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Hello everyone, a slightly unclear situation arose in a recent game. Or rather, it's just something I haven't encountered before...
When besieging a castle, even with archers positioned on expert tactics directly in front of the castle gates, they still have a penalty to their shooting range and shoot with a reduced range. When a ballista destroys part of the wall and an archer is standing right in that part, and there's a unit opposite him, do the shots become without a penalty, with a full range? When all the walls are destroyed and the units are within range of the archers for a direct shot, is there no penalty, or is there some special feature?
In the first game, the penalty is removed for units opposite, above, and below the destroyed section, if that section is on the same horizontal level as the archer. If the destroyed section is above or below the archer, the penalty is removed from units on the next two horizontal levels. And then there's the diagonal rule... I wonder how it works in the third game?
Hello everyone, a slightly unclear situation arose in a recent game. Or rather, it's just something I haven't encountered before...
When besieging a castle, even with archers positioned on expert tactics directly in front of the castle gates, they still have a penalty to their shooting and shoot with reduced damage... When a ballista destroys part of the wall, and an archer is standing right in that part, and there's a unit opposite him, do the shots become without a penalty, with full damage? When all the walls are destroyed, and the units are within range of the archers for a direct shot, is there no penalty, or is there some special feature?
Rom, it's all logical, if there's no breach in the walls, then even at a direct range, but with an undamaged wall, the archers will have 1/2 damage.
If an archer shoots through a breach in the wall, then it's 100% damage.
A small question for the Dark faction players:
Why aren't Gogs upgraded and Cerberuses built as often for Inferno?
Also, I haven't seen reports mentioning players picking Rusalka, along with Vivicas, which can be easily defeated, but their fire immunity suggests other strategies...
because upgrading Gogs can hinder the construction of, for example, Devils, Greater Pit Fiends, or Efreet, especially when they are upgraded. As for the benefits of building them, consider this: which of the Gogs have ranged attacks? And even then, the only hero capable of enhancing them is Kal'Kh, who is quite rare at the start and not easily made the main hero. Without ranged attacks, even the infamous Walking Dead will take a long time to kill. And if you also give Kash a Ballista... well, that's a whole different story. As for not building Dogs, it's because you can build, for example, Efreet in a Castle, or Efreet and Pit Fiends in a Stronghold/Castle, or "Devils" in a Fortress, even without Dogs. They are usually built if there's a surplus of resources or for demonology. But not very often. For example, Dirty, in his famous example, built 60+ demons on the second day and also built Dogs, but only to make the demons. (there was also a surplus of resources there). So, if you can't build Efreet, or at least Pit Fiends, then you can put in Dogs – it might help. =) And when comparing 2 Efreet at level 113 and 5 Dogs at level 113, it's hard to make any argument in favor of the second option.
Hello everyone,
I don't know if you'll consider this spam or not, but I noticed something by chance.
Why, when hovering the mouse over neutral creatures in the Metro map, the number of creatures is not displayed in the window, but it is displayed on the surface for all creatures – and this happens during the same turn of the opponent. The images are below:
Rashka has 2 unnecessary starting skills: wisdom and literacy, so players usually choose Peer (logistics + ballistics + free ballista), Marius (extended armor), or Nimus (extended attack).
Honestly, I don't understand why people put themselves through this – I offer unlimited access to everyone, including the esteemed Valery... It's much more convenient, enjoyable, and takes practically the same amount of time. If you want some excitement and thrills, why not play Starcraft or CS? I hope I haven't offended anyone, but I really don't understand...
In Heroes of Might and Magic II, a broken arrow indicates that there is a penalty for shooting through walls. In Heroes of Might and Magic III, the arrow no longer provides information about this type of penalty. The screenshot shows the grid for Heroes of Might and Magic III (the theory can be found here). Two lines are an example of positions from which you can shoot without a penalty even with intact walls. Feel the difference. Against a human player, it usually won't work: archers need to be conserved, but against the AI – yes. We spend the first turn repositioning the archers into a favorable position (or we don’t spend it if using Tactics), and starting from the second turn, we shoot without a penalty!
Luck is a significant factor; I wasn't as lucky with the map layout, but I managed to get two Nagas with 15 attack and upgraded my hero better. I didn't reach the castle due to the guests. Thanks for the game; we'll settle the score later!!!!:smile13:
Here, no one wants to play, so I decided to comment on this post. Dear Sem-56, comrade, luck is something like a teapot and the books of Earth and Air in Utopia =). There was no super luck here (forgive me if you consider your mistakes as luck) – what prevented you from upgrading your Pegasi and getting the first turn in battle? Then, your 30+ Grand Griffins would have had a chance to shoot down 50 Lizards. In fact, your situation was more favorable – a castle with 3 without a guard stack was not far from your capital, but you didn't even scout it because you aimlessly wandered around the treasure on the Barbarian Earth with a penalty, not getting anything worthwhile there. And I came to your capital even though I didn't have stables near the road. So, dear comrade, look for the reasons for your defeat not in the map layout but in your own mistakes (definitely in this game). I hope you won't be offended =)
Look, Valentin, if you ever lose a game to me, I'll push the same kind of cart for you. :D
P.S. Regarding chocolate layouts and luck: in one recent game, three Pandoras with minotaurs lay in a row in the underground treasure zone. At 124 they became 60, and over the next 2 days, 2 Dragon Utopia fell almost without losses.