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Does anyone have detailed information about the factions and creatures, and most importantly, about the heroes and the skills they can learn, and which ones are worth taking? =)
p.s. I've already read the one in the important topics.
But still, are there any thoughts on this and so on?
And also, do you know where I can read about what a surprise attack is?
Саня Изи
16 years ago
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There are so many things to consider here that it could keep you up for several nights. Right now, I'm playing against someone, late-game Demon versus Haven, and I have to say, it's such a game where luck plays a huge role, like poker. If you're unlucky, you'll be crushed, but if you're lucky, you'll win without any problems. A surprise attack is a skill that allows you to teleport a stack and significantly increase its initiative.
Surprise Attack is a perk that allows you to teleport a stack and significantly increase its initiative.
I would like to clarify: Firstly, it's not a skill, but a perk. And here is the complete description from the manual: Surprise Attack The hero gains the "Teleport" spell with a speed-up effect: the next turn of the creature teleported by this spell comes sooner. You cannot teleport a stack behind fortress walls unless the hero has Skilled Light Magic. When teleporting, the stack moves 0.5 forward on the turn order scale. If the position is already > 0.5, the stack will immediately get a chance to move (in this case, part of the effect is simply lost – it will not be "transferred" to the next turn).
Саня Изи
16 years ago
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Well, Mr. Froska described this "perk" in quite detail, so we should thank him. However, the meaning hasn't changed. And here's something else regarding demons. You need to play them very carefully; any losses are unacceptable. You especially need to protect the imps, which are the demons' trump card, particularly against strength-based factions rather than magic-based ones, as many believe, because with their help, you can take away a very harmful thing from the opponent, namely - antimagic. After that, without mana, they become easy prey. Yes, demons are not like Necropolis, where you just need to get 60-70 vampires, and any neutral creature is dead. This is especially true for mermaids. Here, you need to be resourceful to avoid losses - gating, crystals, phantoms, dispel, single imps, and so on. Therefore, it will be very difficult for a beginner to play as demons.
It's more tedious and time-consuming than difficult. Unless you quickly upgrade your units.
No skilled player will spend time upgrading units in the late game (unless there's a mentor to help remove all that clutter later). Playing will become genuinely difficult, leading to losses on neutral territories. In this situation, you shouldn't focus on units but rather on quickly developing your Necropolis - only then will you be able to avoid losses from various archers and mages. It seems you've just gathered random information from forums and are now trying to present it in a disorganized way. Learn how to play first, instead of pretending to be knowledgeable about perks and skills.
No skilled player will spend the late game leveling up creatures.
I asked the question and answered it myself ;) Lordesat
(unless there's a mentor to clean up all this mess later).
I know how to play, and I'm pretty good at it. I play on Hotseat with friends.
Of course, Necropolis levels up Darkness if the map isn't meant to last 2-3 weeks... You're trying to talk about something you don't know, which is very rude of you. I would call it something, but you understand ;) Lordesat
and stop acting smart about perks and skills
Sure, then level up the "Stun" spell and learn the "Self Defense" skill... ;)
He asked the question himself and answered it himself ;)
I know how to play, and I play well. I play on HotS with friends.
Of course, Dungeon is farmed for Dark creatures if the map isn't meant to last 2-3 weeks... You're trying to talk about something you don't know, which is very impolite of you. I would call it something, but you understand yourself ;) QUOTE] I don't think I was the first to mention machines. And to draw such conclusions, that I don't know what I'm talking about, is very hasty and impolite, especially on your part, because I clearly stated that I play in late game. If you consider yourself an experienced player, then tell me how to win in late game Haven, then I will understand that I was wrong.:)
FroskaHe asked and answered himself ;) I know how to play, and, believe me, I'm pretty good at it. I play on Hotseat with friends. Of course, the Hive gains strength in the late game if the map isn't for 2-3 weeks... You're trying to talk about something you don't know, which is very impolite of you. I would call it something, but you understand it yourself ;) QUOTE] I think I wasn't the first to mention machines. And making such conclusions that I don't know what I'm talking about is very hasty and impolite, especially on your part, because I clearly stated that I play in the late game. If you consider yourself an experienced player, then tell me how to win in the late game against Haven, and then I'll understand that I was wrong.:)
I'm telling you: it's impolite to talk about me (Lordesat
It seems you just picked up random information on forums and now you're trying to present it in a disorganized way. First, learn how to play, and then try to act smart about perks and skills.
), when you don't even know me. I only level up machines in the late game, unless the Mentor is nearby ;) You wrote it yourself, but you don't understand it... Secondly, if we're playing against a strong Haven player, our chances are only based on his mistakes, shortcomings, or some tricks, etc. With good play from the Humans, the Hive has no chance. Of course, if the heroes are random, then something is still possible. Then, it depends on which hero we're playing and against whom. And I see how the opponent levels up his hero, because I play on Hotseat.
