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In reply to Mdance
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Mdance
Even with Keen Mind, a hero won't be able to cast spells before the Cyclops' first turn. The hero's initiative is 10 and doesn't change. Keen Mind will move the hero 25% along the turn order scale. The initiative of Daughters of Earth and War Chiefs upon entering battle at level 1 of Fury is 16 and 15, respectively, without artifacts. Artifacts can further increase it. The screenshots of the start of the battle (which I posted earlier) show the order in which the Orc units and the enemy hero with Keen Mind take their turns. Out of 10 attempts, the hero with Keen Mind only overtook 1 War Chief on the turn order scale 2 times. Remember, this is without initiative artifacts. In addition to rings that provide +10% and +20% to initiative, War Chiefs can also be sped up with dragon artifacts, both as melee units (+10%) and as "small" units (+5%). Shamans can be sped up as melee units (+10%), as casters (+10%), and as "small" units (+5%). This scheme does not include flying units (whose initiative can be reduced with Storm Wind) or ranged units (whose initiative can be reduced with Misty Veil). That is, to reduce our initiative, the enemy will have to find the Relic Staff of the Underworld.
After entering the battle, the Daughters cast Haste on the War Chiefs, and their initiative becomes even higher.
Each turn of the War Chiefs moves the Cyclops along the turn order scale. 3 stacks of War Chiefs with 50-60 units in each stack guarantee 2 and possibly 3 turns for the Cyclops before the hero with Keen Mind.
It looks something like this:
A stack of War Chiefs moves the Cyclops 60% along the turn order scale (60 is the maximum possible shift), meaning the Cyclops go immediately. If the Cyclops' morale doesn't trigger, they move to position 0 on the scale and need 2 "pushes" from the War Chiefs to move to position 1 and attack. If morale does trigger, they go to position 0.5 and after one "push" they attack again. If morale triggers again, the third attack of the Cyclops will again be possible after one "push". Thus, 3 attacks by the Cyclops are possible before the hero with Keen Mind.
And let's not forget about War Cry. At level 30, it will move units 70% along the ATB scale, and our hero may go earlier with the same Keen Mind and/or Empathy/Knight set, which will be effective with the high initiative of our units (units go more often => morale triggers more often => the hero moves along the scale more effectively => more often moves the Cyclops).
Not bad, everything is correct, I've seen it in action too!! 5+
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2Mdance
It's high time for such an experienced "writer" to be more honest with his "readers." :D
I completely agree that with the build described in this thread, Outrageous Luck won't help you defeat Cyclops earlier. Considering the +5 morale of the Orc army and the Outrageous Luck of their hero, the expected number of ATTACKS by Cyclops on the enemy army will be almost 2 (slightly less) even without artifacts for initiative, i.e., approximately 3 of their turns before a possible Subjugation. They still won't reach them in one turn, unless the opponent is an idiot.
They will deal significant damage, and Luck might also come into play. But will that be enough for a final victory if they are Subjugated immediately afterward? In most (averaged across all races) cases, I believe that it won't. Having artifacts for initiative won't significantly change this initial stage of the battle. The main question is how the Orc's resistance is and how the opponent's Sar-Iss staff is. Without decent resistance, it's not worth trying this tactic at all; the Orc isn't weak in the late game to risk it.
Now, about the sad part for this tactic.
With Storm Wind, you can't fit Education (unless at level 30 and without Luck:p), which not only negatively affects the hero's stats but also forces him to find 2 native secondary skills to realize the offensive strategy. Without starting with Fury at level 1, the tactic is simply cut off by the opponent's Outrageous Luck. If this isn't a specifically designed map with 2 secondary skills nearby, it's unlikely to find them randomly.
Another serious problem is the opponent having a combination of a high-initiative unit + Empathy and/or Lion's Pride. Because then, the hero with Outrageous Luck only needs one early morale (read: 50% chance) to prevent the Cyclops from attacking at all. That's why Storm Wind is often chosen (if some forum members haven't realized this yet) to protect against griffins and other flying units. But who said that only the Orc can split his army? And that the Knight can't find a secondary skill where he can get a fast, low-level unit - a dancer or a fury, for example? And many other races don't even need to look...
