Skip to content

Posts from "In honor of our fathers" - "One Khan, One Clan" [Campaign 3, Mission 2]

No ratings yet — be the first to rate!
11 years ago
Auto-translated
Generally, Warmongers resemble combat griffons much more. Retaliation punishes. And it’s quite difficult to kill over-buffed Warmongers at the end of a battle. Also, there are few truly good archers in the game, and Cyclops were given the ability to throw goblins just for fun.
In reply to Vadimh
User Avatar
11 years ago
Auto-translated
Vadimh
Actually, Warmongers resemble combat griffons much more. They retaliate. And it's quite difficult to kill enraged, buffed Warmongers at the end of a battle. And there are few really good archers in the game, and they gave Cyclops the ability to throw goblins just for fun.

And they don't throw very effectively. Cyclops in Heroes 4 are a completely devastating unit, with an area-of-effect attack.
In reply to SuperGuru
11 years ago
Auto-translated
SuperGuru
And somehow, they don't throw very effectively. Cyclops in Heroes 4 are a completely devastating unit, with an area-of-effect attack.
What prevents you from using Cyclops to attack an area in Heroes 5?
11 years ago
Auto-translated
I was playing on Recruit difficulty and lost my first two castles as soon as I sailed away on a ship. Oh well, I thought, and sailed towards the green castle. My army was enough to defeat the main Dark Elf on the shore. I'm now in my only green castle, slowly building up my army. Meanwhile, the blue faction has expanded into my former territories, and the purple faction has arrived. And then the battle for power began! They were taking castles from each other, fighting, and in the end, the blue faction won. With the army I had gathered in my last castle, I completed the mission. Of course, I could have acted more cautiously, but the war between the blue and purple factions was amusing :D :D :D
In reply to Наташа2705
User Avatar
11 years ago
Auto-translated
Natasha2705
I played on Recruit difficulty and lost my first two castles as soon as I sailed away on a ship. Oh well, I moved on and sailed towards the green castle. I had enough troops to defeat the main Dark Elf on the shore. I'm now in the only green castle, slowly building up my army. Meanwhile, Blue has completely taken over my former territories, and Purple has sailed in to join him. And then the battle for power began! They took castles from each other, fought, and in the end, Blue won. With the army I had gathered in my last castle, I completed the mission. Of course, I could have acted more cautiously, but the war between Blue and Purple was amusing :D :D :D

Here's another alternative :D:smile54:
User Avatar
10 years ago
Auto-translated
Now, I'll tell you about how I played through this mission. I played on Veteran difficulty, and it didn't work out on the first try because the Turquoise faction came to my lands too early with an awesome army. Also, the K'tharr units never dropped, so I initially leveled up a secondary hero who already had those units at the start. Eventually, I restarted, and the leveling went much better. I leveled up the following skills: units - tent - ballista - rapid-fire ballista; attack - shooting, fire arrows, battle frenzy; luck - magic resistance; logistics - pathfinding; education - the perk that gives 50% more rage at the start, and of course, the Horde's unique skill, Expert. In the first week, I cleared everything I could with minimal losses. On the eighth day, I recruited the Brown hero. At the end of the fourth week, or the beginning of the fifth, I broke through the garrison. I reloaded the battle a couple of times to achieve fewer losses, recruited the Orange hero, and then the fun began. After about a week or two, the Turquoise faction appeared with a very impressive army, and, in fact, throughout the game, it seemed to respawn again and again, even though it retreated from the battlefield. It was probably scripted that way. And in general, that first battle was the most difficult.

Now, a little about which upgrades are best.

1. It's very important to upgrade the Shamans into Daughters of the Sky; this is the first upgrade, not the second. And it's best to try to lose as few of them as possible because, of all the mage creatures, they are the strongest due to their chain lightning and infinite mana thanks to the Goblins!
2. Assassins must be upgraded into Leaders, and they should be placed close to the Centaurs and Cyclops to increase their initiative by 1, while the Daughters of the Sky already have good initiative.
3. Centaurs are better upgraded into Nomads; they have more damage, even if they have one less hit point than the alternative, plus they have maneuvering.
4. Goblins should be upgraded into Trappers; they have more health, and their traps often slow down the enemy.
5. Orcs are better upgraded into Warmongers because their horned brethren are weaker in health and defense, and Warmongers often save important allied stacks with their ability to distract the enemy.
6. Wyverns. Honestly, both upgrades are good, and which one is better to use in castle defense, we'll see below.
7. Cyclops. We definitely take Free Cyclops because Blood Cyclops are much weaker in damage, and even though they have a spell that reduces the creature's luck by 3, in my opinion, they still lose to Free Cyclops.

