Skip to content

Posts from The most difficult alternative

No ratings yet — be the first to rate!
#143
Auto-translated
Let's talk about the ogre mage...
*
In the original game, I divided them into two slots (you can also use three). I placed the main unit in the first line and the slot with two or three units in the second. The main unit focused on melee attacks, while the smaller slot buffed the melee units, as there were many of them: ogres, the hero, levels two and four, regardless of their class, berserkers... One slot wouldn't be enough to handle them all.
*
In Equilibrium, despite my respect for the game, the ogres had their mana reduced, and the feint ability became useless. This is unfortunate.
#144
Auto-translated
My priorities are as follows:
Life:
Pikeman (yes, the Ballista is a ranged unit, but if the enemy gets close, it will have to attack in melee, which diminishes its effectiveness. The Pikeman, on the other hand, attacks from a distance without retaliation and can even counterattack on the first hit).
Crusader (in melee combat, it is strong against vampires and carries the battle. Monks with the Amulet of Death seem to be lacking something – they can't even withstand vampires and poisonous creatures, let alone other races).
Angels (even a champion can't withstand 4 Angels against 2. After all, Life magic is defensive and healing, so ranged units are not necessary).
Death:
Ghost (only the Ghost; Cerberuses are not effective, they only last for one attack. Ghosts fly further and inflict aging, so I don't really choose between them).
Vampire or Poisonous Creature (this is where the main problem arises – both are good in their own way, especially considering that even after building creatures, there will still be Vampires from Necromancy, so I choose the creatures).
Bone Dragons or Devils (it's usually difficult to decide. The main factors are the surrounding monsters and whether the players have the Death faction. If there is a Death player and mostly undead monsters around, then Devils, because fear doesn't work on undead. Dragons also require the Snake Strike spell in the city and the Nature magic skill for the hero, or First Strike and the Chaos magic skill for the hero).
Might:
Here, the choice is not made separately for each level, but as a general choice for all levels:
Harpy + Ogres + Brutes and Nomad + Cyclops + Roc (one combo is for defense, the other is for attack).
Separately, you can only choose a level 3 or 4 unit (both the Nomad and the Harpy would fit into any of these options; I'll probably choose the first one I see if I'm not building an attack-defense combo).
The Cyclops is clearly better than the Ogre.
The Brute is superior to the Roc (despite the latter's higher growth rate).
Order:
Golems (mages are very weak and only useful in the early stages of the game. Later, the more Golems there are, the more useful they become).
Djinn (I don't choose between them; Naiads don't really show themselves; they are taken down from a distance, and when they get within attack range, they are already gone. Djinns are versatile; they can attack with magic and defend the army with illusions or the Song of Peace).
Titans (my choice is Titans, ranged units + the Amulet of Chaos (unlike the Amulet of Death of the monks, this one is 4 times more useful against Champions, which cannot be affected by magic. Titans rule; mechanical Golems are only good against creatures with First Strike, but where are they? At level 2? As if Djinns and Titans couldn't kill them?).
My favorite faction is Chaos:
First, a combo against undead opponents and a Death player: Minotaurs + Ifrits + Hydras; a combo for a hero with the Fire Mastery skill and Armageddon: Minotaurs (they can block the breath attack of their own Champions) + Ifrits + Champions.
Now, separately:
Minotaurs (yes, the Medusa's Gaze is a powerful ability that kills any hero without Magic Resistance, but it was nerfed in Equilibrum and doesn't work on undead. Minotaurs are more reliable, although both have a random chance of the ability activating. P.S. If there were Beholders in the city instead of Medusas, they would have surpassed Minotaurs in priority, because they always debuff, even if it's a random effect).
Ifrits (I'm not arguing that Nightmares are durable and cast Terror, but, damn it, once per battle? You're kidding! For a level 3 creature, it's not quite right. In many ways, the number of Terror uses is what gives Ifrits the edge).
