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It's not a pity to lose wyverns... the wood is usually not well-guarded... but there's still a limited number of them... You have to fight gnolls and archers, of course, in the first week... but there are many neutral creatures with whom losses will be significant with such an army... I buy wyverns in the second week, and not at the beginning of the week, but in the middle or at the end... my experience has shown that buying wyverns pays off... if there is a different approach, I don't argue...
It's not a pity to lose Wyverns... the wood resource is usually not well-guarded... but there is still a limited amount of it... You have to fight Goblins and Archers, of course, in the first week... but there are many neutral creatures with whom losses will be significant with such an army... I buy Wyverns in the second week, and even not at the beginning of the week, but in the middle or at the end... My experience has shown that buying Wyverns pays off... if there is a different approach, I don't argue...
There is usually not enough wood... If there is little wood, there are two options: 1) Build a Wyvern and try to find wood to build a Market, Guild, or Forge (the task becomes more difficult if there is no second-level building initially). This is not a bad option, but there may be problems with money and, consequently, with the army.
2) Build a Town Hall, hire all first- and second-level creatures, and go in search of wood. When building structures, there will be enough money for the army, but there may be problems with the monsters guarding the resources or the exit.
P.S. My experience has shown that buying Wyverns does not always pay off
Hello everyone! Regarding the Fortress, we can recall the Fortress campaign in Armageddon's Blade. I'm currently stuck, as far as I understand, on the last mission in that campaign. You start with no castles, and you're facing 4 Necropolis players, each with 2 castles... I've been trying for days, and I keep losing. It's just impossible to fight them. Were there any fans who managed to complete it? :D
Sage
19 years ago
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There were (but it was a long time ago, and it wasn't quite like that :D). I think you had to retrieve some artifact to win. If I remember correctly, it was stored in the lower right corner of the map, guarded by liches.
Unlikely, because that's where I start :D. Or it's not the right mission, or it's in a different corner :D
Maybe. I played it about 4 years ago, so I probably got something mixed up. Ah, here. Maybe it refers to a huge map (it looks like a swamp, and there are a lot of other things on it) and the main character is a fire magic specialist. To be honest, I don't remember where I was going or what I was doing.
There are no inherently "wrong" factions; the tactics simply differ significantly between the various Castles. Here's my advice:
1) Almost all of the Swamp's units are masterpieces. Discard the first two. Fly Traps give you the first turn due to their enormous speed for that level, and they inflict a weakening effect on the enemy while removing positive spells. This is better than applying debuffs to the enemy yourself. Basilisks are a very fast unit that can petrify enemies. Furthermore, there's a hero with whom you can acquire them early in the game. Gorgons are excellent for eliminating the enemy's last unit. Wyverns, which you purchase early in the game and which gather in trees, become numerous by the mid-game. Wyverns are a cheap and very effective unit (when used correctly).
2) The Castle has several structures that enhance its defense.
3) You should focus on developing an exceptional warrior and tank, without trying to specialize in magic.
4) In the early stages, you should build Wyverns and profit from them. This is the second Castle, after the Barbarians, that has access to great units early in the game, and you should take advantage of this.
Naj
19 years ago
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Gorgons fight really well when they are defending me))) + they also deal additional damage!!! Wyverns are great, but hydras don't really make a difference when there are only a few of them. Even when there are only a few phoenixes, they are still stronger.
samadura
19 years ago
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Lentjay;22453
If anyone can help, please tell me how to play as Fortress. I play with friends in Heroes, and I can win with other factions, but I haven't won even once with my favorite, Fortress. Please advise on tactics, which heroes to use, and which buildings to construct.
My advice to you is, if you want to win against your friends often, FORGET ABOUT FORTRESS FOREVER!!! :)
My opinion: The Swamp faction can only compete with the other factions on the late stages of the game.
