Skip to content

Posts from Is it necessary to have 2 heroes per castle?

No ratings yet — be the first to rate!
User Avatar
Auto-translated
I'm very curious, is it necessary to have 2 heroes per castle? :confused: :confused: (I think not, it hinders the game):smile48:
User Avatar
Auto-translated
Firstly, it provides an additional army at the start of the game, which is a pretty good advantage (especially if the hero specializes in archers). Secondly, you can assign skills from the leadership tree to the additional hero, increasing creature and gold gains. Thirdly, he can bypass mills, dwellings, and collect resource piles, saving movement points for the main hero. Finally, he can transport the army and, if necessary, help defend the city.
User Avatar
Auto-translated
At the start, having three heroes at once can sometimes be helpful (the starting hero and two purchased ones).
Later, when a secondary, unbuilt Castle is captured, it depends on the circumstances. Sometimes it's actually better not to buy anyone at all, but to save money and build a market instead.
In reply to Мститель
User Avatar
Auto-translated
I remember a long time ago, back in the third installment of Heroes of Might and Magic, my friends and I would discuss the game's conditions beforehand – no holding down the "S" key during battles, no leveling up Diplomacy, and limiting ourselves to only 2-3 heroes for the entire game. Later, I saw "experienced players" in a club playing, and to my horror, they had a huge number of heroes! At the time, it seemed like a silly idea – it's inconvenient to control so many, it costs a fortune to maintain them, and there's simply no need for so many, they just get in the way. The third and fifth games have a lot in common – if you play for fun, to enjoy yourself, and develop a powerful hero, you can play with just one. But without a group of heroes, without chains of movement across the map, it's impossible to win against a skilled opponent who can perform more actions in a single turn than you can in a week.
User Avatar
Auto-translated
In terms of purchasing heroes, the fifth and third installments differ significantly. In the third game, the price does not increase when buying a new hero. Moreover, in the fifth game, resource piles are usually protected, unlike the third game, so some weak hero won't be able to take them. Therefore, in the fifth game, it is not advisable to buy a whole bunch of heroes at once. You can always buy additional heroes to create a chain and to transport the army.
User Avatar
Auto-translated
You definitely need a second hero (example): You're playing as Gilraen, and at the start, you build a tavern (if you're starting from scratch). Suddenly, you see Ossir drinking in the tavern:))) Don't you like elf archers (do you?) So, you should definitely take him – that's the first thing. (Another case: if it's Dirael or Anwen, they'll offer less help, but they'll still offer some.) Secondly, you need at least one support hero for troop transportation. With the main hero, you clear out the mobs, and with the second, you run after them, collecting stones and wood. As soon as a week passes or a new unit becomes available, you rush back home with the support hero and transfer them to the first hero. Thirdly, these support heroes might have a tent (Ilfina), a ballista (Talanar), etc. Moreover, Talanar seems to have a skill for gathering troops.
I usually level up the support hero to at least level 3 or 5. And if you already have several towns, you take an army with the support hero and level up another one – the result is two armies with good heroes.
I always try to buy support heroes (depending on the difficulty):smile20:

За кланы! За кровь!
User Avatar
Auto-translated
Well, I start playing with two heroes:smile13:. I only level up the main hero in battles and sometimes on chests, focusing on skills that will be useful in combat. For the second hero, I level up skills like "Logistics" and similar ones. The second hero travels around, collecting resources, visiting mills, etc.
In reply to Rift
Auto-translated
Rift
I remember a long time ago, back in Heroes 3, my friends and I would discuss the game conditions beforehand – no holding down the "S" key in battles, no leveling up Diplomacy, and no taking more than 2-3 heroes for the entire game. :o Later, I saw "experienced players" in a club playing, and to my horror, they had a huge number of heroes! It seemed so silly to me then – it's inconvenient to control them all, it costs a fortune to maintain them, and there's simply no need for so many; they just get in the way. Heroes 3 and 5 have a lot in common – if you play for fun, to enjoy yourself, and level up a hero, you can play with just one. But without a group of heroes, without chains of troops moving across the map, it's impossible to win against a skilled opponent who can make more moves in a single turn than you can in a week.
If you play for fun (against the computer or with a friend), the easiest way is to have 2-3 heroes (1 main and 2 auxiliary). But if it's a tournament, etc., then several heroes are leveled up (usually more than 5), and it's not uncommon for an auxiliary hero to become the commander-in-chief! :)
In reply to antonag07
User Avatar
Auto-translated
antonag07
If you play for fun (whether against the computer or with a friend), the easiest approach is to use 2-3 heroes (1 main and 2 supporting). However, in tournaments and similar situations, players often control several heroes (usually more than 5), and it's not uncommon for a supporting hero to become the main commander! :)

