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Posts from Homm5 Skill School

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#16
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Labyrinth Template - in principle, the most difficult of all available. To play it well, you need a very decent understanding of how things work in Heroes. It is quite confusing, which often makes it impossible to fully maintain a chain, and requires heroes to have special "survivability," meaning the ability to fight sufficiently on their own. At the same time, there is a GO [Guard Outpost], so if you have the desire and the capability, the path to the enemy will not take long.
There are 3 exits from the starting zone: 1 strongest (usually guarded by various drakes or titans), which is the GO, and two fairly weak ones leading to intermediate zones. From each such intermediate zone :cool: there are 3 exits to the same zones: 2 to Mini-centers and 1 to a resource zone. 2 mini-centers are "General" for both players, meaning both can enter them. The resource zone is separate for each. In principle, even in such a mini-center, monsters with majors, artifact shops, etc., can spawn, so sometimes the game ends with a fight in such a center, or the opponents simply stop leveling up much after that. Further, there are many exits from the mini-centers: 2 to treasuries, 2 to city zones, and 2 to players' resource zones. So, it's worth thinking through your game once you break into the mini-center.

Letos Template: Somewhat similar to Labyrinth, but simpler. Again, 3 exits from the starting zone: 1 strong GO, 2 weaker ones to intermediate zones. From one such intermediate zone there are 4 exits (one of these four is a direct exit to the enemy's similar intermediate zone), and from the other there are 2. All exits from these intermediate zones lead to mini-centers (of which there are quite a few, and from these mini-centers you can enter treasuries). Essentially, the main principle of this template is to scout both intermediate zones and then slowly see where the enemy is, or run around searching for treasuries in the mini-centers.

Chaos Template: one of the three "small" rush templates. There are 2 exits from the starting zone, both to intermediate zones. From each intermediate zone there are 5 exits: to your own second one, to both of the enemy's intermediate zones, and 2 to different treasuries. Naturally, the entrances to the treasuries are stronger. Thus, the game often proceeds very quickly. If desired, you can easily run to the enemy's intermediate zone, and from there, their starting zone is just a stone's throw away.

M3 Template: my favorite, and probably one of the most "balanced" templates (the only drawback, perhaps, is the fairly large amount of money, which makes playing this template against people quite risky; you can't let them grow too fat—though it can be done if desired). It is quite easy to grasp, allows for different strategies (from rush to heavy, long-term "fattening"), is moderately confusing (there is some element of randomness, but it's usually 50/50), and moderately simple. There are 3 exits from each starting location, all 3 go to intermediate zones (each containing 1 abandoned mine and a level 2 dwelling). From each such intermediate zone, there is 1 further exit to a mini-center (there are 3 mini-centers in total: 1 better, two others slightly worse, but the worse ones have exits to Treasuries—there are 2 on the map). Usually, on this template, experienced players level up 2, and sometimes even 3, fully powerful heroes, so don't relax—trouble can come from anywhere. If you look closely, it turns out that with a 1/3 probability, opponents can enter the same mini-center almost simultaneously, leading to a quick fight. This should also be taken into account.

Sun Template: quite cool, almost not confusing (personally, I call it benzene—the scheme is somewhat similar, if anyone remembers chemistry). For beginners, it will probably be the second easiest to understand after "Smile," and more interesting.
From each starting location (which contains an abandoned mine) there are 3 exits: 1 slightly stronger—to a Mini-Treasury (hereafter MT), and 2 others weaker leading to mine zones (both different—one with Mercury and Crystal mines, the other with Sulfur and Gem mines). Then, from each such mine zone, there are 2 exits—1 to a zone with a Gold mine and another to a different mine zone. From the zones with gold mines, you can get to the MT, and from there you can get to the BT (Big Treasury). Although the scheme looks quite confusing, the game actually doesn't become long, because opponents usually bump into zones where the other has already been. So, essentially, the advice for playing on this template is to bring a chain when you go to break through and be roughly ready for a fight when entering unknown zones. There is a simple rule for MTs to understand how not to get lost in them. Each MT has 3 openings. In those adjacent to the players' starting locations, there is accordingly 1 "entrance" from the respective player's zone and 2 exits: 1 to a similar "enemy" MT zone, and another to a "special" MT zone, from which you can then reach the BT. This "special" MT also has 3 openings—one leading to each player's MT zone and one to the BT.