Please try to convince me otherwise. Because I lost by 200% :(
I won't try to convince you, I'll just confirm your words. Choosing the Swamp faction (along with Barbarians and Inferno) when playing against Humans, especially on large, computer-generated maps with 200% difficulty, is SUICIDE. There are enough drawbacks to this Castle to make you forget about it forever: 1. The Castle is surrounded by swamps (moving quickly in the early stages of the game will be problematic) 2. The lack of a decent ranged unit in the army is also a big disadvantage. 3. Three-level magic (unpromising) 4. Out of the two flying units, only the Wyverns are somewhat decent; the Dragonflies are cannon fodder (combined with the lack of good ranged units and three-level magic), so how to capture enemy cities in the early stages of the game (roughly the first two months) remains a mystery...??? Frankly, it's an unpromising and weak Castle, and you can't compensate for this with cheap units and buildings... there are too many tactical disadvantages:(
I won't try to dissuade you, I'm just confirming what you said. Taking Swamp creatures (Barbarians and Inferno) when playing against a human player, especially on large, computer-generated maps with 200% difficulty, is SUICIDE. There are plenty of downsides to this Castle that make it worth forgetting about: 1. The area around the Castle is full of swamps (moving quickly in the early stages of the game will be problematic). 2. The lack of a decent ranged unit in the army is also a big drawback. 3. Three-level magic (not promising). 4. Out of the two flying units, only Wyverns are reasonably good; Dragonflies are cannon fodder (combined with the lack of decent ranged units and three-level magic). How to capture enemy cities in the early stages of the game (the first two months) remains a mystery...??? Frankly, it's an unpromising and weak Castle, and you can't compensate for this with cheap units and buildings... there are too many tactical drawbacks.
1. To move quickly, it's enough for the starting hero to deploy a few Gnolls, and for new heroes to deploy the entire army (if there is no need to fight) and take one Gnoll. There will be no movement penalty. But the enemy will have to crawl through the swamp for a long time. 2. The main ability of the Castle is defense, and it helps ranged units much less than warriors. The only ranged unit is weak, but the Fortress can easily kill enemy ranged units (often the Tactics skill is learned, and there are Snakes). 3. Three levels is, of course, a little, but this is compensated by good defense. Besides, what prevents you from taking another Castle and developing the Mage Guild in it? 4. Sieges are indeed difficult in the early stages of the game, but Dragonflies are very helpful: 1) The Fortress gets the first turn (at the beginning and in the middle of the game) in battle; 2) Dragonflies can easily block enemy ranged units. Inquisitor;53366
Let's discuss, gentlemen!
My opinion: The Swamp can only compete with the other races on the later stages of the game.
Please convince me otherwise. Because I lost 200% :(
It's hard to prove this in words. You need to show it in battle, but that's not my forte
1. To move quickly, it's enough to deploy a few Gnolls with your starting hero, and with new heroes, deploy the entire army (if there's no need to fight) and take one Gnoll. There won't be a movement penalty. And the enemy will have a long way to crawl through the swamp. 2. The Castle's main ability is defense, but it helps archers much less than it helps melee units. The only archer is weak, but the Fortress can easily kill enemy archers (Tactics is often researched, and there are Serpents). 3. Three levels is, of course, a little, but this is compensated by good defense. Besides, what prevents you from taking another Castle and developing the Mage Guild in it? 4. Sieges are indeed difficult in the early stages of the game, but Dragonflies are very helpful: 1) The Fortress gets the first turn (at the beginning and in the middle of the game) in battle; 2) Dragonflies can easily block enemy archers.
