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Posts from Tips on tactics and development in Heroes.

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20 years ago
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I've been playing Heroes extensively since the 5th installment. I played the 3rd game a bit back then, but I spent most of my time on Disciples 2, which had its own unique features, like not being able to capture cities. So, my skills in Heroes weren't very developed. I play decently, but I'd like to improve. Could you please give some advice to beginners or those who play well but want to enhance their skills in this fantastic game? Specifically, regarding the optimal city development in the early game – what should be built immediately, and what can be postponed? What are the advantages of hiring 4 heroes? Which units should be used for defense, and so on – even just a few general tips would be helpful. I'm interested in advice for the Academy and the Dungeon.
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20 years ago
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Well, I used to play Heroes of Might and Magic III a lot, and I can offer some advice based on that game. I think it might be useful for Heroes of Might and Magic V as well. In the first week, you should try to build as many dwellings for your monsters as possible, and also a castle. In particular, you should upgrade creatures to level 1 or 2, but only if it gives them significant advantages (for example, upgrading harpies is a must, and gremlins are much better when upgraded). In the second week, you should build your 7th dwelling and, if possible, a capitol. On the first day, I hired two heroes, and then adjusted based on the circumstances. The troops from these heroes should be transferred to the "main" hero, and the heroes themselves should be sent
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20 years ago
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Of course, in the 5th part, you can't develop up to the capitol by the second week because of Town Points, but thank you for the advice anyway. From this, one can conclude that during the first week, you need to ensure there is an optimal number of creature dwellings so that resources still remain for the building that increases growth. I believe it's never too late to upgrade—the main thing is that the sooner creatures start growing in the town, the better; well, that's just my strategy—if anyone disagrees, let me know, I'll take any advice into account.

P.S. One more point: you say to send them to capture a second town, but you still have to search and search for this second town, and along the way, you'll run into neutrals and there won't be enough troops left to capture the town.

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Another question has come up. If 2 or more towns are captured, is there any way to redirect creatures from the 1st town to the second so that you don't have to run across half the map for them in Heroes 5?
In reply to Raja_Rakshasa
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20 years ago
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Raja_Rakshasa
...Another question arose. If you have captured 2 or more cities, is there a way to redirect creatures from the first city to the second, so you don't have to move them across half the map in Heroes 5?
There doesn't seem to be a direct way to do that, but you can use the "Summon Creatures" spell; however, the spell consumes a lot of mana (the amount depends on the number of units).
In reply to Night
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20 years ago
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Night
There doesn't seem to be a direct teleportation spell, but you can use the "Summon Creature" spell; however, it consumes a lot of mana (the amount depends on the number of units):)

But we don't have to worry about that coming from the Dungeon :D
- Да покрамсают всех фурий
- Правила портала www.HeroesWorld.ru - Любой Герой должен это знать
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20 years ago
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I noticed some cheating:
For example, I had a Warlock with zero mana and three stacks of Assassins (5 in the first, 7 in the second, and 6 in the third). Against me were three stacks of Steel Golems, with 22 in each. To be honest, I wasn't too upset by this, but then things started to go well, and I left the battle with a loss of 2 Assassins:)
I was saved by a hero who took out 1 Golem per turn, and the Assassins honestly wore down the enemy by running around:)
This tactic also saved the Sylvan faction. Seeing such a "karate move" #66, my friend took out 79 Zombies with one Unicorn:)
What should be done here? The hero cannot be damaged/killed; he can be used as an immortal ballista...
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20 years ago
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Yeah, that’s definitely cheating! I did the same thing, and it worked! But I guess it’s mainly to take out those tough enemies at the beginning of the game. As for advice, you should focus on leveling up Leadership, Luck, Logistics, and Wisdom. In my opinion, these are the best skills in the game.
Добро- Не цель, а средство, Зло- Дорога к цели...
/topic/at/88386/ Анатраилл
In reply to Raja_Rakshasa
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20 years ago
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Raja_Rakshasa
I think upgrading is never too late – the sooner creatures start growing in the city, the better. But that’s just my strategy – if you disagree, feel free to suggest alternatives; I’ll consider any advice.

P.S. Another point: you say to send troops to capture the second city, but you still have to find that second city, and along the way, you’ll encounter neutrals, and you won’t have enough troops left to capture the city.

That’s the point of early upgrades – then your troops won’t die (with wise leadership). So, you definitely need to upgrade one stack on day 1 (unless there are some special circumstances). And you can easily determine where the other city is located. Determine the general direction on the map and follow the road. Then you’ll come across neutrals guarding the passage – that’s the path to the neighboring city.
Raja_Rakshasa
Here’s another question. If 2 or more cities are captured, is there any way to redirect creatures from the 1st city to the second so that you don’t have to move them across half the map in the 5th game?
Create a chain of heroes. One transfers troops to another, and so on.
Uke-by_HoMM![Zavulon]
Yes, it’s definitely cheating! I did the same thing, and it worked! But it’s probably just to take out the big guys at the beginning of the game. As for advice, you need to level up leadership, luck, logistics, and wisdom. In my opinion, these are the best skills in the game.
Yes, luck and leadership have become very important. :cool:
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20 years ago
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That’s great! For the Necropolis, luck makes the miss skill almost foolproof!
Добро- Не цель, а средство, Зло- Дорога к цели...
/topic/at/88386/ Анатраилл
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20 years ago
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I think leadership has become too important. With a master, you can take 2-3 (or even 4) turns before the opponent.
In reply to Uke-by_HoMM![Zавулон]
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20 years ago
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Uke-by_HoMM! [Zavulon]
That's great! For the Necropolis, luck makes the miss skill almost foolproof!
Oh yeah!!!! It's so nice when they miss your troops!!! By the way, the computer sometimes deliberately attacks them, even if there are few of them....
С уважением, Vlad

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20 years ago
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Xaker
Oh yeah! It's so satisfying when they miss your troops!!! By the way, the computer sometimes deliberately attacks them, even if there are only a few...
Yeah, but it's annoying when you can't kill ten ghosts after ten minutes:)
In reply to Night
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20 years ago
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I only fight ghosts with magic, archers, and Fury units. Luckily, they have very few hit points.
" Тьма - рука правая Света , Свет - рука левая Тьмы "
In reply to Night
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20 years ago
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Night
Yeah, but it's annoying when you can't kill a dozen ghosts for ten minutes:
That's for sure!! I remember when I was playing as elves... I almost went crazy trying to kill them... In the end, I lost 2 elves... What a disappointment... Anyway, if your opponent is like those "dead souls":confused: Anyway, it doesn't matter... It's better not to play without some calming medicine...:D :D
С уважением, Vlad

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