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Posts from Strategy and tactics principles for Heroes of Might and Magic IV.

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If you look at the popularity ranking of the games, you'll notice that the newer the version of the game (Heroes of Might and Magic), the more popular it is. However, the fourth installment is an exception to this trend – its popularity is undeservedly low. And that's a shame – because it's an excellent game. Moreover, opinions about this game are diametrically opposed – from the belief that it's a revolution in the series (the opinion of those who have figured it out) to the belief that it's an unsuccessful experiment (the latter is often motivated by the fact that the game differs from the usual stereotypes, making it difficult to play). To be fair, I'll say that compared to the previous version of the game, the fourth installment is more complex, and it also has some drawbacks (although, like all games, nothing is perfect). To those who are unhappy with the game because it doesn't fit into their usual stereotypes, I want to say that the problem is not in the game, but in their inability to use their brains to move away from accepted stereotypes and look at the game differently. However, there are also those who would like to figure out the game but cannot do so without outside help, and since relatively few people play the fourth installment, there is often no help to be found. Therefore, in addition to the "Guide," I decided to post "Principles of Strategy and Tactics," in which I combined my own developments and various other tips on completing scenarios and campaigns in Heroes of Might and Magic IV.
Sincerely,
Dnaop-wr
:confused: :( :mad: :eek: :) :D
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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dnaop-wr, I downloaded it and took a look. Thank you for your work! It deserves respect; it's admirable when someone explains something so clearly and in detail. It will be very useful for those who liked "Heroes 4" but are still playing hesitantly.
dnaop-wr
For those who are unhappy with the game because it doesn't fit into their usual stereotypes, I want to say that the problem is not with the game, but with their inability to use their brains to move away from accepted stereotypes and look at the game differently.
A cobblestone... or even a boulder... or an asteroid thrown at me! :) My attitude towards "Heroes 4," which I wrote about in a private message, is negative (and it won't change); it is based on a number of reasons, but the fact is that many people still like it. I just suspect that with a sufficiently large amount of gaming experience, you can find the optimal development path for each race to defeat others; this is facilitated by class restrictions, a strict division of schools of magic, and the need for a rigid choice: which creatures to breed in cities.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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I only suspect that with enough gaming experience, one can find the optimal development path for each faction to defeat others; this is facilitated by class restrictions, a strict division of magic schools, and the need for a rigid choice: which creatures to breed in cities.
No, this applies to Heroes of Might and Magic III and V, but not to Heroes of Might and Magic IV.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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Read a bit about it...

What I never understood was the advice to build Venom units while "producing" Vampires with Necromancy.
Why??? If Vampires are more advantageous, then focus on them, build them in the castle, and develop Necromancy, even neglecting magic. If the situation is such that Venom units are more effective, then build them in the castle and level up the Demonologist, not Necromancy. Why take both and end up with nothing good... I don't know.
This is only for fans of the third game who want to have "all" the monsters...(and here's one of them, confirming what the original poster said. How can this be called a "difficult" choice in building units when there is no such choice in the third game, and due to the separation of magic and classes, there is no "optimal development path").

And about heroes in the "Death" section... build undead, then take Chaos and Order mages, resulting in negative hero morale, so you have to develop Leadership... it's nonsense. Even with Leadership, the enemy's morale will most likely still be higher, and we won't be the first to attack.
It's easier to get the second school on level transition and switch to either Lich or Dark Mage without losing morale.
And why is it written that you need to take Order as the second school for Death? On the contrary, almost all Order magic duplicates Death... Chaos is much more beneficial.

Although, it turns out that if you play as "Hell," Order is preferable... Accuracy for ranged attacks and Teleport for Cerberuses.
But Cat Reflexes and Haste are the best for Vampires.

I also don't approve of Warfare when developing mages. The tactic should be built so that enemy shouts cannot reach the mage/tactician, not relying on their resilience... it's not their job to take the brunt of the attack. Of course, there can be different options, but to always advise taking "Warfare" as the second skill... it's just not right... it's better to either level up the mage or the fighter, rather than neither
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makiavelli990, it's better to start by reading the introduction – it clarifies some things right away, so there will be fewer unnecessary questions later in the text. Read the introduction, and then share your opinion. Jawohl?! Now, imagine a situation where vampire construction is disabled by the map creator, but venom units are allowed. And you don't get any nature magic, nor a demonologist. But you will definitely max out necromancy. How will you fight then? I wasn't considering the option of the only and best development path – rather, the opposite, how to get out of the bad situation you found yourself in. And even a fool can get out of a good situation.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Principles are not an army regulation that all soldiers are required to follow. Rather, they are guidelines for reflection, with recommendations on how to act in a given situation. After that, a person should use their own judgment to decide how to adapt their approach to the situation at hand.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
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dnaop-wr
I read the introduction, and it was full of rhetorical questions.
dnaop-wr