and that's correct :) because having five well-developed heroes is definitely a good thing.
In reply to Кэп62
User Avatar
Auto-translated
On standard maps, you can manage with 3-5 heroes, depending on the size, but in tournaments on RMG maps, you almost always buy 6-8 heroes, but due to the turn limit (8 minutes), you usually don't lose pace and level up 1-2 heroes... 3 in very rare cases...
The only time you might get lucky with experience columns is when playing as a Necromancer, and I once leveled up almost all 8 heroes.
Level 29, 16, 14, 11, 9, 7, 7, 4... there was a lot of excitement, as I managed to do it within 1 game month.
Native heroes, specialists in troops, are always bought, even if there's nothing else to do... is it worth mentioning the usefulness of such heroes as Ilaina, Ingvar, Hafiz, Dugald, Carly, Ossir, etc. + engineers.
User Avatar
Auto-translated
Sometimes this happens (playing on Veteran difficulty): I'm playing, for example, as Ilfina, I build a tavern, and I see Ossir and Gilraen there. Should I buy both of them in the first week, because they might not be available in the second week(((...but I don't have enough money, what should I do then??? But the temptation is so great:smile45:

За кланы! За кровь!
In reply to Ereb
User Avatar
Auto-translated
Ereb
Sometimes you face this situation (playing on veteran difficulty): you're playing, for example, as Ilfina, building a tavern, and you see Ossir and Gilraen there. Should you buy both of them in the first week, because they might not be available in the second week? But you don't have enough money, so what should you do??? The temptation is strong:smile45:

Definitely take both of them. In the development of the Academy, money plays a secondary role!

In general, you should have: dryads, archers, swordsmen, and druids in the first week (clear the mines for wood and ore)! In the second week, take everyone who is in the base, divide the druids in half, and destroy the remaining mines! In the second week, you should already have everyone, including Ents and Dragons!
User Avatar
Auto-translated
No... save it for yourself, you have enough wood for building Ents, and you're only spending 12 (or so) on archers, while upgrading costs 15(((What about the Stronghold and Castle???
My tactic is completely different... although it sounds tempting, instead of Ents, I would buy unicorns and upgrade them with light magic, and I would cast light magic on them with the Grand Mage))) It all depends on the luck of finding various piles of wood)))

За кланы! За кровь!
In reply to Ereb
User Avatar
Auto-translated
Ereb
No... you should save some for yourself, and you have enough wood to build Ents, but you're spending 12 (or so) on archers, and 15 on the upgrade(((What about the Citadel and the Castle???
My tactic is completely different... although it sounds tempting, instead of Ents, I would buy Unicorns and upgrade them with light magic, and I would cast light magic on them. It all depends on the luck of finding various piles of wood)))

You might run out of wood if you upgrade archers! In my opinion, this is not a good idea, because even without upgraded archers, you can easily defeat any mobs. In my development during the first day of the second week, I build a stable, then I buy things and go to capture crystals and gems so that I can build Ents and dragons before the end of the second week! In 90% of cases, I manage to do this without any problems!
User Avatar
Auto-translated
And if mages or archmages occupy a crystal or gemstone, who will you target? (Perhaps you'll wait for dragons or ents?) And what about the Stronghold and the Castle? Hmm.

За кланы! За кровь!

Statistics

Welcome our newest member: Emil