It's hard to prove this in words. It needs to be shown in battle, but that's not up to me :(
1. To move quickly, it's enough to deploy a few Gnolls with your starting hero, and with new heroes, deploy the entire army (if there's no need to fight) and take one Gnoll. There won't be a movement penalty. And the enemy will have a long way to crawl through the swamp.---Yeah, as if Gnolls are the slowest units in this Castle... and you could say the same about all Castles... at the end of the turn, you can leave Angels with the Humans, upgraded Vampires with the (potentially slow) Necromancers, and they'll all move like lightning... but that's not really indicative of the game. Most of the time, you'll have to move slowly, and frequently splitting your forces at the end of the turn is also a risk. A Human hero might teleport or fly in from the darkness and first attack the weaker hero with the main forces, and then the main hero with the fastest unit. That would be very frustrating, and computer heroes often like to pop out of one-way portals when you least expect them. 2. The Castle's main ability is defense, but it helps archers much less than it helps melee units. The only archer is weak, but the Fortress can easily kill enemy archers (Tactics is often researched, and there are Serpents).---It's not convincing enough to play this Castle just because of its defense. Tactics is researched by most heroes of all Castles, so that doesn't surprise anyone. But Air Magic is a rare guest for the Swamp Castle, and mass Haste is something fantastic for them (at least, in all the games I've played against the computer and other players with this Castle, no one has used it; at best, they Haste one unit). And usually, it's quite easy to fight against them: you apply mass Slowdown at a certain stage of the battle. Due to the lack of good archers, the Swamp Castle has to move forward. Serpents usually only slow down an archer for one turn (or at best, two), and then they are quickly defeated, and the archer continues its work. Due to the lack of good magic in the Castle, you usually don't have to expect anything fantastic from them, like an explosion, in the early stages of the game. In short, fighting against the Swamp Castle doesn't cause me any particular difficulties. And to be honest, I wouldn't want to have them as neighbors, just like the Barbarians (you can't learn anything in their Castle anyway... and you'll have to fight :( ). 3. Three levels is, of course, a little, but this is compensated by good defense. Besides, what prevents you from taking another Castle and developing the Mage Guild in it?---Yes... it's one thing to learn it in your 5th-level Castle (with the same portal town and possibly teleport if you're lucky), and quite another to find, conquer another, and possibly build it there too... do you see the difference in time? And when playing only with humans, it's not that easy to capture someone else's Castle without good magic and archers. I personally don't see anything good about this Castle.
yeah right... as if gnolls are the only ones in this castle who are the slowest... and in general, you could say the same about all castles... by the end of the turn, humans can be left with angels, in the Conflux birds, or (potentially slow necros) with upgraded vampires, and everyone will be racing like saigas... but that's not an indicator; most often during the game, you'll have to move slowly...
Firstly, starting heroes (at 200%) can rarely kill anyone, and they don't need an army; it's better to quickly grab the absolute essentials (sawmill, quarry, resources) Secondly, the main hero moves with warriors from his own castle, not with the fastest units! His own units do not receive a penalty when moving through swamp. That is why I suggest leaving only warriors from the Fortress with the starting heroes!
samadura;85592
too unconvincing to play this castle just because of one defense, tactics are studied by most heroes of all castles so you won't surprise anyone with that, but Air Magic is a rare guest for the swamp-dwellers and mass acceleration for them is something fantastic (at least in all my games against the AI and people with this castle, no one used it; in the best case, 1 unit was accelerated) and usually fighting against them is quite simple: you use mass slow at a certain stage of the battle, and due to the lack of decent shooters, the swamp has to move forward, snakes are usually enough to slow down a shooter for one turn (well, 2 at best), then they are quickly defeated and the shooter continues his work. Due to the lack of normal magic in the castle, you usually don't have to expect anything fantastic like an explosion in the early stages of the game. In short, fighting the swamp personally doesn't cause me any particular difficulties. And honestly, I wouldn't want to have them or the Barbarians as my neighbors (you won't learn anything in their castle anyway... but you'll still have to fight :( )
samadura;85592
too unconvincing to play this castle just because of one defense
But still, defense is a plus samadura;85592
tactics are studied by most heroes of all castles so you won't surprise anyone with that
Not all. Tactics are very rarely studied for mages of any castle (except the Stronghold) samadura;85592
Air Magic is a rare guest for the swamp-dwellers and mass acceleration for them is something fantastic (at least in all my games against the AI and people with this castle, no one used it; in the best case, 1 unit was accelerated) and usually fighting against them is quite simple: you use mass slow at a certain stage of the battle, and due to the lack of decent shooters, the swamp has to move forward,
Magic in general is lacking for the swamp-dwellers. From this, the conclusion is - make warriors. Slowness is very unpleasant, as is any magic. Against magic the Fortress is weak, I won't argue, but that's no reason to give up! You can always find a way out. samadura;85592
snakes are usually enough to slow down a shooter for one turn (well, 2 at best), then they are quickly defeated and the shooter continues his work.
