Posts from There are many questions about humans.
I will try to explain it simply:
1. Humans are the most balanced and easiest race to learn. They can compete with any Castle, especially in the late game. The longer the game lasts, the greater the advantage for Humans due to unit retraining. The strength of Humans lies in gold; if there is gold for retraining, Humans are strong; if there is no gold, there is no point in playing as Humans. Orcs weaken in the late game; armies grow, damage increases significantly, and Rage is recovered faster, meaning Orcs have no advantage.
2. There are no best or worst. Different Castles are effective at different stages of the game. For example, Dungeon is very dangerous in a fast-paced game, but it is completely harmless in a long game. However, Academy is almost impossible to defeat in the late game, but it is quite vulnerable in a fast-paced game.
3. It is essential on such maps. "Sharp Mind" in the Logistics branch is a particularly good skill, and Humans do not need education to acquire it.
4. Hive is the most protected Castle against Dark Magic in the game. Two units (Paladin and Inquisitor) can remove control effects, plus a Hero with Light Magic. Therefore, Light Magic is essential to develop! Weekly unit retraining depends on the Hero you choose. If it's Laslo, retrain into Armored Archers; if it's Dugald, retrain into Crossbowmen; if it's Axel, retrain into Knights if possible; all other Heroes should retrain into Monks. The more, the better.
5. Humans are a one-sided race; the tactics against any Castle are almost the same. It only differs depending on the Hero you choose and how the Dwarf has developed. If there is gold, there is an advantage; if there is no gold, Humans have nothing to offer.
6. It is quite possible. Necromancer is not the strongest race in the game, unless the map has many Castles. The Necromancer doesn't care which Castle it is; it turns everything into undead. However, Hive only benefits from its own Castle.
7. It is not worth it.
8. Again, it all comes down to gold. If there are many gold mines on a large map, prepare Knights and Axel. If you feel that you cannot afford to retrain Knights, a budget Laslo with many Armored Archers will be just as effective as Axel with Knights.
Added after 4 minutes
Especially good is the "Sharp Mind" skill in the logistics branch, and humans don't need education to get it.
Why is Sharp Mind so good?
The map is unreal, generated randomly.
Many castles.
Lots of gold.
Humans versus Necromancer.
Naturally, there will be enough money to convert from monks to knights.
And the Necromancer will burn all his troops into his own.
So, who will come out stronger?
Added 4 minutes agoDagonetEspecially good is the "Sharp Mind" skill in the logistics branch, and humans don't need education to get it.
Why is Sharp Mind so good?
If the castles are of different races, this is bad for Haven. The Necromancer doesn't care what castle, he recruits troops from any castle and turns them into undead. But the Necromancer's attack and defense grow little with level, so his army, although unrealistically large, will not be very strong in terms of damage and defense. It is also difficult for the Necromancer to get logistics, it is easier for Haven, and the further the hero goes and the more artifacts he captures, the greater the chance of victory. Good artifacts are the key to victory for any castle!
Since there will be a lot of gold, Axel is the most suitable hero for Haven, especially for a beginner. There are many cities, which means there will be a lot of gold. In one week, convert 6 monks into 6 knights and 14 spearmen into monks, and in the next week, do the same, and you will have 20 monks - convert them all into knights. With "Experienced Commander" and "Skilled Counterattack," 20 knights cost approximately 26,500 gold, without skills, 75,000 gold, you are unlikely to earn that much in a week.
So, what else... Light magic is a must, defense is a must, leadership is a must. The other two skill slots are up to you. On huge maps, the advantage lies in the "Logistics" and "Education" skills.
Regarding "Sharp Mind." It gives the hero an advantage by allowing him to go first at the beginning of the battle. A hero with an initiative of 10 means that his turn will begin approximately in the middle of the round, but with Sharp Mind, he will go almost at the beginning. And this is a big advantage. For example, the hero goes faster at the beginning, casts a general speed boost or a general devastating strike on the troops, etc., and your troops immediately become significantly stronger.