Hydras (yes, Champions are powerful, but they also have their drawbacks – they have a growth rate of 1 per week, while Hydras have 2 (no, don't say it's insignificant, it's substantial), and immunity to magic also has a downside: you can't cast buffs on them, and you can't create illusions – all of this outweighs the Hydras' slowness, which is eliminated by Haste, Cat's Speed, and Vampire Touch).
In general, that's my opinion.
In reply to Skoraj
User Avatar
#145
Auto-translated
Skoraj
Bone dragons... also require the "Snake Strike" spell to be available in the city, and the hero to have the Nature magic skill upgraded, or "First Strike" and the Chaos magic skill upgraded.
They will only need "First Strike" against the undead, as living creatures do not retaliate against their attack and retreat.:smile30:
Skoraj
... 1 combo - a set for defense, the second - a set for attack.
I wish the opponents would defend and wait to be destroyed - but no, they attack, the pests.:smile13:
Skoraj
... mechanical golems are only good against creatures with "First Strike", but where are such creatures to be found, on level 2?
And they are even better against creatures without "First Strike":smile10:
Skoraj
... all of this outweighs the disadvantage of hydras in their slowness, which is eliminated by "Haste", "Cat's Agility", and "Vampire Touch".
... as well as "Confusion", "Swarm of Bees", and "Terror", which will prevent them from using either "Cat's Agility" or vampirism and allow them to die without ever reaching melee combat.:smile34:
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
#146
Auto-translated
dnaop-wr
They will likely only need the First Strike ability against undead, as living creatures don't retaliate against their attacks and retreat. :smile30:
Apparently, you've never played The Witcher and don't know that First Strike is also needed against living creatures when they retaliate.
dnaop-wr
and they are even better against creatures without First Strike:smile10:
By the time they reach the attack range, the Titans are already shooting and dealing significant damage; it's a matter of preference, really.
dnaop-wr
...and also with Confusion, Swarm of Bees, and Terror, which will prevent them from using Cat's Reflexes or Vampirism and allow them to die without ever reaching melee range:smile34:
But these spells only work on Hydras, right? And besides, it's a bit of an exaggeration to say that this will allow them to die. It's beneficial for a Sorcerer to also level up Order magic, which will solve the problems with all the spells mentioned above. Moreover, Chaos has First Strike, so they can only be killed with magic or ranged attacks. And there are also illusions and the ability to revive them, while Cyclopean Destroyers die permanently, and I wouldn't say they are that difficult to kill, especially since they can also harm their own allies with their breath attack.
User Avatar
#147
Auto-translated
Yes, young man, I don’t play as a Warlock – that combination of skills doesn’t inspire me. First Strike is one of the most useful spells, practically for any monster, but it will be even more useful against Chaos Dragons with their fear ability. Of course, you need to be careful with Chaos Dragons so as not to harm your own units and lose fewer of them. But the army that can withstand 20 Hydras may not be able to withstand 10 Chaos Dragons. However, everyone determines their own priorities in the game and chooses the strategies and tactics that they like best. By the way, I agree with or don’t object to most of your priorities, and I only pointed out the obvious flaws.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
#148
Auto-translated
dnaop-wr
Yes, young man, I don't play as a Witch Hunter – this combination of skills doesn't inspire me. First Strike is one of the most useful spells, practically for any monster, but it will be even more useful against Chaos Dragons with their fear ability. Of course, you need to be careful with Chaos Dragons so as not to harm your own units and lose fewer of them.
You're really missing out by not playing as a Witch Hunter :) I'm also not inspired by this combination of skills, but fear is a powerful thing. I remember when I was playing Heroes 5, I was able to defeat over 100 Griffins on my own with a hero of about the same level as a Witch Hunter, without using any potions of immortality. And even though this hero is weak in combat against other heroes, he levels up well on neutral creatures. Considering his Chivalry skill + leveling up Scouting, he doesn't need to be a combat hero and fight against combat heroes, but rather be a pure treasurer, focusing on neutral creatures and gathering resources from monsters. In general, for Lords, the Witch Hunter is the best build.