Also, you need at least 150 leaders - 15 weekly increments. If you don't find a native secondary skill quickly, then this is no longer the late game (and the second month is already the late game:) ) but some strange understanding of heroes. 4
months of grinding for just one battle ???:smile18:
Conclusion: the tactic exists, it can be effective, but it doesn't make the Orc an overpowered faction, and often it doesn't even justify splitting the army
In reply to Fireball
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Fireball
2Mdance
A seasoned "writer" like this should have been more honest with his "readers" long ago. :D
I'll try to figure out where I'm not being honest. :)
Fireball
I fully agree that in the build variant described slightly above in this thread, Expert Tactics won't help the Cyclopes go earlier. If you consider the +5 army morale of the Orc and the Expert Tactics of their hero, the mathematical expectation of Cyclopes ATTACKS on the enemy army will be almost 2 (slightly less) even without initiative artifacts, meaning roughly 3 of their turns before a possible Subjugation.
Which, in principle, is what I was proving. Someone who understands the game mechanics of Heroes (that's a compliment :)) saw that immediately.
Fireball
Still, they won't reach the target in one turn, unless the opponent is an idiot.
Not an idiot, of course. It's just that an opponent with Tactics will also try to reach the Orc in one turn and will place their strike units closer to us, which, in principle, works in our favor. The strength of this tactic lies in its unexpectedness for the enemy—few people know about it.
And we can increase the Cyclopes' speed with the Aura of Speed and boots.
Fireball
They will deal serious damage, and Luck might kick in. But will that be enough for a final victory if they are subjugated immediately after? In most cases (averaged across all races), I believe not.
Then the Daughters and Chieftains take over—they aren't the last of the strike stacks either. The Cyclopes just stand there, as their initiative will be significantly reduced with the Knight's SP.
Fireball
The presence of initiative artifacts won't strongly change this initial stage of the battle. The main question is how the Orc's resistance fares, and how the opponent's Sar-Iss staff fares. Without decent resistance, it's not worth attempting such a tactic at all; the Orc is not weak at all in the late game to take such a risk.
Agreed, not weak. But what a beautiful and spectacular victory results in that case! The opponent just looks on in shock at the endless turns of the Cyclopes and curses through gritted teeth. :)
Fireball
Now for the sad part of this tactic.
The Storm Wind variant doesn't leave room for Education (unless at level 30 and without Luck :p), which not only negatively affects the hero's stats but also forces them to find 2(!) native secondary dwellings to implement the onslaught. Without starting at Rage level 1, the tactic is simply crushed by the opponent's Expert Tactics.
I'll reveal a "terrible secret"—when fighting the Elf, I didn't have Education at the time of the encounter, but in terms of stats, I wasn't losing to the Ranger. Orcish Education bugs, such bugs... And I am a terrible bug-user... :D
For those who aren't aware, let me explain:
There is the following bug: if a Barbarian forgets Education at the Mentor, the bonus hero stats obtained from Education do not disappear. Using this bug is forbidden in Tournaments. But I wasn't playing in a tournament :).
Fireball
If this isn't a specially designed map with 2 secondaries right next to you, finding them on a random map is unlikely.
When Psionic came up with this tactic, he specifically noted that it was "tailored" for a long game with several castles—that's when a sufficiently powerful strike fist and the necessary number of "acceleration" units are gathered, so maps like "Three Rivers" and the like are our help ;).
Fireball
Another serious problem is the opponent having a combination of a high-initiative unit + Empathy and/or the Lion set. Because then, a hero with Expert Tactics only needs one early morale check (read: 50% probability) to prevent the cyclopes from attacking at all. That's why Storm Wind is often taken (if any forum users still haven't realized this), to protect yourself from griffins and other flyers.
Yes, you're right. That's exactly why SW is needed. Because various Elves have Dryads and Dragons capable of immediately crashing into our ranks and blocking the Cyclopes stack. The Knight's highest-initiative stack is Griffins. That's what gets weakened. At the same time, the specialized Light magic, which the Knight often pumps, as well as a nasty thing like Divine Vengeance for Seraphs, will be weakened, because the Cyclopes' frag counter will be off the charts.
Fireball
But who said only the Orc knows how to split his army? And that the Knight didn't find a secondary dwelling where they could get a fast low-level unit—a dancer or a fury, for example? And many other races don't even need to look...
