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I just like the design of the Academy, and the "evilness" of the demons, but unfortunately, it's difficult to play as these two factions.
Well, I wouldn't say that playing as the Academy is difficult. There's a period when you have a lot of troops, but not enough miniatures; during this period, the mage hero is the weakest. And the Academy would always benefit from a powerful starting spell, which is also a strength of the Orcs and the Necropolis. In the Chaos guild, it might not even appear. As for the Inferno, it's not so much difficult to develop, but rather a very long and tedious process.
Well, I wouldn't say that Academy is difficult. There's a period when you have a lot of troops but not enough hero units, and during this period, the mage hero is the weakest. And Academy heroes would always benefit from a powerful starting spell, which is another advantage of the Stronghold and Fortress. In the Chaos guild, it might not even appear. And developing an Inferno faction isn't necessarily difficult, but it's very long and tedious.
I don't know, I played with a friend yesterday, killed the main computer-controlled hero (he was also an Academy hero), attacked his castle, and his un-upgraded hero with 10 combat mages defeated my mage on the first turn, which was frustrating.
I played as Inferno, and at the beginning, I lost a lot of demons, but in the end, I won against an elf in a close battle, and the rest were weak. But I tried playing as Academy again, and something is missing; I can't seem to play well with them:(
When I was just starting to play Heroes, I also thought that mages were the weakest, and I couldn't play them properly. But then I managed to play them well. In general, you can come up with many tricks with the magic sign and any school of magic. Even so, I don't particularly like playing as this race; it's definitely not one of my favorites.
When I was just starting to play Heroes, I also thought that mages were the weakest, and I couldn't play them properly. But then I managed to play them well too. In general, you can come up with many tricks with the "Wizard's Sign" and any school of magic. Although, even so, I don't particularly like playing as this race; it's definitely not among my favorites.
The trick with this "Wizard's Sign" is that it consumes twice as much mana, but it also saves you extra turns. However, until you have a lot of knowledge and artifacts, you will suffer, especially because their army is far from the best.
The gimmick with this artifact is that it consumes twice as much mana, but in a way, it also saves you extra turns. However, until you have a ton of knowledge and artifacts, you'll struggle, especially with a less-than-ideal army.
At the beginning, all races can face challenges; there's no escaping that. Mages, however, have the most knowledge at the start, and it's also what grows the fastest. Usually, there aren't major mana problems. If needed, you might have to spend some time in the city or find a well. Dark mages, on the other hand, have much more trouble with mana. And for tanking damage, there are gargoyles. They may not deal much damage, but they are durable and fast. Single gargoyles can quickly block archers and protect the main units from infantry. If you want fewer losses, then you should focus on upgrading light magic and building guilds. As you know, light is one of the two native schools for mages, and it will definitely be available in every guild in the city. If you're lucky enough to get regeneration on the second level of the guild, you can play with almost no losses or minimal losses. It can be learned even without having light magic, but with it, it will be much more effective. Also, thanks to the library, you'll have a larger arsenal of spells.
At the beginning, all factions may face some challenges, and there's no way around it. Mages, however, start with more knowledge, and it's primarily this that grows. Usually, there aren't any major problems with mana. If needed, you might have to spend some time in the town or find a well. Dark Knights have much more trouble with mana. And for tanking damage, there are Gargoyles. They may not deal much damage, but they are durable and fast. Single Gargoyles can quickly block archers and protect the main stacks from infantry units. If you want to minimize losses, then you should focus on upgrading magic of light and building guilds. As you know, light is one of the two primary schools for mages, and it will definitely be available in every guild in the town. If you're lucky and get regeneration on the second level of a guild, you can play with almost no losses or with minimal losses. It can be learned even without having the magic of light, but it will be much more effective with it. Also, thanks to the library, the arsenal of magic will be larger.
Would you like to share your city development plan here?
Wouldn't you mind sharing your plan for disrupting the city here?
It depends on the difficulty, resources, and many other factors. It's better to upgrade Gremlins quickly because the difference between the regular ones and the upgraded ones is very significant in terms of initiative. Regular ones have 7, while the upgraded ones have 11 and 12, and it's rare for any other units to have such a high initiative. Gargoyles can also be built right away; they often serve as a shield, and a couple of Mage Guilds can be added, and then, as you develop, you can build the next schools. If you already have the basics of some magic, then it's worth building the third level right away. Next, build Golems, which can be sent into battle, and at the end of the battle, the Gremlins will repair them. But first, I always build buildings that generate income because that's usually where the biggest problems are at the beginning. I also usually try to build a Warehouse quickly, but it's expensive, so you need to consider the cost and choose the best time. You also need to build the Djinn building as soon as possible because it unlocks the Treasury, which brings in extra gold each day. And if you're developing through Chaos magic, it's better to build Obsidian Golems sooner. This way, you can simultaneously attack enemies with some mass magic and heal the Golems. Well, that's how I usually do it, but, as I said, I'm not a big fan of this race, and I haven't played as it as much as I have with most other races. Maybe if there are any experts on this race on the forum, they can advise you on a different approach.