I try to find the Necropolis set of 2 items as much as possible (the Staff of the Underworld and the Cloak are very good). I try to get boots for our heroes = +1 to speed. And prevent Paladins or Isabel from wiping out half the army at the beginning. It's also desirable to level up the Hive: Berserk, Subjugation, Vampirism, Mass Slow, etc. It's very desirable that the Imps level up as much mana as possible, but it doesn't always work out. Sometimes it's possible to level up Keen Mind, so that, depending on the situation, you can cast one or another Hive spell. Logistics is important in long games. If we have the first turn, and we often do, we cast Mass Slow and go forward. If the opponent has Anti-Magic and the subjugated unit doesn't have time to move before it's "healed";). Since we have boots and tactics, this won't cause any particular problems, and Haven itself doesn't mind standing on the front line. We block the Paladins so that they don't have the opportunity to scatter. We try to hit the enemy with Fire Elementals where there are ranged units. Not directly, of course, but through Breath Attack. We can summon reinforcements with Imps. We subjugate the nearest enemy unit with Succubi, or shoot at the enemy. But it all depends on the situation. Since I see how the opponent plays, I choose what to level up based on the game ;) Later on, Defense and Wisdom can also be beneficial. We'll try to get Luck and Morale through artifacts. The most important thing is not to drag out the game too much. The longer we wait, the higher the probability that we will lose. Therefore, the tactic is not universal and depends on the situation
Саня Изи
16 years ago
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I'm playing as Necropolis against, say, Axel. It's impossible to keep the game short because we're playing for a set amount of time. By the way, you definitely need to take Luck and Leadership, but Defense and Education are completely useless. First, about defense – it doesn't give the demon anything against Haven, because there are troops there in stacks. Here, as was correctly noted, you need to block the Knights. And concentrate on the Knights and Angels, and subdue/berserk/blind the rest, because the opponent will obviously cast Antimagic/Vampirism on the Paladins on their first turn. We attack with Gating, and protect our own troops. The Staff of the Underworld is a good item, must use. In general, you need more artifacts for Initiative. And definitely take the Amulet. You don't need to level up Intelligence, because it will block access to Spell Power, and we really need Spell Power, because of the sudden attack and instant reinforcement. Luck is needed for Luck, Deadly Strike, Soldier's Luck, and Wide Gates.
I'm playing as Nimue against, say, Axel. It's impossible to keep the game short because we're playing for a set amount of time. By the way, Luck and Leadership are essential, but Defense and Education are completely useless. First, about Defense – it doesn't give demons any advantage against Heaven, because there are stacks of troops there. As someone correctly pointed out, you need to block the knights. Focus on the knights and angels, and subdue, berserk, or blind the rest, because the opponent will obviously cast Antimagic or Vampirism on the paladins on their first turn. We attack with gating, and protect our own troops. The Staff of the Underworld is a good item, a must-use. In general, you need more artifacts for initiative. And the amulet is essential. You don't need to level up Intelligence, because it will block access to Spell Power, and we really need Spell Power because of the surprise attack and the ability to summon reinforcements instantly. Luck is needed for Luck, Deadly Luck, Soldier's Luck, and Wide Gates.
Nimue is not a good choice against humans (if we don't manage to level up Spell Power), but Axel is good against demons. Luck and Leadership are exactly what Nimue needs. But it's better for other heroes to increase their stats with artifacts. As I noticed, Education and Defense are not a priority and are leveled up around level 30 (as I said, later on), if there is no opportunity to get Spell Power. And in general, I don't know how you manage to gate anything, but a knight simply doesn't allow you to do that, so there is no time for gating, and therefore it's not needed. Late game is a relative concept and Spell Power is not always leveled up. I don't rely on Spell Power, and that's why I try not to play as Nimue
Honestly, I don't know how you manage to gate anything there, but the Knight simply doesn't allow it, so there's no time for gating, and therefore it's not needed.
Gating is actually essential; otherwise, it's practically impossible to take down the Knights, and with wide gates, we have a chance to get double the reinforcements. So, thanks to the Siege and Initiative, we first block the Paladins and attack the Angels with the gate units. The Paladins are prevented from doing their favorite trick of running and destroying two stacks. Next, we control the Angels, attack the Knights with them, and the Angels don't survive the counterattack and go to heaven. We then tempt the Archers or Peasants. The only thing we need to do at the beginning is to use the Griffons to attack the Horses so that they don't have time to attack the Temptresses. Everything else is very simple; Haven is easily defeated with Nimue, the only thing you need to do is get good artifacts for Initiative, a staff, some dragon-themed items, and a mastery amulet. And that's it:smile34: :smile34:
You absolutely need to control the gate; otherwise, it's practically impossible to defeat the knights. With a wide gate, we have a chance to get double the reinforcements. Thanks to Spell Power and Initiative, we primarily block the paladins and attack the angels with the gate units. The paladins are prevented from performing their favorite tactic of flanking and destroying two stacks. Next, we charm the angels, attack the knights with them, and the angels don't survive the counterattack and go to heaven. We then charm the archers or peasants. The only thing you need to do at the beginning is to use the horses to take out the griffons so they don't attack the temptresses. Everything else is very simple; Haven with Nimue is easily defeated. The only thing you need to do is get good artifacts for Initiative, a staff, some dragon-themed items, and a mastery amulet. And that's it:smile34: :smile34:
You also need to upgrade Spell Power. This is a tactic for Nimue, not for Inferno, and if... if... if... What about Anti-Magic? Purification? Removing enchantments? As soon as you charm the angels, your opponent will only heal them. And it's not even certain that you'll move first. Only horses... maybe dogs too. Your opponent seems to be very weak, and there will be 50-100 paladins (!), depending on the late game, and also an Archangel... And what will we do at level 23 without Spell Power? Your Nimue shouldn't destroy even half of the army; the paladins will just kill a lot of units... And the angels will attack before your hero! Your opponent will have a full set of Initiative items: a ring of speed + a ring of swiftness, and maybe even a staff... Spell Power won't even help you. At that stage, you can get almost anything.