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== General Strategies ==
== General Strategies ==
=== Choosing a good primary (main) hero ===
* A good main hero should be good in battle, and some heroes are equipped with unnecessary secondary skills like [[Eagle Eye]] and [[Learning]]. Avoid them. [[Archery]], [[Offense]] or [[Armorer]] are much better.
* Might heroes are better with big armies than magic heroes. Every point in [[Attack]] and [[Defense]] is useful for every creature, while too much [[Spell Power]] or too much [[Knowledge]] can be of limited use. Sometimes you need a simple spell more than very advanced spells, that need much more power and knowledge to be effective.
* Heroes that can be better with each level are better than ones that do not benefit much from having a lot of experience. [[Crag Hack]], [[Mephala]] or [[Malekith]] are better and better with each level, while also combining their specialty with specific primary skills.
* Good hero can move fast. Someone with [[Logistics]] (or [[Navigation]] on water maps) is much better than slow heroes. Not only can fast heroes collect more resources, they also gain experience faster. So, [[Gunnar]] or [[Kyrre]] are good options.
* [[Estates]], [[Scholar]], and other similar skills are useful, but normally the main hero does not have enough skill slots to have room for them. There are simply more important skills needed for those slots.
* No magic skills? Not good. Try to obtain at least one or two. Your main hero shouldn't have all four though since there will be not enough slots for other important skills.
* Some [[Secondary Skills]] are great in combination. For example, if you like to use the spell [[Chain Lightning]], the combination of [[Air Magic]], [[Sorcery]] and [[Wisdom]] is very powerful. Adding [[Intelligence]] can improve it even more.
* Some heroes start with a lot of creatures. With heroes that have unit tier 1, 2, or 3 specializations, you can clear mine defenders easier. However, choose units that you will use in the final phases of the game as well.
* There are a lot of good heroes and bad heroes. Use the forums and Wiki to know more about them.
* Find your build. Different towns need different heroes, but some of the heroes are great in any town, while others are usable only in one town. For example, [[Valeska]] is only good in [[Castle]] towns, while [[Orrin]] is good in every town - and even better in towns with more ranged units - or when using archers from multiple towns. Having [[Marksmen]], [[Magi]], [[Zealot]]s and [[Titans]] in one army is great for this hero.
* Choose your hero based on the map. For example, are you playing on a map with lots of snow or swamp? If so, consider a hero with [[Pathfinding]].
* Some magic heroes are great in the hands of a skilled player. Some examples include [[Eovacius]] {{withhota}}, [[Thant]], and [[Jeddite]].
* Overall, [[Overlords]] and [[Barbarians]] are among the stronger heroes, while [[Planeswalkers]] and [[Alchemists]] are among the weaker heroes.
Some of the best primary heroes: [[Orrin]], [[Mephala]], [[Crag Hack]], [[Gunnar]], [[Dessa]], and [[Tazar]].
=== Choosing a good secondary (helper) hero ===
* [[Estates]], [[scholar]] and [[logistics]] are some of the very good secondary skills for heroes, that are not designed for fighting.
* Normally, secondary heroes will have much less experience than main heroes. It is possible that they will learn only a small amount of secondary skills.
* Gold and estates specialities are extremely good. They can provide you with gold, so you can have capitol, level 7 creature generator and many other buildings faster.
* During 4 months, single gold specialist can provide you with 39 200 gold. Enough for 4 capitols or 1 entire week of all creatures from single town. Leena can get you about 150 000 gold.
* Logistics is good, if you need to move new fresh forces from your town to the main hero, fighting several days from your town.
* In need of gems? Crystals? Mercury? Sulfur? Or simply you have many towns and you can trade surplus? There are heroes like [[Rissa]] that can help you out.
* Scholar can help you with two things: Exchanging spells between important heroes, and also so your fighting hero can get a special spell, that some of your new heroes have. Great, if you need [[Prayer]] and you find [[Loynis]] in the tavern etc.
* Ballista costs as much as a hero. So it is better to recruit a new hero and swap ballista to your main hero. Same with cannon (and cannon is much more expensive than Jeremy the captain). You can also use [[Rion]], if you need first aid tent in the castle town.
