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In reply to Друманин Дрин
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#16
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Drumanin Drin
I agree, with Furies and Megeras, there's a better chance of breaking through such creatures.
Furies are better; they have 2 more initiative. Their initiative is more than twice as high as that of Zombies and Steel Golems, twice as high as that of Demons and Swordsmen with upgrades, and almost twice as high as that of some other infantry. Zombies and Golems don't suffer morale penalties, so it's still tolerable, but against living stacks, it's better if the initiative is at least twice as high; otherwise, they might get a positive morale boost, and there's a chance that the Megera won't be able to retreat. With Furies, the chance of this happening is much lower.
In reply to Magistar
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#17
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Magistar
Furies are better; they have 2 more initiative points, and their initiative is more than twice as high as that of zombies and steel golems, twice as high as that of demons and swordsmen with upgrades, and almost twice as high as that of some other infantry units. Zombies and golems don't have morale, so it's still tolerable, but it's better to have an initiative at least twice as high against living units, otherwise they might get a positive morale boost, and there's a chance that the Megera won't be able to escape. The chance of this happening is much lower with furies.
I should probably try running away from opponents using only furies. In principle, this is feasible against zombies, but I need to see how it works against demons and others.
In reply to Друманин Дрин
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#18
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Drumanin Drin
Perhaps I should try using only Furies to kite enemies. In principle, this is feasible against zombies, but I need to see how it works against demons and others.
Zombies and golems will be the easiest. Most of them have an initiative of 7 and a speed of 4, except for obsidian golems, which have an initiative of 9, but no morale, so they are also easily defeated. Swordsmen and zealots have an initiative of 8 and a speed of 4, so it's okay, but they do have morale. However, since Furies have twice the initiative, even with morale, they won't get a second chance against them. The first-tier units of the Dwarves have an initiative of 8 and 9, and a speed of 4, so they also do well, although an initiative of 9 with morale can be dangerous. Demons have an initiative of 8 and a speed of 5, which is more difficult, but still manageable. However, this won't work with elder demons. Minotaurs have an initiative of 8 and 9, and a speed of 5, so the second-tier minotaurs will be the most problematic if they manage to attack, and they always have positive morale.
In reply to Magistar
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#19
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Magistar
The easiest ones to deal with are zombies and golems; they mostly have an initiative of 7 and a speed of 4, except for obsidian golems, which have an initiative of 9 but no morale, so they are also easily defeated. Swordsmen and zealots have an initiative of 8 and a speed of 4, which is okay, but they do have morale. However, since furies have twice the initiative, even with morale, they won't stand a chance against them. The first units of dwarves have an initiative of 8 and 9, and a speed of 4, which is also good, although an initiative of 9 with morale can be dangerous. Demons have an initiative of 8 and a speed of 5, which is more difficult, but still manageable; of course, this won't work with elder demons. Minotaurs have an initiative of 8 and 9, and a speed of 5; the second tier of minotaurs will be the most problematic if they manage to get into a fight, and they always have positive morale.
Which heroes do you prefer to level up/start with, and why? What is your building strategy?
In reply to Друманин Дрин
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#20
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Drumanin Drin
Which heroes do you prefer to level up/start with, and why? What is your building strategy?
I don't even know which hero is best. Waishan is an option. Buffing the hunters and the fastest path to a lucky wizard. Leto with his plague is also good at the beginning. Sinithar saves mana well.
First, it's desirable to upgrade the scouts and beasts, as well as reach at least level 1 in the guild of mages. Then, hydras become a priority, although minotaurs are also good. And the trading guild, as it provides free resources.
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#21
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Magistar
I don't even know which hero would be best. Waishan is an option. Buffing the scouts and the fastest path to a lucky wizard. Leto with his plague is also good in the early game. Sinithar saves mana well.
First, it's desirable to upgrade the scouts and beasts, as well as reach at least level 1 in the Mage Guild. Then, hydras become a priority, although minotaurs are also good. And the trading guild, as it provides free resources.
Hmm... Usually, I don't focus on upgrading buildings right away in my tactics, prioritizing building all dwellings as quickly as possible, but it seems that with a dark faction hero, it's better to build two full upgrades first, then hydras, and only then, after unlocking resources, build the rest.
By the way, I also started with Waishan, but I only got a lucky wizard at the end of the game =D
In reply to Друманин Дрин
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#22
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Drumanin Drin
Hmm... Usually, I don't focus on upgrading units right away in my tactics, prioritizing building all dwellings as quickly as possible, but it seems that with a Dark faction hero, it's better to build two full upgrades first, then Hydras, and only then, after securing resources, build the rest.
By the way, I also started with Vaishan, but the lucky wizard only appeared at the end of the game =D
I used to do the same – build all the growth structures first, and then upgrade, but I realized that it's not efficient. You might gain a bit more growth, but you'll lose more by fighting with un-upgraded units in the meantime)
The randomness in Heroes of Might and Magic V is insane! In the demon scenario, on the third level, I found a very rare light skill for him, but in the warlock scenario, Chaos, which is one of the most frequently offered skills, I only found it on the eighteenth level).
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#23
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Magistar
I used to do the same thing – I would build all the growth structures first, and then upgrade, but I realized that it’s not efficient. Let the growth accumulate, but you’ll lose even more by fighting with un-upgraded units in the meantime.
The randomness in Heroes 5 is just crazy. In a scenario for the Demon faction, I got a very rare light skill early on, but in a scenario for the Warlock faction, I only got Chaos, which is one of the most frequently offered skills, on the eighteenth level.
Exactly, I was also surprised by this. It’s the first time I’ve seen such nonsense with skills. As for not upgrading, I usually always build growth structures, but I build the most important upgrades immediately, like archers for Humans or centaurs for Orcs.
In reply to Друманин Дрин
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#24
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Drumanin Drin
Yeah, I was also surprised by this, it's the first time I've seen such nonsense with skills. As for not upgrading, I usually always build up the basic units, but I build the most important upgrades right away, like archers for Humans or centaurs for Orcs.
It's best to upgrade Griffins, Beasts, and Hydras as quickly as possible; you can wait with the others.
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#25
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Magistar
It is advisable to upgrade Griffins, Beasts, and Hydras as quickly as possible; you can wait with the others.
Yes, I already understood that, unfortunately, Fury units die like flies, and it's rare to gather more than 100 of them. The same goes for Riders.
In reply to Друманин Дрин
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#26
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Drumanin Drin
Yes, I already realized that, unfortunately, harpies die like flies, and there are rarely more than 100 of them. The same goes for the riders.