The hero is presented with a choice of which creatures to build. And that's great.
It progresses very smoothly: Gremlyns - Gargoyles - Djinns - Titans.
If you also build Golems and Mages, it's not certain that you'll reach the Titans quickly. Rakshasas are the most expensive.
Considering that you immediately buy two more heroes (usually of your own and another race), there's enough manpower to push through (and there's also the Bandit Camp and the Conflux). We get gold from chests, sell a lot of unnecessary artifacts (through the market) - there are no problems with it. We mine ore on the map.
If the map is very difficult, and the AI rushes me quickly, I at least build a Stronghold, and as soon as an enemy hero appears, I hide in the Castle, he attacks - I kill him (usually, the threat level on him is high if the map was generated poorly).
If it's a good map, the threat level is medium, and it's not necessary to hide in the Castle.
You don't need many Guilds if the game isn't going to be long (2 levels is enough). I just hope for Chaos to appear in it (you don't have to level up the magic itself). Nothing else is needed at the start. The map also often has spells that can be learned. Two heroes for scouting are a good thing.
Sometimes, Regeneration drops, and the combination of Titans with it is excellent; sometimes, I get Light to level up when the game wants to be long. There are Fire Warriors in the summoning pool - they are also very useful.
Against the AI, and especially if there are many players, you need to level up for yourself, for pushing through, etc. But if there's a human opponent, you need to guess the "counter" against him.
Having Chaos spells, you can weaken the opponent with Cockatrices, and if you also have Mentoring leveled up... )))
The hero gets a choice of which creatures to build. And that's great. It flows very smoothly: Gremlins-Gargoyles-Djinn-Titans. If you also build Golems and Mages, it's not certain that you'll reach Titans quickly. Rakshasas are the most expensive. Considering that you immediately buy two more heroes (one of your own race and one of another race), there's enough "meat" for pushing through (and there's also the Bandit Camp and the Conflux of Elements). We get gold from chests, sell a bunch of unnecessary artifacts (through the market) - there are no problems with it. We mine ore on the map. If the map is very difficult, where the AI quickly attacks me, I at least build a Stronghold, and as soon as an enemy hero appears, I hide in the Castle, he attacks - I kill him (usually, the threat level on him is high if the map was generated poorly). If it's a good map, the threat level is medium, and it's not necessary to hide in the Castle. You don't need many Guilds if the game won't be long (2 levels is enough). I just hope for Chaos to appear in it (you don't have to level up the magic itself). Nothing else is needed at the start. The map also often has spells that can be learned. Two heroes for scouting are good. Sometimes, Regeneration drops, and the combination of Titans with it is excellent; sometimes, I get Light for leveling up when the game wants to be long. There are Fire Warriors in the Summoning spell - they are also very useful. Against the AI, and especially if there are many players, you need to level up for yourself, for pushing through, etc. But if there's a human opponent, you need to guess the "counter" against him. Having Chaos spells, you can weaken the opponent with Cockatrices, and if we also have Mentoring leveled up... )))
But why specifically Djinn and Titans? I think the combat potential of Mages is much greater than that of Djinn, and of course, greater than that of Titans, because their number is always limited. Why are both bought? I usually only buy heroes of my own race, because what's the point of having, say, 9 Scouts and 3 Beasts? Besides, the hero desperately needs money. I also almost always take gold on the hero, because there's never enough of it, and you can still gain experience in battles. Today, there was such a case: two Dragon Armors were lying 5 meters apart from each other :D I thought the AI didn't like attacking Castles? At least, when I played before, I remember them preferring to roam the map if I ran to the city. And I leveled up to the 3rd Guild today, as suggested above, because I decided to go for Pyromancy (but nothing dropped except for strong Chaos magic), so I started burning with Fireball; I was very lucky that it appeared.
Why specifically Genies and Titans? I believe the combat potential of mages is much greater than that of Genies, and certainly greater than that of Titans, because their numbers are always limited.