If the Knight knows that such a scheme will be used against him, then yes. But how would he know that? :)
Fireball
Moreover, at least 150 chieftains are needed—15 weekly growths. If a native secondary isn't found very quickly, then this is no longer the late game (and the second month is already the late game :) ) but some strange understanding of heroes. 4
I'll repeat again—several native castles and external dwellings. Such armies are possible even in the second month :)
Fireball
Conclusion: the tactic exists, it can be effective, but it doesn't qualify as an uber-weapon for the Orc, and often it doesn't even justify splitting the army
And you can also thin out the Knight's army as much as possible and retreat when things start to go south. And then return with Centaurs, Goblins, Warmongers, and Wyverns and mercilessly finish them off. :D
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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Let's try to figure out where I'm not being honest.
I'm not being completely honest. I mentioned the pros, but you have to figure out the cons for yourself.;)
He's not an idiot, of course. But the opponent with Tactics will also try to reach the Orc in one turn and position his strike units closer to us, which is actually beneficial for us.
This is a very debatable statement. Perhaps only an elf would rush a large group at the orc. For everyone else, uncontrolled rage and an insufficient number of fast units become too big of a problem. Personally, I believe that in the late game, there are 2 main and classic strike tactics against the elf: either to sacrifice a low-level stack against cyclops and deal damage with Vengeance, or to switch to a defensive formation + vampirism.
The strength of this tactic lies in its unexpectedness for the enemy - few people know about it.
It seems that everyone already knows about this tactic, even those who didn't want to.:smile04:
Then the Daughters and Chieftains take over - these are also not insignificant strike units. The Cyclops simply stand still, as their initiative will be noticeably reduced compared to the Knight's magic resistance.
If we rank the races by vulnerability to an attack, then the Knight is not very strong here. The "bulk" of the troops is average, Magic is low, only the defense parameter is normal. But if there was money for training, then enough troops may survive to stand for some time in the same defensive formation. Enough time for magic and cyclops to restore the status quo. The question is strongly tied to the amount of money on the map.
I agree, it's not weak. But what a beautiful and impressive victory you get in this case! The opponent simply stares in bewilderment at the endless turns of the Cyclops and curses through his teeth.
It's beautiful, I don't deny it. But beauty is one thing, and REGULAR effectiveness is another.
I'll reveal a "terrible secret" - when fighting the Elf, I didn't have Education at the time of the encounter, but in terms of parameters, I wasn't inferior to the Ranger. Bugs in the Orcish Education, such bugs... And I'm a terrible bug abuser...
Bugs are bugs, but the third native Castle is still needed. Even on a very long random map, this is a problem.
When the Psionic came up with this tactic, he specifically clarified that it was "tailored" for a long game with several Castles - it is then that a sufficiently powerful strike force and the necessary number of "boosting" units are gathered, so maps like "Three Rivers" and similar ones are helpful to us.
Yes, that's what you should start with when describing this tactic.
Maybe I'm old-fashioned, but I don't like going against established truths. Everyone (well, I mean adequate players) knows that, taking into account the hero, the Orc has the strongest growth in the game and there is no beast more terrible than the Cyclops (without a hero - perhaps the Elf). And on a map in the late game with 3 native Castles, I simply won't play against an Orc and a decent player with anyone other than the Orc :D
If the Knight knows that this scheme will be used against him, then yes. But how will he know that?
He should know! Because the scheme implies dividing the army BEFORE the attack. If he doesn't notice, doesn't understand, etc. - this is already a question not of tactics, but of the opponent's noobishness.
Yes, you are right. This is exactly why Spell Power is needed. Because all sorts of Elves have Dryads and Dragons, who can immediately rush into our ranks and block the stack of Cyclops. The Knight has the highest initiative stack - Griffins. This is what is weakened. At the same time, the profile magic of Light, which the Knight often uses, will also be weakened, as well as such an unpleasant thing as Divine Vengeance for the Seraphs, because the kill count for the Cyclops will be off the charts.
This is all understandable, but against the Orc, I would still take Darkness for the Knight, just for the ability to use the readiness + vampirism + alt. griffins combination. And I repeat, fast units from other Castles, which don't care about Spell Power!
And you can also thin out the Knight's army as much as possible and run away when things start to look bad. And then return with Centaurs, Goblins, Warmongers and Wyverns and mercilessly finish him off.