Now, I'll tell you about my castle defense tactics; many probably already know them, but just in case, it might be useful to someone:

1. Troop placement. I placed the Assassins close to the Centaurs and Cyclops to increase their initiative. I placed the Goblins close between the Cyclops and the Daughters of the Earth, and I placed this group in the lower left corner. The rest - Warmongers and Wyverns - in the upper right corner. Now, about the Wyverns, which ones to upgrade, I looked at the situation. The enemy always had Blood Cyclops in their attack, so I didn't dare to take them out of the castle, and therefore I upgraded them not into Paoka, but into Poison Wyverns. But outside the castle, I took Paoka, and they are good because they can hit several units at once (chain lightning effect), and they can also revive themselves by eating the corpses of killed creatures, just like Vampires. Poison Wyverns only restore 30-50 units per turn. But during sieges, they win due to their poison.

2. In castle defense, the "Terrifying Roar" battle cry, combined with the Trappers' traps, helps a lot. This way, you can hold the Cyclops at the castle walls for a long time. By the way, regarding them, to prevent them from throwing Goblins, I advise you to eliminate them first, and if you can't do it right away, scare them away with the aforementioned roar. This is very relevant because the enemy usually has more than 20 Blood Cyclops.

3. We support the Centaurs and Free Cyclops with Leaders and their ability to influence the speed of creatures on the initiative scale; this ability is stronger the more Leaders you have in the stack. So, at the beginning, we get rid of the enemy archers and mages. We also boost the Daughters of the Earth with Leaders, and they, in turn, perform a series of chain lightning attacks on the enemy, and with each subsequent attack, the chain lightning becomes more powerful in damage. As soon as the castle walls are breached, we slow down the Cyclops with Trappers and the roar. And in this way, we simply destroy the enemy: Centaurs - Cyclops - Assassins - Daughters of the Earth - Trappers. Using this scheme, I withstood sieges in which the enemy had a two or three times larger army. Of course, the AI always retreated
In reply to FireCool
User Avatar
10 years ago
Auto-translated
I did pretty much the same, except for the Assassin upgrade – I chose Executioners. They are powerful in melee combat, which is exactly what I needed them for. As for the Shaman upgrades, I definitely agree that Daughters of Heaven is the way to go: the hero essentially gets the Chain Lightning spell for free, and with a free move to boot. However, I would still choose the second upgrade for Centaurs.
In reply to SuperGuru
User Avatar
10 years ago
Auto-translated
SuperGuru
I did pretty much the same thing, except I upgraded Assassins to Executioners. I used them specifically for melee combat; they are very powerful in that role. As for upgrading Shamans, I definitely agree with upgrading to Daughters of Heaven: essentially, the hero gets the Chain Lightning spell for free, and with a free movement point to boot. But I still think Centaurs are best upgraded to their second tier.
Well, in melee combat, if you're not just defending your castle, then Executioners are definitely the way to go. Otherwise, they're useless. But why are you putting Centaurs at their second tier? Their damage is weaker, even though they retaliate with full force. What's the point of letting anyone get close enough to attack the Centaurs and deal significant damage? I try to come out of every battle with minimal losses among my archers. Let others die, but not the Centaurs, because they are incredibly powerful, especially with maximum Blood Fury, when there are a couple of hundred of them, they mow down everyone, and if you add Direct Hit, it's game over. Let me tell you, with well-developed Centaurs, no other archer unit can compare, not Dark Elf Witches, not Human Archers, not even Elves with their Double Shot. In short, Centaurs outperform everyone, and ideally, you should combine them with the Ring of Life (health +2) and take the Defense perk, which will give them 13 health instead of 9, and with Battle Fury, they are simply overpowered
10 years ago
Auto-translated
The hero has about three times the army size compared to the veteran at the turquoise difficulty level. By week 6, there were around 400 kents, and they were the ones holding the entire defense. Shamans are good at spreading speed boosts and slows, and goblins are purely for generating rage for the horde and mana for the shamans. I didn't take wyverns or cyclops because they are expensive and just stand around doing nothing, and the cart carries everything. The opponent doesn't know how to approach with their cyclops and shamans to sacrifice them to the goblins, so if you scare the goblins away from these stacks, they don't pose a threat. We kill/scare the kents immediately, the infantry isn't dangerous, and the ducks are all taken down together. It's also useful to destroy the opponent's catapult. I didn't upgrade the machines because, seeing an army of 60 cyclops and more, they don't do much.
In reply to Vadimh
User Avatar
10 years ago
Auto-translated
Vadimh
The hero has about three times more troops than the veteran on the turquoise side. By week 6, there were about 400 centaurs, and they were the ones holding the entire defense. Shamans are good at spreading speed/slow effects, and goblins are purely for horde rage and mana for the shamans. I didn't take wyverns or cyclops because they are expensive and just stand around doing nothing, and the cart carries them. The opponent doesn't know how to approach with their cyclops and shamans to sacrifice to the goblins, so if you scare the goblins away from these stacks, they won't do any harm. We kill/scare the centaurs immediately, the infantry is not dangerous, and everyone attacks the harpies together. It is also useful to destroy the opponent's catapult. I didn't upgrade the machines because, seeing an army of 60 cyclops and more, they don't do much good.
Well, the computer always has the largest army on the hero difficulty, but after completing the original game on hero, I decided to play on veteran because, for some reason, the computer starts to lag and behave very passively on hero. I haven't tested this theory in Lords of the Realm, as I don't want to waste time. But on veteran, the computer starts to put pressure on you little by little, especially when it has a 2-3 times troop advantage. Regarding the shamans, what prevents you from using speed spells with the Daughters of the Sky? Of course, I couldn't buy all the cyclops and wyverns, but I did buy most of the wyverns. I took them for castle defense, mainly as a distraction for the enemy troops from my centaurs, daughters, assassins, and cyclops. Here, I just thought, if the computer used Chain Lightning, it would be tough to fight against it! But no matter how many times I play, it always uses Daughters of the Earth. And as for the catapult, yes, during a siege, it destroyed my city gates with two hits, using Chain Lightning
In reply to FireCool
10 years ago
Auto-translated
FireCool
Well, the AI always has the largest army on Hero difficulty, but after completing the original game on Hero, I decided to play on Veteran because, for some reason, the AI starts to become less effective and acts very passively. I haven't tested this theory in Lords of the Realm, as I don't want to waste time. On Veteran, the AI starts to put pressure on you gradually, especially when it has a 2-3 times larger army. As for the shamans, what prevents you from using Sky Daughters to speed things up? Of course, I couldn't buy all the Cyclops and Wyverns, but I did buy most of the Wyverns. I used them to defend my castle, mainly as a distraction to draw enemy troops away from my Centaurs, Daughters, Assassins, and Cyclops.