Titans turn out to be better in the long run, as they are more durable. And everything is bought because there are no resources for anything else on a difficult map (I was considering exactly this scenario). And if the map turns out to be more or less favorable, everything is bought except for Rakshasas and Golems; they are saved for other weeks. Drumanin Drin
I usually only buy units of my own race, because what's the point of having, say, 9 Scouts and 3 Beasts? Besides, I desperately need money for my hero.
There is always plenty of money lying around on the map; I already wrote above where to get it. And without starting units, you won't be able to earn that money. Drumanin Drin
I almost always take gold for my hero, because there is never enough of it, and experience can still be gained in battles.
Not almost, but always. Drumanin Drin
Today, something like this happened: two Dragon Armors were lying 5 meters apart from each other :D I thought the AI doesn't like attacking castles?
They attack when the danger is high. As a result, their entire army, which is twice as large, is defeated outside the castle.
I just played against the AI (one Elf) as my hero. I thought I would write something about it, and here is the second week of the Alliance, thanks to which, on a medium-sized map, I defeated him in the 3rd week.
In the first week, I got ore, wood, crystals, and gems (I didn't touch sulfur because I wasn't going for Mages, and the guard was inconvenient). Starting hero - Nurah, starting artifact - a bag of gold. In the first-second week, I captured the Golden Horseshoe, the Lion's Collar, the Dragon Tooth Crown, the Dragon's Tongue, the Dragon Leggings, the Flesh Tunic, the Emerald Slippers (sold), the Clover (sold), the Flame Rune (sold), and the Sword of Power (sold). The second hero was Orah, the third was Erling, and then there was a Dungeon on the map, where Ingvar was. Useful spells: Arrow, Regeneration. I went for Summoning and quickly leveled up the Fire Warriors. If I summoned more than 30 Fire Warriors in battle, the opponent preferred to run away immediately)). I got lucky with the week, but the AI would have lost anyway.
Titans are ultimately better because they are more durable. And everything is bought because there are no resources for anything else on a difficult map (I was considering exactly this scenario). And if the map turns out to be more or less favorable, everything is bought except for Rakshasa and Golems; they are saved for other weeks.
There is always plenty of money on the map; I already wrote above where to get it. And without starting meat, you won't get this money.
Not almost, but always.
They attack when the danger is high. As a result, their entire army, which is twice as large, is defeated under the castle.
I just played against the computer (one elf) on a hero. I thought I would write something about it, so the second week turned out to be the Union week, thanks to which, on a medium-sized map, I defeated him on the 3rd week.
In the first week, I got ore, wood, crystals, and gems (I didn't touch sulfur because I wasn't going for mages, and the guard was inconvenient). Starting hero - Nur, starting artifact - a bag of gold. In the first-second week, I captured the Golden Horseshoe, the Lion's Collar, the Dragon's Tooth Crown, the Dragon's Flame Tongue, the Dragon's Greaves, the Flesh Tunic, the Emerald Slippers (sold), the Clover (sold), the Flame Rune (sold), the Sword of Power (sold). The second was Or, the third was Erling, then there was a Dungeon on the map, and there was Ingvar. Of the useful spells - Arrow, Regeneration. I went for Summoning and quickly leveled up the Fire Warriors. If I summoned more than 30 Fire Warriors in battle, the opponent preferred to run away immediately)). I got lucky with the week, but the computer would have lost anyway.
Well played, and I started a game, and Hafiz turned out to be incredibly strong; his Gremlins, with an artifact and in a quantity of 400-500, are simply devastating, the entire army consists of Alt-grades, and the hero is already leveled up to 18 and is preparing to defeat the elf's army consisting of Orcs.
Good game, and I started a game, and Hafiz turned out to be incredibly strong, his gremlins, with an artifact and in a quantity of 400-500, are simply devastating, the entire army consists of alt-upgraded units, and the hero is already leveled up to 18 and is preparing to defeat an elf army consisting of orcs.
The longer you delay, the more the AI cheats.
By the way, once you could summon elementals as many times as you wanted, without killing the previously summoned ones, and then they fixed it).
Added 2 hours 8 minutes ago Yes, I eventually won on heroic difficulty on a large map with 6 players; this time, it was even very easy. Hafiz with a ballista and chaos magic carries, and 100 gremlins really did a good job at the beginning of the game.
Added 55 minutes ago Dyrman
By the way, at one time, you could summon elementals as many times as you wanted without killing the previously summoned ones, and then they fixed it.
I don't remember exactly, but it seems like this was fixed in the very first patch, and then, like with Jezebel's skin, they fixed it.