Also, take "Inspiration" and "Empathy" in the leadership branch. With Empathy, the hero will go more often (especially relevant in battles with Necromancers), and "Inspiration" will help speed up the knights' turn. The main thing is to strike from a distance, the further away, the more damage the knights do. If the Necromancer enchants your cavalry, remove the enchantment or, at worst, cast antimagic on them...
Oh, it takes a long time to explain everything. Maybe other forum members will explain the battle mechanics better.
The map is unreal, generated randomly.
Lots of castles.
Lots of gold.
1) How strong are the Humans? Can they compete with Necromancers and Orcs?
Against the Orc, use Offensive Guard + Darkness + Inspiration to take down Cyclops before any reinforcements arrive. The chances are good.
2) What are the best and worst opponents for Humans?
The worst are more difficult to determine. Necropolis, Magic, Demon (if Imps nullify mana). However, all the others are also not a walk in the park.
3) Do Humans need logistics? (considering "huge" and "incredible" maps)
5) Describe the tactics against Gnomes. (considering "huge" and "incredible" maps)
6) And is it even possible to defeat a Necromancer on an incredible map 1 on 1?
8) Can you bet on converting Monks into Knights in a game against a Necromancer, and win? (considering "huge" and "incredible" maps)
Why is Keen Intellect so good?
I would like to additionally object to some other very controversial statements.
Orcs become weaker in the late game, armies grow, damage increases many times, Rage is dispelled faster = Orcs have no advantage.
Haven is the most protected castle from Darkness magic in the game. As many as two units (Paladin and Inquisitor) can remove control effects + a hero with Light magic.
-Control is cast on Paladins, or they need to be left under Anti-Magic, i.e., without buffs. + spend the turn of the strongest stack.
-Have you tried removing hero spells with Inquisitors in the late game? And how did it go?
It is quite possible. Necromancers are not the strongest race in the game. Unless there are many castles on the map.
Damage increases strictly proportionally to HP; therefore, Fury is reduced in the same way.
After the Orc and Demon, it is the least protected.
-Should Control be cast on Paladins, or should they be left under Antimagic, i.e., without blessings? + This also wastes the turn of the strongest stack.
-Have you tried removing hero spells with Incas in the late game? And how did it go?
And doesn't the chance of removal depend on magic skill? I thought it only depended on the skill in the school of magic and the level difference. Inquisitors have a high skill in removing spells, so the chance of removal is 80% + (6 - 30 (for example, a level 30 hero) * 3 = a total of 8% chance (which is a bit low).
And if there are many Monks, is the chance of removal higher?
In your opinion, are Dungeon and Sylvans more protected from dark magic? I would rank them as follows: 1st place - Academy, 2nd place - Haven with Paladins and light magic. 3rd place - Sylvans with Unicorns or Dwarves. They can remove negative effects but not control. They rely on Dwarven Luck in the Luck skill tree (not all Dwarves take Luck or Light) + Berserkers and Dragons are protected from control.
Please explain the mechanic. For example, I thought that if a Haven unit attacks an Orc unit and deals 1,000 damage, and the Orc unit has 500 Fury points, then the 500 Fury points will absorb 500 damage, and only 200 damage will be dealt (60% absorption), resulting in the Orc unit receiving the remaining 500 damage + 200 = 700 damage instead of 1,000, and losing all its Fury. Or will the Orc absorb all 1,000 damage and receive only 400 damage, losing all its Fury? Or is there another option?
The minimum of two numbers is absorbed:
60% of the initial damage or
(Fury points/1200)*(Orc stack's HP).
As a result, many thousands of damage will be absorbed in the late game.
I don't like playing as Axel, so I have few Paladins, and they mostly serve as support. So, both my hero and Paladins can remove spells from my strongest stack.
Doesn't the chance of removal depend on magic skill? I thought it only depended on the skill in the school of magic (Light) and the level difference. Inquisitors have a high skill in removing spells, so the chance of removal is 80% + the level difference. Using the formula, this would be 80% + (6 - 30 (for example, a level 30 hero) * 3 = a total of 8% chance (which is quite low).