But why let them die? Against archers, deploy only stalkers; against slow infantry, deploy only harpies; against the rest, deploy all small units and protect the harpies with single minotaurs, without blocking the passage. It is desirable to find boots that give +1 to speed. If the hero finds a crystal of secrecy or a wall of swords somewhere, there will be no problems at all.
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In reply to MasteR
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#27
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MasteR
Why let them die? Against archers, deploy only Stalkers; against slow infantry, deploy only Furies; against others, deploy all small units and protect the Furies with single Minotaurs, without blocking the passage. It's best to find boots that give +1 to speed. If the hero finds a Crystal of Secrecy or a Wall of Shields, there will be no problems at all.
Sometimes you fight against the AI, and they all have a fixation on killing your Furies, regardless of other troops. Furies are the most important! As a result, after fighting the AI, there are only a few left, and there's simply nowhere to recruit them in large numbers.
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#28
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That's true; you can't really run away from vampires or blade dancers. And if you don't use Furies, you won't be able to break through, for example. So, they are expendable; it's less about tactics and more about strategy. Do you wait a week to gather Hydras and break through with minimal losses, or do you use Furies and get through earlier?
и немедленно выпил...
In reply to Medyan
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#29
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Medyan
That's right, you can't really run away from vampires or those dancing with blades. And if you don't use Furies, you won't be able to break through, for example. So they are expendable, and it's more about strategy than tactics here. Either wait a week to gather Hydras and break through with minimal losses, or use Furies and get through earlier.
Exactly, and when the skills are also bad, it's even worse. By the way, does Deadly Cold one-shot catapults?
In reply to Medyan
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#30
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Medyan
That's right, you can't really run away from vampires or blade dancers. And if you don't use Furies, you won't be able to break through, for example. So, they are expendable; it's more about strategy than tactics here. Either wait a week to gather Hydras and break through with minimal losses, or use Furies and pass through earlier.

There shouldn't be any problems with these either. Place the Furies in a corner, with Stalkers next to them, and a line of single Minotaurs or Stalkers in front, depending on the opponent's initiative. The hero will fire a couple of times, and the Furies and Stalkers will take down the approaching stacks. You can deal with the retaliation with those same single units.

Or, in a pinch, just put out Minotaurs. While the hero is shooting, they can withstand a few hits, and in the final stage, they are almost useless anyway.
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