Now imagine a situation where vampire construction is disabled by the map creator, but Venom spawners are allowed. And you don't get Nature Magic, and you won't have a Demonologist. But you will definitely max out Necromancy. And how will you fight then? I wasn't considering the option of the only and best development path – rather, the opposite: how to get out of the bad situation you're in. And anyone can get out of a good situation.
Why Necromancy to Grand Master is a must? A Death Mage doesn't necessarily need to develop Necromancy. And if you start with a Tactician, it's not a given that I'll even take a Necromancer.
And as for how to play... I'll take Order Mages; if I can't get a Demonologist, at least I can cast Illusions. After all, that combination is better than maxing out Necromancy.
Although, I don't understand what the advice about choosing creatures has to do with situations where there is no choice.

And I didn't mean that building Venom spawners and developing Necromancy is a bad strategy. I meant that it's not a strategy at all. It has nothing to do with it. One doesn't complement or enhance the other in any way. Therefore, the advice is essentially absurd. If you were to advise developing a Tactician (to enhance Venom spawners), or an Order Mage (for accuracy and other spells), or even Chaos... the logic would be understandable.
That is, it's just that "some" people like having both.
And this is evident in the "advice" itself (especially if you say that Grand Master Necromancy is our default): build Venom spawners in the castle, and you'll create vampires with Necromancy. This isn't even advice; it's a fact.)))

Added after 10 hours and 12 minutes
And don't use German expressions with me.
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What's the point of arguing about tactics? Everyone plays according to their own preferences.
For example, I've been playing Heroes 4 for a long time, and I enjoy the aspect of the game where only the hero fights! :) For me, battles with monsters are not as interesting anymore. A well-developed hero of level 30 can defeat an entire army.
The person who posted above is not entirely correct, by the way. A hero who has developed magic + martial skills, and not just one, can do a lot. :)
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You are absolutely right. Everyone has their own preferences, and I am no exception. However, in a document like this, I shouldn't ignore the preferences of other players, especially if they are quite reasonable. I can only add my own comments about one or another tactic.
At level 30, the hero will indeed easily defeat everyone, but to become that strong, he needs to go through levels 1, 2, 3, and so on. This is the most difficult part; you can't do without an army, and it is at this stage that you need to determine the line of strategic development (and hero leveling).
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Yes, that's correct. Generally, that's how it works, but there's one Castle in Heroes 4 that's an exception. Or rather, it's not even a Castle, but a type of hero. These are the heroes of the Chaos Castle, who have Scouting and Stealth skills. When starting with these heroes, it's possible to complete the game without an army at all (considering that you'll encounter powerful artifacts along the way, such as the Armor of Regeneration, Stunning Arrow, etc.). Let me give you an example: I once played using this tactic for the Nature Castle (although the difficulty level was "Master," not "Champion"). I chose a hero not from the native Castle, but a Rogue from Chaos. By leveling up Stealth to level 4 (collecting all the chests for experience and finding skill stones), I could already capture all the mines and collect all the artifacts on the map without any consequences, including the Stunning Arrow, Stunning Mace, and Armor of Regeneration. At level 10 (having Warfare at level 3 and Archery at level 2), I could easily defeat monsters of level 3 with a single hero, no matter how many there were. At level 20, after learning Magic of Life to level 1 and having the "Healing" spell in my arsenal, there were no more invincible monsters on the map for me. I could even defeat those that Scouting indicated would "crush my army." The only obstacle was the garrison of 50-60 Black Dragons, which was set up by the map creator (the map is "Prisoner of Dragons" in the "Alexander" expansion). Overcoming this was an impossible task for me, even with the decent army I had accumulated in the Castle by that point. Now, I'm trying a tactic with a "Dark Priest" (Magic of Life + Magic of Death) – this means vampirism during the hero's melee attacks, and if the "Regeneration" spell appears in the Castle of Life, there's no need to rely on the Armor of Regeneration. In general, the tactic of developing a hero into a "Dark Priest" is very promising – the arsenal of Magic of Life will make you almost invincible, and Magic of Death will add some extra tricks. And, of course, don't forget about Warfare. However, there's a big drawback to this tactic: you naturally have to take the hero only from the Castles of Life, Nature, or Death. And if you encounter Magic of Life or Death (which are opposite to each other) on your development path, it may take a very long time. You might get lucky if there's a magic university with the school you need nearby. But then there's another problem: universities are guarded by quite strong level 4 monsters, and you won't have Stealth because the hero is from a different faction. You'll have to gather a strong army, developing on other monsters, and then there's a chance that you won't be able to combine Magic of Life and Magic of Death, as one of the schools will already be at its maximum level, and the other won't appear. Can you suggest how to get a "Dark Priest" with minimal losses?
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Can you advise on how to obtain a "Dark Priest" with minimal losses?
Find a Soul Eater.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Темный Жрец
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Dark Priest
A well-developed hero at level 30 can defeat an entire army.
The user above, by the way, is not entirely correct. A hero who has developed both magic and combat skills can achieve a lot. :)