We're not discussing hit-and-run tactics here. This is a separate and very long song:smile40: And each race sings it in its own way :D
In reply to Fireball
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Fireball

It seems like everyone knows about this tactic now, even those who didn't want to.:smile04:

I understand all of that, but against an Orc, I would still give the Knight Darkness, just for the ability to use the combination of readiness + vampirism + alternate griffons. And I repeat, there are fast units from other factions that don't care about Shield of Valor!
:D
But this is actually a good thing, now players using Humans need to seriously think about what tactic the Orc will use!!!

I wonder what you can do with vampirism against Orcs, other than sucking their rage!!:D
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I'll reveal a terrifying secret: zealots and landowners regenerate under vampirism at double speed. And only a complete madman would send griffons affected by vampirism and high morale into battle.
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It's interesting what you can do with vampirism against Orcs, if only to drain their Rage!
To be more precise, it's about draining Rage. :smile24: -90 for each fact of Draining + the damage lost for the absorbed damage, and in the case of alternate griffons, it happens twice each time with increasing damage. :D
In reply to Fireball
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Fireball
You couldn't put it better, it's exactly like sucking the life out of them. :smile24: -90 for each instance of Draining + the damage lost from the absorbed damage, and with alternate griffons, it happens twice each time with increasing damage.:D
That's true! You need to play more against real Barbarians, where only humans will be sucking the life out of them! Hehe, regarding griffons: I only know about combat griffons and 1.5 damage for each subsequent counterattack, but not twice:eek:! Read the manual, maybe you'll learn something new!
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2 TerMinator
Before being rude and acting like a troll, you should do two things:
1. Check my profile and understand that since I have won tournaments in all parts of the Heroes series, assuming that I don't know the basics of the mechanics is foolish.
2. Read the entire post carefully, specifically:
This is all understandable, but against an Orc, I would still give the Knight Darkness, just for the opportunity to use the combination of Readiness + Vampirism + Alternate Griffons.
And with Readiness, the Griffons will have a double counterattack – before and after the enemy stack attacks.
In reply to Fireball
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Before the Readiness ability can be used, you need to wait for the stack's turn and use it for defense. But you might not even get to wait for the turn because of the area-of-effect "silence" from the Cyclops.
Vampirism is a good spell, but it will reduce the stack's morale to zero. And you also need to spend the hero's turn to cast it.
And the Battle Gryphons, under the effect of Storm Wind, will stand there without morale while the rest of the army is mercilessly slaughtered. :)
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
In reply to Fireball
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Fireball
2 TerMinator

And the griffins will indeed have a double retaliation readiness – before and after the enemy stack attacks.
But you still need to survive until readiness, with an initiative of 10:D, and readiness will only affect 1 stack, and then your entire double attack will be useless!!, and if you scare your griffins with a roar, you might not even use it once!!!:D
In reply to TerMinator
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2 TerMinator
You would do better to read more carefully what is being explained to you, instead of being rude to someone who understands the mechanics of Heroes better than you do. He clearly and concisely wrote the following:
Fireball
each time in a double version with increasing damage.:D
where "increasing damage" is the increase of each subsequent counterattack by 1.5 times, and "double version" is the ability to stack with infinite counterattack under Readiness to deal 2 counter blows, one of which will be before the enemy's attack, and the second - after.
Therefore, your phrase
TerMinator
hehe, regarding griffins: I only know about combat and 1.5 damage for each subsequent counterattack, but not how it can be doubled:eek
is incorrect due to inattentive reading of the opponent's messages.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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TerMinator
How do you know that he understands the game better than I do? Maybe we played together, or maybe you did? Apply what you wrote above to yourself! :)
This is clearly visible if you compare the messages of Fireball (whom I have known for a long time as a player who understands the game mechanics very well) and yours, in which you do not understand where the double attack of Griffons came from. ;)
TerMinator
You should better not interfere in other people's messages; I think he will find the answer if he needs it, even without you!
"Other people's" messages are in your private correspondence, which I do not interfere with (and why would I need to? :D).
The forum topic is intended for everyone to express their opinion on this topic. And if I see that you can mislead other forum participants with your erroneous messages, then I believe I have the right to explain your mistakes to you and others.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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Before the Readiness ability can be put to use, you need to wait for the turn order and have the unit defend.
Undoubtedly, this is the main problem with the perk, but Cyclops don't attack everyone at once either. In principle, there are 2 attacks, and you'll have to choose who to attack. And in the Knight's army, there might be 5-6 high-level units. Will an Orc immediately start destroying Griffons? I don't think so...