Actually, I was just thinking, if the AI used Chain Lightning, it would be much harder to fight against it! But no matter how many times I've played, it always uses Earth Daughters. And as for the catapult, yes, it's true. During a siege, it destroyed my city gates with two hits, using Chain Lightning.
I didn't notice any particular passivity in this battle. Starting from week 6, armies that were "doomed to fail" arrived regularly. The Cyclops threw goblins if they were standing nearby, but they didn't specifically lure them in if they were scared away. A lot of time is spent on speeding up/slowing down, as the enemy shamans recast their spells. Earth shamans can also debuff Wyverns well, and the damage from Lightning at the start (when it's most needed) is low.
In reply to FireCool
User Avatar
10 years ago
Auto-translated
FireCool
Well, in close combat, if you're not defending a castle, then of course, Executioners are the key) but otherwise, they're useless. And why are you upgrading Centaurs to the second tier?

They're just somehow more appealing:D:D
In reply to Vadimh
User Avatar
10 years ago
Auto-translated
Vadimh
I didn't notice any particular passivity in this battle. Starting from week 6, armies came regularly, "with no chance" of winning. Cyclops threw goblins if they were standing nearby, but they weren't deliberately positioned to do so if they were scared away. So, a lot of time is spent on speed-ups/slow-downs, because the enemy shamans recast them.
Well, if it really is like that for the hero in the Horde faction, then that's good.
But aren't the shamans faster at casting Earth Daughters? The Earth Daughters also have higher initiative.
Vadimh
[Earth shamans can also debuff wyverns well, and the damage from lightning at the start (when it's most needed) is low.
I don't quite understand about the wyverns, how? Do they have a spell to increase attack?

And regarding the fast lightning, I'll give you a tip on how to use it quickly. Place the leader close to the Earth Daughters, then use them to attack the Earth Daughters so that they go faster, sacrifice a goblin to them, then use the leader to speed up the Earth Daughters again. With this procedure, you can manage to cast Chain Lightning even before the start of the second turn, because the leaders have good initiative and they often go first.
10 years ago
Auto-translated
FireCool


I didn't quite understand about the wyverns, how exactly? Do they have a spell that increases attack?

And regarding the quick lightning, I'll give you a tip on how to use it quickly. Position the leader close to the daughters, then use them to attack the daughters, so they move faster, sacrifice a goblin to them, then use the leader to speed up the daughters again. With this procedure, you can manage to cast chain lightning even before the start of the second turn, because the leaders have good initiative and often go first.
The thing is that lightning becomes stronger with blood, and before the second blood, or even better, the third, it's not very effective. It's better to use speed boosts and slows instead, and the leaders should support their allies, who are much more useful.
As for the speed of the shamans, if the AI goes first, you can use your shamans to cast speed boosts/slows on those stacks, but if it's the player, they will receive the opposite effect.
In reply to Vadimh
User Avatar
10 years ago
Auto-translated
Vadimh
The thing is that lightning gets stronger with blood, and it's best up to the second blood upgrade, but even then, it's not very effective. It's better to use speed and slow spells instead, and the leaders should be pushing their units forward, as they provide much more benefit.
As for the speed of the shamans, here's the thing: if the AI goes first, you can use your shamans to cast speed/slow spells on their units. But if a player goes first, they will receive the opposite effect.
Heh, well, I don't know, I somehow managed to do everything =)) and get the centaurs, daughters, and cyclops in position on time. And I also seem to have been lucky with the daughters, as the AI rarely cast spells against them, mostly targeting the centaurs.
By the way, you still haven't answered me about the wyverns. I didn't understand your suggestion that shamans can debuff wyverns effectively.

Statistics

Welcome our newest member: recijeb

Users Online 3 users 1334 guests