Well, that depends on the number of dragonflies (and of course the enemy army) and the upgraded defense. They can hold off shooters until the army arrives, and the army of the Fortress is very good: Hydras - excellent meat, they hit multiple targets Gorgons - hit high-level warriors very well thanks to the deadly gaze Basilisks - can turn to stone And wyverns - usually take by quantity (on random maps there are often snake hives). Besides, it's enough to just put wyverns in at the start of the game.
samadura;85592
In short, fighting the swamp personally doesn't cause me any particular difficulties. And honestly, I wouldn't want to have them or the Barbarians as my neighbors (you won't learn anything in their castle anyway... but you'll still have to fight :( )
Perhaps you haven't encountered an opponent who knows how to play the Fortress well. In that castle, besides the fact that you won't learn anything, you won't even reach it quickly :) And wyverns don't cause difficulties??? samadura;85592
Well yeah... it's one thing to learn in your own level 5 (with the same town portal and possibly teleport if you're lucky) and quite another to find, conquer another and possibly build up there... you feel the difference in time... and when playing only with people it's not that easy to capture someone's castle without normal magic and shooters. I personally see nothing normal in this castle.
Capturing is hard, but possible. Building up magic is of course slow, but there's nothing to be done about it. That is the weakness of the Fortress - magic.
Whoa! What topic have I stumbled upon again? =))) Why is it that whenever a topic about a Castle comes up, there are always people who say that this Castle is the worst (like in the Inferno topic, for example). I keep repeating that the balance in Heroes is almost perfect. You just need to know how to play each Castle... each Castle has its own tactics, and the Swamp Castle is no exception. To capture Castles for this city, take Ballistics. You get them quite often in this Castle. Break through the gates in 1-2 turns and crush all the enemy units that are holed up inside with Hydras!!! If you don't like Ballistics, catch the enemy heroes in the field. When playing, don't focus on the disadvantages while ignoring the advantages; do the opposite, and then you'll see that the Swamp Castle is actually quite strong! The swampy terrain is a huge advantage for the Swamp Castle! There is no penalty on other terrains, or it is much smaller! (the exception is snow - the penalty is also high there, but lower than in the swamp). In general, when moving across the main territories, the Swamp Castle units are on par with the others, even with those for whom "grass" is their native land. But on the swamp, the Swamp Castle units move twice as fast! In general, if you think that the Castle is weak, then forget about the others and learn to play with this one =)))) You can play equally well with ALL of them! The main thing is to have the desire!!!
Firstly, starting heroes (at 200%) rarely manage to kill anyone, and they don't need an army; it's better to quickly acquire the essentials (lumber mill, quarry, resources). Secondly, the main hero travels with warriors from their own Fortress, not with the fastest units! Their own units don't suffer a penalty when moving through swamps. That's why I suggest keeping only Fortress warriors for starting heroes!
But defense is still a plus.
Not for everyone. Tactics are rarely learned for mages of any Fortress (except for the Citadel).
Magic is generally weak for Swamp players. Hence the conclusion: focus on warriors. Slowness is very unpleasant, as is any magic. The Fortress is weak against magic, I agree, but that's not a reason to give up! You can always find a way.
Well, it depends on the number of dragonflies (and, of course, the enemy army) and the level of defense. They can hold off the archers until the army arrives, and the Fortress has a very good army: Hydras are excellent fodder, attacking multiple targets. Gorgons deal very good damage to high-level warriors thanks to their deadly gaze. Basilisks can turn enemies to stone. And wyverns are usually taken in large numbers (on random maps, there are often snake nests). Besides, it's quite easy to place wyverns at the beginning of the game.
You probably haven't encountered an opponent who knows how to play Fortress well. In the Fortress, besides what you can't learn, you also won't be able to reach places quickly. :) And wyverns don't cause difficulties???
It's difficult to capture, but possible. Building up magic takes a long time, but there's nothing you can do about it. This is the Fortress's weakness: magic.
It's difficult to capture, but possible. Building up magic takes a long time, but there's nothing you can do about it. This is the Fortress's weakness: magic.---Exactly, it's MAGIC, which is very important in the game, especially (city portal and teleportation). If the first one can still be learned by Swamp players (although again, the probability is much lower than for other Fortresses), then dreaming of a good 4-turn teleportation is all you can do... and without it, it will be very difficult to play on large maps, especially against human players.