Essentially, although playing on templates seems more difficult than on fixes, teleports sometimes throw you off—the main principle: all schemes indicate the distinctive features of ZONES, by orienting yourself to them and following the scheme, you can understand where your hero is currently and where to run (these could be the corresponding mines, or for example, MTs usually spawn monsters guarding artifacts). And further, guys, one piece of advice—play, play, and play again. You'll love it.
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#17
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Hey everyone. So, I have a few questions that I'd like to ask experienced players.
Basically, the problem is this:
- I know that you need to split your troops between two heroes and level them up simultaneously (like, one hero goes to one side). But I can't seem to do it. I always end up leveling up only one hero (because if I split the army into two, it becomes difficult to kill strong neutral creatures with the main hero).
Also, if the map is large and your opponent is on the other side of the map, it will take about a week or two to reach them. This means that their army will have a one or two-week advantage in growth. (You can summon troops or something, but if you capture a neutral Castle along the way, you won't be able to summon them anymore).
- I've heard about "hit-and-run" tactics, and I've seen them myself. But I don't understand how to do it (for example, with Necromancers). Do I need to level up Mentorship and teach other heroes Armageddon?
- Is it worth attacking strong neutral creatures, even if it results in losses (but you gain experience)? Or is it better to only attack those that you can 100% easily kill and move towards your opponent?
- How can mages attack dragons without taking losses?
- Regarding tactics: is it worth sending a strong unit directly into the enemy ranks to deal damage (even if it gets killed immediately)? For example, Djinns.
- Regarding splitting low-level units into single units: if you do this, you won't have enough space for other units (let's say Rakshasas, Djinns, or Golems). Is this justified?
Thanks in advance
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
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#18
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I would be interested to read the answer.
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#19
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-I know that you need to somehow split the troops between two heroes and level them up at the same time (like, one goes to two sides) - but I can't figure it out. I always end up leveling up only one hero (because if you split the army into two, it turns out that it's difficult to kill strong neutrals with the main hero).
Honestly, I usually level up only one hero as well. However, I disagree that there won't be enough troops for the second hero: the very first captured city will fix this situation ;) And there is mentoring to get a lot of experience for the secondary hero.
Further, if the map is large, and your opponent is on the other side of the map, then if you go to him, it will take about a week or two - that is, his army will already have 1 or 2 weeks of growth more =\ (you can summon troops or something else, but if you captured a neutral castle along the way, then you won't be able to summon them anymore).
This is what secondary heroes are for: if there are many of them, the transfer of troops is very fast. And the enemy is unlikely to just sit around his home city; he probably also wants to expand his territory ;)
- I've heard a lot about hit-and-run tactics, and I've seen them myself. But I can't figure out how to do it (for example, with Warlocks) - do I need to level up mentoring and teach secondary heroes Armageddon?
Either that, or take a risk and directly level up the main hero and use hit-and-run tactics (the latter method is more relevant if you are playing as the Elves due to the Rangers).
- Is it worth attacking strong neutrals with losses (but getting experience for it) - or is it better to only attack those that you can 100% easily kill and move towards the opponent?
Experience is a good thing, but in my opinion, the decisive factor is not it, but what these strong neutrals are guarding. Also, it should be noted that strong and hard-to-kill are different concepts.
- How can mages attack dragons without taking losses =\?
If we are talking about mages, then obviously summoning is the answer. Various phantoms, elementals, and crystals with walls of swords are definitely not the worst weapon against them.
- Regarding tactics: is it worth sending a strong squad directly into the enemy ranks to inflict damage (but it will be killed immediately) - for example, djinns?
If they focus fire on it, then it is unlikely that the damage inflicted by this squad will exceed the damage received. Especially if we are talking about djinns: they are killed very quickly, and the unit is useful at least because of the spells.
- Regarding the division of low-level units into single units - if you do this, there will not be enough space for other units (let's say rakshasas, djinns, golems), is this justified?)
Dividing into single units is justified if
a) you simply have empty stacks (at the beginning of the game, they are naturally empty)
b) if you want to level up the second hero and have a non-zero army for him right away.
That's my position, but I would be glad if experienced players in online games would express their opinion.
 

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#20
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To be honest, I usually level up only one hero. However, I don't agree that there won't be enough troops for the second hero: capturing the first city will fix this situation. And there's mentorship to help the secondary hero gain a lot of experience.
It's not necessary to take troops from the second city. In most cases, the Wizard will be fine with stalkers and alt-grey witches, or even just stalkers. Machinists don't need many troops at all, especially human ones.
There are many other clever combinations you can come up with: through direct hero attacks, or through certain unit features. You don't need to use the entire army very often.