In the late game, for evaluation, they usually take levels 33-35, and at that level, it's practically zero.According to you, are Dungeon and Sylvand more protected from dark magic?
Dwarves are also better off than the Castle. Two stacks are immune to mind control, and you can use a rune to remove Subjugation, which is essentially the most dangerous spell because there is no corresponding artifact against it. Again, in my opinion, it's better than running around with a level 6 stack and removing spells instead of attacking
And light elves (a bit off-topic) don't really need protection from darkness in the late game - they just kill their enemies before their turn.
Added after 3 minutes
Dungeon is very weak in the late game.
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Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира
1) How strong are Humans? Can they compete with Necromancers and Orcs?
2) What are the best and worst opponents for Humans?
Inferno, it can be really difficult against this Castle. Knights have little mana, and if Imps steal it right away, it's very difficult for a Knight to stand against Darkness, and even an army of Demons with reinforcements. It becomes possible to take out the Paladins, and essentially there's no one left to fight Darkness. And removing enchantments from Adepts is not a guaranteed solution and may not help in battle. In RTA, this matchup was considered the most unequal, and Humans are given the biggest bonuses there, including 4 free knowledge points.
Mages, but only in the late game, with strong mini-units. Although it's difficult for almost everyone against such Mages.
Necromancers, but again, it depends on the situation. If there aren't a lot of undead units that can be converted from other Castles, then it's still possible to win, but if the Necromancer has a lot of Castles for this, then it's a problem, it's hard to fight this cheat. In general, this converter should have been limited somehow, as was done with retraining in Humans.
It will probably be easier against the other races, but again, it all depends on many conditions.
Against Elven Archers, it's good that Humans aren't particularly afraid of ranged attacks. There are armored units, and mass evasion can be countered.
They also fight well against Dark Elves, especially in the late game.
Against Orcs, there's Darkness in the home Castle, so it's also good.
It's roughly an even match against Dwarves.
In general, you can lose or win against any race, if you want to.
3) Do Humans need logistics? (considering "Huge" and "Enormous" maps)
4) Describe the tactics against Necromancers. (considering "Huge" and "Enormous" maps)
5) Describe the tactics against Dwarves. (considering "Huge" and "Enormous" maps)
6) Is it really possible to defeat a Necromancer on an "Enormous" map 1 on 1?
7) Is it worth developing Machine Management? (considering "Huge" and "Enormous" maps)
8) Is it possible to rely on converting Monks into Knights, in a game against a Necromancer, and win? (considering "Huge" and "Enormous" maps)
Don't underestimate Dungeon either. At least with Demons, Dungeon can compete on equal terms, and even have an advantage.
However, you can also fight in the league in the late game if you get about 200% additional elemental damage, then Chaos and units will deal noticeable damage to opposite elements.
2. In what situations is the "Unstoppable Force" special ability useful?
3. Which upgrade is better: crossbowmen or archers?
4. Can rebellious troops be retrained in version 3.1?
These are all the questions.
1. Does Haven defeat everyone?
2. In what cases is the "Unrelenting Force" special ability needed?
3. Which upgrade is better: crossbowmen or archers?
4. Can rebellious troops be retrained in version 3.1?
Those are all the questions.
2) In no cases (unless you enhance it with some mods);
3) In the original game, archers are better, of course (unless you use some balance mods);
4) Of course. And in 3.0 as well.
1. Does Haven win against everyone?
2. In what cases is the "Unstoppable Force" special ability needed?
3. Which upgrade is better: crossbowmen or archers?
4. Can rebellious troops be retrained in version 3.1?
Those are all the questions.
2. If you're playing against melee units through a thick stack, but I still wouldn't recommend leveling it up.
3. Archers are more common, but there's also a tactic with crossbowmen, for example, using teleport.
4. There's no difference, because human troops are always retrained into non-upgraded units, and it doesn't matter whether you're retraining an upgraded unit or not. And there, upgraded units can be retrained into any troops if there's a corresponding building.