Skip to content

Posts from Final campaign - "Too Bright for Darkness [Campaign 7 - Mission 2]"

No ratings yet — be the first to rate!
Auto-translated
Bobchik, why give an army to a secondary hero at all? The entire experience of playing Heroes VI teaches that this shouldn't be done :) Everything should be gathered into one powerful force! With large armies, by the way, the hero with high Blood skill works great with "Drain" and "Mass Drain," and if you also put Arachne on the hero (upgrading this artifact to the fourth level), it's not life, but a real pleasure.
User Avatar
Auto-translated
Aegis
There are various labyrinths there, so a couple of heroes are working on clearing them out, while Sandor paves the way forward.
Basically, the division is as follows.
Sandor has some cyclops, the rest of the troops are with Akamas, sometimes an orcish warrior joins in.
I should have hired a mage, but they now cost thirty, and I don't want to spend the money.
I actively use an ability... I forgot what it's called - it has Horn on it, so it hits hard, and it also triggers Cleave, so the cyclops can effectively sweep through everyone.
But I've never used Drain, and I can't learn it now - Sandor is already level 30.
Sanya is upgrading the Sword of Compulsion (from Sarah), and all the other swords are already at level 3.
Auto-translated
No, I can’t do that – I feel sorry for the army. A weak hero can only mess up the army… hmm… ruin it. But the main hero usually defeats everyone without losses, thanks to his improved stats and the collection of artifacts. Another advantage of the main hero, which I mentioned a few posts above, is the incredibly high number of movement points; however, with the release of patch 1.8, this feature seems to no longer work.
User Avatar
Auto-translated
Yeah, a rather harmless feature stopped working (although moving so quickly, you can manage to develop quite well before the first growth, including dealing some damage to nearby enemies before they start buying their growth), and various crashes in battle seem to be becoming the norm.

That's the thing, I also feel bad for the army.
When I attack the villains, they cast mass spells, but when the army consists of 1 unit of cyclops, there are fewer losses than with a mixed army.
1 unit is easier to heal than a bunch.
Now I regret not learning Drain Life, because in any case, Sandor is a

Moderated: PROFANITY in the message

terrible
mage, and he heals poorly, so I lose cyclops in battle.
In just 2 battles, their number dropped from 23 to 9.
And there is constantly not enough mana.

A mixed army only attacks neutrals, where you can slow down the enemy until reinforcements arrive.

I don't have any heroes who can summon elementals to use as cannon fodder.
Auto-translated
I decided to try playing this map with Sandor as well. I can say in advance that compared to Kirill, it will be more difficult for him: 1) he doesn't have the Shantiir disk; 2) he doesn't have the warlord set (or the regent set either); 3) the number of movement points is noticeably lower; 4) Akamas is an incredibly inept hero. I would especially like to note the last point: there is no other secondary hero in the campaigns who is so poorly developed. The ideal option, of course, is when a secondary hero is obtained as a blank slate, and you can distribute his skills yourself, as was the case with Sarah. But here it's just a clinical case: out of the 12 skills that Akamas had when he joined, all 12 were completely useless for a secondary hero. A whole bunch of combat spells, terrible "Aggressor" and "Aggressor 2," "Wall Destroyer" (as if anyone is storming cities with a secondary hero), etc. At the same time, he completely lacks logistics and thievery skills, as well as management skills; he is also not suitable for combat - he doesn't even have tactics (!), nor a single magical skill... In previous versions of the game (before the patches), by the way, there was one rather advantageous bug for the player: the "tutelage" skill, instead of the stated 50% experience, transferred all 75% to the friendly hero, and thanks to this, the second hero could be brought up to level 24. Now, however, he inevitably stops developing at level 19 unless you have him fight in major battles or visit dragon shrines (which, in my opinion, is not ideal).
Nevertheless, I somehow believe in Sandor - probably because I think the Orc race is much more viable than the Demons.
User Avatar
Auto-translated
By the way, yes, you're right – Akamas has a terrible skill tree. )))
By leveling up at the Dragon Shrines, I somehow managed to teach him Tactics and Push, as well as basic healing. But Logistics and other skills remained unattainable.
But I was so frustrated when, while assembling a warlord, I was missing the Jaguar Amulet – I ended up with 5 items, none of which were particularly useful.
But the Regent was fully equipped.
Auto-translated
Reached Ishtvan, and it's time to draw some conclusions.
1. It wasn't possible to maintain the purity of the experiment (Sandor's playthrough vs. Kirill's playthrough) for two reasons:
- I played as Kirill before patch 1.8, after which it became much easier to develop cities, especially when building third-level dwellings.
- A strange and unprecedented bug occurred. I captured the first city of the Forgotten tribe, and the following week was declared a week of illness (creature growth is reduced by half). Muttering to myself, I entered the captured city to see what troops I had, and I saw: my already hired troops were stationed in the city (about 10 cyclops and more). Where they came from - who knows :)
As a result, I reached Ishtvan at approximately the same time as Kirill (the second week of the second month), but with an army that was roughly the same as the one Kirill managed to gather only in the following week.
2. In general, it was easier to play through the map. Of course, it should be noted that the "simplicity" of the playthrough is subjective. For example, I absolutely cannot tolerate losses of more than two or three percent of my troops, even in key battles, and I don't like "one-sided" troops (in which there are no, say, full-fledged ranged/flying/retaliation units). The Inferno's troops are exactly such an "uncomfortable" option: all infantry, the breeders shoot at half strength, the retaliatory attack of the destroyers is unpredictable and meaningless (you might end up hitting your own). At the same time, the racial ability only starts working in the middle of the battle, which you still need to survive. But with the Orcs, every unit is beautiful. Just compare the Abyss Lords with the Enraged Cyclops: the Cyclops have a choice of three attack options, two of which are retaliatory, while the Lords' main feature is counterattacks, which only become truly effective when you expose this unit to the enemy's attacks. But... (see the next point).
3. But Ishtvan turned out to be a much more serious problem for Sandor than for Kirill. The reason is simple: there is no one to block the ranged units! The Necromancers have three (!) ranged units, and these damned spiderlings are especially annoying. There is nothing you can do about them! Rushing everyone forward is like courting death, because the enemy has four times more melee units. The elementals that I tried to summon with the help of scrolls are destroyed in one turn. The cursed undead cannot be controlled or affected by spells like this, and draining, the main trump card of the Blood heroes, does not work against them.
Kirill's battle scheme was simple: in the first turn, endure three shots (the Imps almost wiped me out), and in the next turn, the same Imps appeared right under the noses of the spiderlings and liches, but summoned, and the enemy could no longer kill them in one turn. (By the way, the Abyss Worm also provided some help - it distracted several attacks). Then it's simple: every turn, you place summoned creatures next to the ranged units, and at the same time, you shoot down the infantry.
Unfortunately, Sandor does not have this opportunity. I, of course, won the battle - a hundred cyclops crushed everything, but I lost all the Warrior-Jaguars, harpies, and snow leopards, and almost all the centaurs.
So far, I don't see a way to fight the superior forces of the Necromancers, except for simply accumulating troops. Perhaps, one week's growth will be enough to radically change the picture of the battle - as was the case with Kirill.
User Avatar
Auto-translated
Well, if there are a lot of cyclops, I acted like this. After the wait, Heroic Assault, + with speed boost from the skirmishers +2, a lot of luck - well, it depends on various factors. And this is Blood Rage, when your army is hit, it gives +1 to the turn. They rush forward, deal damage, then on the next turn, you can add reinforcements of level 3 to slightly compensate for the losses. And only then, a retaliatory strike with a fist. In my battle with Ishtavan, I had about: 158 cyclops, 267 skirmishers, and 647 goblins. Well, and other troops - but I only used these troops to defeat the dragon. (under Heroic Assault and luck - they dealt 72,000 HP in one go (the dragon had a total of 185,000) By the way, orcish mages are also quite interesting - their idols are a cool thing - you can increase the defense of your troops or strike with chain lightning. (depending on the path).
In reply to Menaris
Auto-translated
Menaris
There is an exit to the surface behind one of the orcish cities. Nearby, there will be a fort where the orc Tohunga is stationed. Kill him, and then the Forgotten Tribe will be defeated, and the passage further will open.
So, how did the passage open? And what do you need to do for that? :eek: How did you open the exit to the surface to the orc?
User Avatar
Auto-translated
I'm playing through this Campaign with Anastasia – I really wanted to play with her magic again. I'm playing quickly, I defeated the Naga armies of Kaonachi and Mukao, and I took over and rebuilt all their cities and forts. I went down into the Dungeon and defeated one of the Orcish heroes, his name started with "T" or something like that.