Why use First Strike against Chaos Dragons that don't have First Strike? They don't attack without retaliation; they just force you to retreat. And if the Chaos Dragons have First Strike, then Pikemen, Dragon Golems, and Goblin Knights with the ability to ignore First Strike are enough to prevent them from attacking first.
You also need to know how to deal with Hydras so that you don't attack them one at a time
In reply to Skoraj
User Avatar
#149
Auto-translated
Skoraj
...there was a time when I was playing Heroes 5, and I was using a Witch Hunter, level 5, who could single-handedly defeat over 100 Griffins without using any potions of immortality. While this hero might be weak in combat against other heroes, he levels up well on neutral creatures. Considering his "Nobility" skill and leveling up his "Scouting" skill, he doesn't need to be a combat hero and fight other combat heroes; he can be purely a treasurer, focusing on neutral creatures and stealing resources from monsters...
This option intrigued me, so I decided to test it. I took a Witch Hunter, level 5, gave him basic artifacts (which is quite appropriate for his level), and the "First Strike" spell for backup. Of course, I didn't give him Adamantine Armor or a Rune Axe. When attacking 100 Griffins, the Witch Hunter would fall on the first or second hit, without killing a single Griffin, even though the skill was supposed to activate. This seems inconsistent.
If the Witch Hunter levels up his "Stealth" skill, so that he can level up on neutral creatures and steal resources (which requires at least level 2 in "Stealth"), he needs to gain 13 skill points. The hero can be a lower level if there are places to buy and increase skills without combat. If not, that's 29,300 experience points, which could be used to level up a full-fledged Thief, level 5, or a Lord, who provides 1150 gold daily, not counting the increase in monsters and other resources. So, this isn't the best option for the Witch Hunter either.:smile39:
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
#150
Auto-translated
dnaop-wr
This option intrigued me, so I decided to test it. I took a level 5 witcher, gave him basic artifacts (which is quite appropriate for his level), and the First Strike spell for backup. Of course, I didn't give him Adamantine armor and a Rune Axe. When attacking 100 griffins, the witcher would fall on the first or second hit, without taking down a single griffin, even though the skill was active. This seems inconsistent.
Did I promise that the battle would be easy? The First Strike spell is the main one, not just for backup.
The battle tactic is important:
1. On the first turn, cast First Strike - обязательно!!!
2. Don't move yourself to the edge of the map - stay in the center so that the griffins always have somewhere to run.
3. Don't forget about positive morale; if they attack with morale, we won't respond - use the Scroll of Sadness - cast it on the second turn, and they won't attack us then, or wait each turn and attack during the negative morale phase. As an option, use Confusion, but I haven't played Heroes for a long time, so I won't indicate the correct moment to use it now.
If you do everything correctly, the witcher can take down an infinite number of griffins, unicorns, devils, etc. (in such a battle, the computer won't summon ice creatures with the devils)
In reply to CTPAHHuK
#152
Auto-translated
CTPAHHuK
100 griffons by default in one slot?
If it could respond like griffons, it wouldn't matter, but as it is, it's only effective against enemies that aren't split up.
