the bears – more often than not, the opposite happens: the bears go first and scare the knights (they also lose initiative); even if they don't manage to scare them, at least the cavalry is blocked, and the charge won't work. In addition, having a trained cavalry (let's say, an additional 40-60 units) means there are no inquisitors or adepts. Of course, their absence is somewhat compensated by the presence of a super-unit of cavalry, but if the latter are somehow removed from the game, the consequences may not be very favorable. Therefore, the guaranteed destruction of any 2 dwarven units seems not so guaranteed to me.
I don't know, if the bears run up and attack the cavalry on the first turn, they will probably die from the counterattack. To be honest, I haven't played in a long time; it seems that the probability of scaring or hitting with a paw depends on the luck of the soldiers and the number of creatures in the enemy unit. And the number of cavalry is very large. Thus, the cavalry can still charge. Besides, there is a chance to get teleport, as a guarantee that the cavalry will not be disabled during the battle. You can also think about splitting the cavalry into 2 units (there will be no inquisitors left)

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