I'm playing easily, Mass Agony is incredibly powerful! It eliminates, if not all, then a large part of the enemy troops. The hordes, compared to the water creatures, are of course larger, maybe that's why Anastasia has such abilities!

The more enemy troops there are, the more spells you need to use, in addition to Agony.

As for the Campaign itself, I don't like the idea – you have to defeat the mother with one of her children!!! I like the map more than in the first Campaign, where you had to play as the Tears hero. This map is bigger.

The ending of both Campaigns is the same – we are waiting for the return of Rai'lag-Agra'il, and he will be the bad guy again :smile19:.

Save before the battle with Kate - it was interesting to see the opponent's capabilities.
Auto-translated
There’s an issue that I haven’t been able to overcome yet – I went down, captured one Fortress, and now I can’t fight with the orange heroes – the game crashes. It crashes in a standard way, as soon as my troops try to act. Sometimes I can manage to use the shooters, and the rest of the troops do something – then the game crashes. Has anyone else experienced this?
In reply to nbura
User Avatar
Auto-translated
nbura
An insurmountable problem has arisen: I went down, captured one Fortress, and now I can't fight with the orange heroes – the game crashes. It crashes in a standard way, as soon as my troops want to act. Sometimes I can act with the snohodtsy, the rest of the troops do something – and then it crashes. Has anyone else experienced this?

A crash on version 1.8.0?!
Auto-translated
Yes, 1.8, although it’s a fairly stable patch in general. (Well, except for the chessboard in the cities). And here, unfortunately, the last map from all the campaigns remains, and there’s this issue. Moreover, the crashes aren’t random; they happen consistently. If the orange player attacks Sandor, the enemy makes the first move, attacks with magic – crash. I tried to retreat a bit, and I attack – all units seem to move once, but if I try to move the brutes or press block – crash. I replayed it for a whole week, took only cyclops (I suspected the brutes) – it still crashes. In an auto-battle with an average enemy hero, I win, but I’m not happy with the losses, and where the enemy is stronger, the auto-battle won’t help.
In reply to nbura
User Avatar
Auto-translated
nbura
Yes, version 1.8, although it’s generally quite a stable patch. (Well, except for the chessboard in cities).

Check out my 2 posts here; they might help you with something:
/topic/at/621139/

I also played as Sandor on this map. I also experienced crashes. But I still managed to complete it.)
Auto-translated
Well, it seems to have worked out. I'm going to fight with Akamas against a group of cyclops, so I don't have to remove troops from the tactical map (Akamas is also level 30 and only slightly weaker than Sandor; his main physical skills are improved, and he has enough magic for healing). Thanks, bobchik, for the advice – not removing troops from the tactical map works. In principle, the same applies to Sandor; if you don't remove troops, the game doesn't crash.

Statistics

Welcome our newest member: Emil