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Posts from Tactical techniques for conducting battles in Heroes of Might and Magic II.

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20 years ago
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Discussions in various threads about the second installment of "Heroes of Might and Magic" have begun to address the issues of conducting battles. I suggest that you share your thoughts on this topic in this thread.
20 years ago
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It's hard to say anything meaningful in abstract terms, it seems to me. But in general, the task is very clear: start a battle, finish the battle, make sure there are no losses, and say that it's good.
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20 years ago
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The conversation turned to combining the effects of Blind and Slow.
I'd like to hear your opinions on this.
20 years ago
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it all depends on the situation; you can blind and then repeatedly cast Hrupting, followed by a finishing blow. Alternatively, you can blind, and the enemy hero won't be able to cause us trouble if it's their only surviving unit. But it's better to paralyze them so you can attack without retaliation.
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20 years ago
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I won a lot of battles using this combination. I just didn't have much paralysis, but slowing down and blinding worked really well.
In reply to Qwerty
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19 years ago
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As a rule, my army's main force consists of archers. If the enemy's strength is comparable to mine, I play a defensive game. The strongest and most resilient units are positioned in the front. The weaker units take the initial hit. The archers calmly eliminate the rest.
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19 years ago
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Slow but sturdy units (golems and ogres) can play a very important role. They are simply indispensable for defense. Plus, golems are resistant to spells.
In reply to AlexeyPank
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19 years ago
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You can place such units in a narrow passage; they will hold the line for quite a while. There are many combat tactics for ship battles where these units play a key role.
In reply to Inquisitor
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19 years ago
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Inquisitor;48563
As a rule, my army's main force consists of archers. If the enemy's strength is comparable to mine, I play defensively. The strongest and most resilient units are in the front. The weaker units take the first hit. The archers calmly eliminate the rest.

I adhere to exactly the same tactic. But if I have few archers or none at all, I rely on a massive attack with my strongest melee units. Speed and blessing on, for example, ogre lords, and then straight into the fray ;)
In reply to Мугайс
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19 years ago
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The AI usually tries to eliminate archers first. Can you suggest how to counter this with minimal losses?
In reply to Inquisitor
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19 years ago
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Inquisitor;48744
The opponent first tries to eliminate the archers. Please advise on how to counter this with minimal losses.

Have archers with high speed (Titans:D)! Or create flying units, surround the archers with bulky units, etc....
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19 years ago
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It doesn't always help, especially if the AI has archers or city towers. In this case, you either need to cast a protection spell on your own archers, or eliminate the AI's units, starting with the fastest ones. Then there's a chance that the AI won't target your archers (it won't have time).
In reply to AlexeyPank
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19 years ago
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Yes, here's another one. How do you capture a Castle if you don't have flying units or archers, and the catapult stubbornly refuses to shoot at the gates? :confused:
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19 years ago
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Use magic to eliminate archers. Approach the walls and wait for them to be breached. Send tanks forward. But the most important thing is magic. Without it, losses will be very high.
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19 years ago
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If the castle isn't too strong, trolls can be quite helpful. If it's stronger, try titans. To capture castles without archers and flying units, there are three good options: the Ballistics skill, an artifact that allows a catapult to fire twice, and the Battle Teleport spell. Using this spell on Hydras usually yields interesting results.

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