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 Malder
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#21
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Since this has become relevant, I'll add my two cents to boost activity. Although I'm not very good at playing, I know the theory reasonably well.
If the map is large and your opponent is on the other side, it will take about a week or two to reach them. This means that their army will have a one or two-week growth advantage. (You can summon troops or do something else, but if you capture a neutral Castle along the way, you won't be able to summon them anymore).
You need to pass the army from hero to hero in a chain.
- I've heard a lot about "hit and run" tactics, and I've seen them myself. But I don't understand how to do it (for example, with Necromancers) - do you need to upgrade Mentorship and train other heroes in Armageddon?
I can say that heroes can level up for "hit and run" tactics by fighting weak neutrals or opening chests with experience. Mentorship might be useful, but I just don't know how to level up as a Necromancer.
- Is it worth attacking strong neutrals with losses (but gaining experience) or is it better to only attack those you can 100% easily kill and move towards your opponent?
The main rule in the game is to avoid losses, so it's obvious here.
- Regarding splitting low-level units into single units - if you do this, you won't have enough space for other units (let's say Rakshasas, Djinns, or Golems). Is this justified?
It depends on the neutrals you encounter: it often doesn't make sense to have certain types of troops with you, as they are not very effective in battles with neutrals and will only be a burden. That's why you need an additional hero near the main hero, who carries the troops that are not needed at certain moments. Regarding the other questions, I either don't know or I'm not sure.
aka Sir Holmes aka David Jones.
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#22
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Splitting into single units is justified if:
a) you simply have empty stacks (at the beginning of the game, they are naturally empty)
b) if you want to level up a second hero and have a non-zero army for him right away.
This is my approach, but I would be glad if experienced online players share their opinions.
Single units are used to cover archers/the main stack, to absorb return fire, and to distract neutrals.
- regarding tactics: is there any point in sending a strong unit directly into the enemy ranks to deal damage (but it will be killed immediately) - for example, djinns?
Almost never. Djinns are casters, not damage dealers, especially when fighting neutrals.
how can mages attack dragons without taking losses =[/QUOTE]
They have powerful mini-units. The same ballista will be effective, obsidian golems, healing with a wall of fire, etc.
I've heard a lot about hit-and-run tactics, and I've seen it myself. But I can't understand how to do it (for example, with Warlocks) - do I need to level up Mentorship and teach other heroes Armageddon?
Firstly, it's not necessarily only with Armageddon. You can also use a regular Lightning Bolt. The name of the technique suggests that you also need to run away after casting, not die. Therefore, the main hero can also be used.
is it worth attacking strong neutrals with losses (but gaining experience from them) - or is it better to only attack those you can 100% easily kill and move towards the opponent?
What matters is what they are guarding. To give up some unnecessary units, but get a valuable artifact - attack.


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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#23
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That's why you need an additional hero alongside the main one, who carries the troops that are not needed at certain moments.
You can also choose not to deploy unnecessary units in battle.


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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#24
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It was mentioned somewhere before, but I'll add that the "fight to the last" skill is very useful for hit-and-run tactics. I took 7 stacks of 2 units each, went invisible, and attacked. When the invisibility ended, a couple of stacks remained, and they still took a long time to kill, so I attacked again. The only problem is that it's difficult to acquire this skill.

Added 1 minute ago
Zybr
Unnecessary units don't need to be deployed in battle.
I'm saying that sometimes it's necessary to replace them with single units.
aka Sir Holmes aka David Jones.
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#25
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Hommi
The main rule in the game is to avoid losses, so it's obvious here.
But I still agree with Ment: if neutrals are guarding some useful artifact (say, a cloak with +50% fire damage for a warlock who has at least one of the fire spells), then you can ignore a certain (small, of course) part of your troops to get this cloak. Therefore, in my opinion, there is no definitive answer to this question, unless it is about a battle just for experience. In this case, of course, the losses are not justified.
Ment
If we're talking about mages, then summoning is obviously the best option. All sorts of phantoms, elementals, and crystals with walls of swords are clearly not the worst weapons against them.
But what about crystals? Crystals are good for blocking neutral ranged units while melee units reach them. But how can a crystal help against dragons?
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FAQ по Heroes VI
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#26
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What about crystals? Crystals are good for blocking neutral archers while melee units are approaching. But how can crystals help against dragons?
Crystals can help prevent dragons from attacking mages, for example, although not always, I agree. A wall of swords is still more effective.
 

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In reply to Ment
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#27
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Ment

Amko

[QUOTE=HoM[M]ie
[/QUOTE]
Zybr

Isn't it time for you all to put your skills to the test in a Tournaments competition? ;)
I can organize one not on TE, but on the original game, for example.
What do you think?
Just please share your thoughts in the thread [DISCUSSION] let's have a tournament
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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#28
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Of course, a warrior's skill is truly tested in battle, but sometimes reading a helpful tip and applying it in the game can lead to significant improvements, and that's when the mentor's skill becomes apparent.
теоретик
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#29
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Comrades, many people talk about creating hero scouts, "roach" units, and so on, but at least a hero scout will survive until the first encounter with a normal enemy hero. The scout will either have to flee, resulting in a ransom payment at the tavern, or a new hero will have to be hired. Is such use of heroes rational in terms of money? If I'm wrong about the way scouting is used, please correct me. And another pressing issue: there's a lot of talk everywhere about tactics, especially how to counter "hit-and-run" tactics. But what if, by the end of the first week, Sinister arrives with 1-7 invisible units, casts spells, flees, and then his happy comrade arrives with the rest of his army and finishes the job? If possible, please answer for all factions.
#30
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It’s difficult to fight a well-developed Dark unit, even though sometimes your own units will attack the Hit-and-Run unit, but… A sharp mind and unholy words are good for a Necromancer, Demon, Mage, and Human; empathy and BPD (Block, Parry, Dodge) are good for an Orc; a Demon with BPD is also not bad, but empathy is exotic for him; an Elf benefits from Winged Helm on an anti-Hit-and-Run unit – tactics, aura of speed, blue boots, and native land. It’s hard for a Gnome to fight a Hit-and-Run unit from the Dungeon faction.
As for whether it’s worthwhile to level up a regular unit, it will pay off. With potions, artifacts… And you can use it to your advantage, too :)

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