Vampirism is a good spell, but it will reduce the morale of the stack to zero. And you need to spend the hero's turn to cast it. And the Battle Griffons under Storm Wind will stand there without morale while the rest of the army is mercilessly cut down.
I won't argue. I'm just assigning the role of "anchor" (if, of course, they don't decide to destroy them first) to the Griffons in a scenario where the Cyclops have severely damaged the Knight's army, but the Cyclops themselves have been affected by Subjugation. With that initiative ratio, the Daughters and Leaders will have compared to the Cyclops, the latter may simply not have time to "get even" with the Orc. But it will be difficult, or even impossible, for a decent stack of alternate Griffons under Readiness and Vampirism to destroy the Orc without Cyclops. Low initiative and zero morale are only a plus in this approach – they can't be frightened, and the counter lasts longer. That is, the calculation is that the Griffons will be in Readiness before the hero's 2nd cast, and the Cyclops won't attack them. Ideally, have 2 possible "anchors" and space them out. You can guess who the second one could be under Laslo.

2TerMinator I don't have the time or desire to prove anything to everyone I meet. Therefore, I will answer like this: win at least one official tournament (online or offline) in which at least 8 people participate in any part of the Heroes game on any of the three resources - Heroeworld, Heroesleague, or Heroesportal. Only then will we return to the conversation about the game between you and me.
In reply to Mdance
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Mdance
Even with Keen Mind, a hero cannot cast spells before the Cyclops' first turn. The hero's initiative is 10 and does not change. Keen Mind advances the hero by 25% on the turn order scale. The initiative of Daughters of Earth and War Chiefs upon entering battle at level 1 of Fury is 16 and 15 without artifacts, respectively. Artifacts can further increase it. The screenshots of the start of the battle (which I posted earlier) show the order in which the Orc units and the enemy hero with Keen Mind take their turns. Out of 10 attempts, the hero with Keen Mind only overtook 1 War Chief on the turn order scale 2 times. Remember, this is without initiative artifacts. In addition to rings that provide +10% and +20% to initiative, War Chiefs can also be accelerated by dragon artifacts as melee units (+10%) and as "small" units (+5%). Shamans can be accelerated as melee units (+10%), as casters (+10%), and as "small" units (+5%). This scheme does not include flying units (whose initiative can be reduced with Storm Wind) or ranged units (whose initiative can be reduced with Misty Veil). That is, to reduce our initiative, the enemy will have to find the Relic Staff of the Underworld.
After entering the battle, the Daughters cast Haste on the War Chiefs, and their initiative becomes even higher.
Each turn of the War Chiefs moves the Cyclops up the turn order scale. 3 stacks of War Chiefs with 50-60 units in each stack guarantee 2 and possibly 3 turns for the Cyclops before the hero with Keen Mind.
It looks something like this:
A stack of War Chiefs moves the Cyclops 60% up the turn order scale (60 is the maximum possible shift), meaning the Cyclops go immediately. If the Cyclops' morale does not trigger, they move to position 0 on the scale and need 2 "pushes" from the War Chiefs to move to position 1 and attack. If morale does trigger, they move to position 0.5 and after one "push" they attack again. If morale triggers again, the third attack of the Cyclops will again be possible after one "push". Thus, 3 attacks by the Cyclops are possible before the hero with Keen Mind takes his turn.
And let's not forget about War Cry. At level 30, it will move them up 70% on the ATB scale, and our hero may well go earlier with the same Keen Mind and/or Empathy/Knight set, which will be effective with the high initiative of our units (units go more often => morale triggers more often => the hero moves up the scale more effectively => more often moves the Cyclops).
I may be missing something, but the problem is that, personally, this first-strike tactic with the Orcs absolutely does not work for me. I tried to apply it three or four times, and the result is - this is the replay. I maxed out everything I could for the Orc - speed aura, retribution, and everything else. I even left the Combat Antidote, even though you can't level up like that in the real game. I even leveled up Haggeesh with Keen Mind, with all the war cries. I also took artifacts - a ring of speed and boots of the wanderer. Why is the result so absurd? Or is Mdance not telling us everything?:confused:
P.S. Until the situation is clarified, I will probably stick to my opinion that the Orc is completely useless against the Darkness.
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Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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