It is also beneficial to take 3 life points for healing and regeneration.
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dnaop-wr
If you look at the popularity rating of games, you'll notice that the newer the game version (Heroes of Might and Magic), the more popular it is. However, the fourth installment is an exception to this trend – its popularity is undeservedly low. And that's a shame – because it's an excellent game. Moreover, opinions about this game are diametrically opposed – from the belief that it's a revolution in the series (the opinion of those who have figured it out) to the belief that it's an unsuccessful experiment (the latter is often motivated by the fact that the game differs from familiar stereotypes, making it difficult to play). To be fair, I'll say that compared to the previous version of the game, the fourth installment is more complex, and it also has some individual flaws (although, like all games, nothing is perfect). To those who are unhappy with the game because it doesn't fit into the familiar stereotypes, I want to say that the problem is not in the game, but in their inability to use their brains to move away from accepted stereotypes and look at the game differently. However, there are also those who would like to figure out the game, but cannot do so without outside help, and since relatively few people play the fourth installment, it is often difficult to find help. Therefore, in addition to the "Guide," I decided to post "Principles of Strategy and Tactics," in which I combined my own developments and various other tips on completing scenarios and campaigns in HoMM 4.
Sincerely,
Dnaop-wr
:confused: :( :mad: :eek: :) :D

the fourth installment is the most complex and rich, but no one wants to figure it out – everyone just wants to play (((

you can't judge the game based on the opinion of the majority, because the majority is never brilliant )

Added 9 minutes ago
makiavelli990
I read a little))
And I also don't approve of military affairs when developing mages.

it seems that in the final stage, you usually defeat enemies with one hit ))

Added 4 minutes ago
Dark Priest
Yes, that's right. However, there is one castle in Heroes 4 that is an exception. Not even a castle, but a type of hero. These are the heroes of the Chaos castle, who have Scouting and Stealth. When starting with these heroes, there is an opportunity to complete the game without an army at all (considering that you will encounter powerful artifacts such as Armor of Regeneration, Stunning Arrow, etc.). I'll give you an example – I once played using this tactic for the Nature castle (although the difficulty level was "Master," not "Champion"). I chose a hero not from my native castle, but a Thief from Chaos. By leveling up Stealth to level 4 (collecting all the chests for experience and encountering stones), I could already safely capture all the mines and collect all the artifacts on the map, among which were Stunning Arrow, Stunning Mace, and Armor of Regeneration. At level 10 (having Warfare 3 and Archery 2), I could easily defeat monsters of level 3 with one hero, no matter how many of them there were. At level 20, having learned Magic of Life to level 1 and having the "Healing" spell in my arsenal, there were no longer any invincible monsters on the map for me. I defeated even those on whom Scouting reacted as if "You will be crushed by this army" :) The only obstacle was the garrison of 50-60 Black Dragons, which was provided by the map creator (the map is "Prison of Dragons" in the "Alexander" expansion), and overcoming it was already an impossible task for me, even with the decent army that had accumulated in the castle by that time.
Now I'm trying a tactic with the "Dark Priest" (Magic of Life + Magic of Death) – this is vampirism in melee attacks of the hero + if the "Regeneration" spell appears in the Life castle, then you won't have to rely on the Armor of Regeneration anymore. :) In general, the tactic of leveling up a hero for the "Dark Priest" is very promising – the arsenal of Magic of Life will make you invulnerable + Magic of Death will add a few tricks. And, of course, you should not forget about Warfare. However, there is a big drawback to this tactic – the hero must naturally be taken only from the Life, Nature, or Death castles. And while you encounter Magic of Life or Magic of Death (they are opposite to each other) on the path of leveling up, it may take a very long time. You'll be lucky if there is a magic university with the school you need nearby. But here is another problem – universities are guarded by достаточно strong monsters of level 4, and you won't have Stealth, since the hero is different. You will have to gather a strong army, leveling up on other monsters, and here there is a probability that you will not be able to combine Magic of Life + Magic of Death, since one of the schools will already be at the maximum level, and the second will not appear.
Tell me how to get a "Dark Priest" with minimal losses?

all this is only suitable for playing with mobs in the final stage with the player, your priest and your creatures will all perish
hypnosis + sacrifice
highly upgraded house
hand of death

Archmage is the best specialization

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