User Avatar
#153
Auto-translated
Well, let's try to summarize. Fear: living creatures don't respond to the attack and retreat slightly. This results in an unreturned strike during the attack. However, retreating doesn't skip a turn, and the enemy also attacks, and after receiving a counterattack, retreats again. The attack and counterattack happen simultaneously, and the Scarecrow may take damage from the enemy's strike (I haven't tested this). The "First Strike" ability allows you to strike the enemy first, regardless of whether they are attacking or defending. Therefore, it's natural to cast "First Strike" on the first turn. This should also prevent taking damage during the enemy's attack. The enemy doesn't necessarily need to retreat due to fear – after all, it's not a ranged attack that can be blocked. In this situation, morale only affects the turn order (which doesn't matter for a 1-on-1 fight with "First Strike") and the attack power (which also doesn't matter for fear). Morale doesn't skip turns. Therefore, neither zeal nor sadness is useful (zeal is still helpful – we'll deal more damage and finish the fight faster). However, confusion or any similar spell would be very helpful (even without "First Strike"), but where can you find a hero who will feed two generals? Because if the Scarecrow casts a spell, he can't attack. If the enemy has 2 or more attack slots, fear won't work on the 2nd and subsequent attack slots. And then the Scarecrow has no chance of surviving. Summary: The Scarecrow with "First Strike" can win against a regular melee unit, even on auto-battle. Nevertheless, he doesn't win. What's the problem? "The computer doesn't summon ice creatures against devils in this kind of fight." The computer is clearly not thinking clearly. Often, it summons ice creatures, but here it seems to think it can defeat the enemy with a single blow and doesn't bother.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
#154
Auto-translated
dnaop-wr
Well, let's try to summarize. Fear: living creatures don't respond to the attack and retreat slightly. This results in an unreturned strike during the attack. However, retreating doesn't skip a turn, and the enemy also attacks, and after receiving a counterattack, retreats again. The attack and counterattack happen simultaneously, and the Scarecrow may take damage from the enemy's strike (I haven't tested this).
The First Strike ability allows you to strike the enemy first, regardless of whether they are attacking or defending. Therefore, it's natural to cast First Strike on the first turn. This should also prevent taking damage during the enemy's attack. The enemy doesn't necessarily need to retreat from fear – after all, it's not a ranged attack that can be blocked. In this situation, morale only affects the turn order (which doesn't matter for the first strike in a 1-on-1 situation) and the attack strength (which also doesn't matter for fear). Morale doesn't skip a turn. Therefore, neither zeal nor sadness is useful (zeal is still helpful – we'll deal more damage and finish the battle faster).
However, confusion or any similar spell would be very helpful (even without First Strike), but where can you find the guy who will feed two generals? Because if the Scarecrow casts a spell, it can't attack.
If the enemy has 2 or more attack slots, fear won't work on the 2nd and subsequent attack slots. And then the Scarecrow has no chance of surviving.
Summary. The Scarecrow with First Strike can win against a regular melee unit, even on auto-battle. Nevertheless, it doesn't win. What's the problem?

"The computer doesn't summon ice creatures in this battle with devils."
The computer is clearly being slow. It often summons ice creatures, but here it seems to think it can defeat the enemy with a single blow and doesn't bother.
Without First Strike, the witcher takes damage from the enemy's attack – therefore, a melee attack of 3 or a spell is necessary.
The enemy must retreat during the attack!!! Because fear doesn't provide an unreturned strike if the creature doesn't retreat.
Morale – it's not that simple here – when morale triggers, the attack is performed earlier, and the counterattack doesn't have time to recover – I learned this the hard way. I somehow dispelled confusion with morale – I don't remember how.
Otherwise, everything is correct.
In reply to Skoraj
User Avatar
#155
Auto-translated
Skoraj
Without the first strike, the witcher takes damage from the enemy's attack - therefore, melee combat 3 or a spell is necessary.
The enemy must retreat when attacking!!! Because fear prevents a counterattack if the creature does not retreat.
Morale - here everything is not so simple - when morale triggers, the attack is performed earlier, and the retaliatory attack does not have time to recover - this has been confirmed by bitter experience. I somehow suppressed the confusion with morale - I don't remember how.
Otherwise, everything is correct.
I'll try to test it based on my mood (at a low speed - it might be clearer), and figure out the mechanism.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
User Avatar
#156
Auto-translated
Skoraj is right, the morale skill allows you to make two attacks for every one attack received. Identical neutral creatures have a 10% chance of this. They need to be eliminated.
Heroes of might and magic 4 on-line World Championships
In reply to CTPAHHuK
#157
Auto-translated
CTPAHHuK
Skoraj is right, morale gives the ability to make two attacks for one counterattack. Identical neutral creatures have a 10% chance of this. They need to be eliminated.
It's better to eliminate them, but not to reduce their hit points below zero; in other words, reduce them to 0, and not a negative number, because a negative number might also be unpleasant.

Statistics

Welcome our newest member: leyu