Some of the best secondary heroes: [[Leena]], [[Lord Haart]], [[Octavia]], [[Aine]], [[Rissa]], [[Sephinroth]], [[Jeremy]]...
It is up to a player, if his first hero is a good primary or a good secondary hero.
=== Early Capitol ===
This tactics is great on closed maps, when all enemies are far and not doing any problems in the first turns. If you rush for early capitol, you can have more gold than other players.
Pros: You can have more income, so you can build new units and buildings with enough gold. You can also have more heroes than usual.
Cons: With limited amount of creature buildings, you cannot make a good defense early. You also cannot attack all the mine protectors. So while you will not have a problem with gold, you may miss enought ore, crystals etc in the city development.
Rushing for capitol is of course hard on higher difficulty. Capitol costs 10 000 gold, castle and citadel costs 7 500 gold. Many buildings, like blacksmiths, are not that useful early on (or almost useless for some time), yet you simply need them. However, difference in two weeks, with capitol and without capitol, is 14 x 2000 gold, 28 000 gold in total.
For early capitol, it is a good idea to pick a good secondary hero (or start with someone) with gold speciality and/or estates. [[Lord Haart]] and [[Leena]] are two best choices.
Example build order:
# Town Hall
# Magic Guild
# Marketplace
# Blacksmith
# City Hall
# Citadel
# Castle
# Capitol
# Resource silo (if needed)
# unupgraded creature dwellings (so you can have as much units as possible)
# other buildings
=== Dragogeddon ===
=== Dragogeddon ===
A tactical maneuver, wherein the hero aims to cast the [[Armageddon]] spell without harming his own troops. In the original {{roe}}, [[Black Dragon]]s and [[Gold Dragon]]s were the best creatures to have when using this tactic, hence the name dragogeddon. Important note is that [[Red Dragon|Red]] and [[Green Dragon]]s, who are, respectively, basic versions of Black and Gold ones, are immune only to 1-3 level spells, and thus will be normally damaged by Armageddon which is level 4 spell.
A tactical maneuver, wherein the hero aims to cast the [[Armageddon]] spell without harming his own troops. In the original {{roe}} [[Black Dragon]]s and [[Gold Dragon]]s were the best creatures to have when using this tactic, hence the name dragogeddon.


In order for dragogeddon tactics to work in the best possible way, the hero requires:
In order for dragogeddon tactics to work in the best possible way, the hero requires:
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Possible creatures for the dragogeddon tactics are:
Possible creatures for the dragogeddon tactics are:
* [[Black Dragon]]s from [[Dungeon]] (but not Red!)
* [[Black Dragon]]s from [[Dungeon]]
* [[Gold Dragon]]s from [[Rampart]] (but not Green!)
* [[Gold Dragon]]s from [[Rampart]]
* [[Efreet Sultan]]s from [[Inferno]]
* [[Efreet Sultan]]s from [[Inferno]]
* [[Fire Elemental]]s, [[Magma Elemental]]s, [[Magic Elemental]]s or [[Phoenix]]es from [[Conflux]]
* [[Fire Elemental]]s, [[Magma Elemental]]s, [[Magic Elemental]]s or [[Phoenix]]es from [[Conflux]]


Additionally, [[golem]]s may be used for the tactic because of their [[Spell damage reduction]] ability. For this purpose, [[Tower]]'s [[Stone and Iron Golem]]s are typically the easiest to gather. However, dragogeddon tactics are often used in situations where it is essential to rapidly – preferably in the first round of combat – destroy enemy forces, and therefore golems with a slow [[speed]] rating are not a preferable choice. Conflux's Fire Elementals and Magic Elementals are not significantly better. Another option is using [[Angel and Archangel|Archangels]] or [[Devil and Arch Devil|Arch Devils]] who are faster than Gold or Black Dragons, casting [[Anti-magic]] on them in the first turn and Armageddon afterwards (beware that Anti-magic disallows you to [[Resurrection|resurrect]] units).
Additionally, [[golem]]s may be used for the tactic because of their [[damage resistance]] ability. For this purpose, [[Tower]]'s [[Stone and Iron Golem]]s are typically the easiest to gather. However, dragogeddon tactics are often used in a situations where it is essential to rapidly – preferably in the first round of combat – destroy enemy forces, and therefore golems with a slow [[speed]] rating are not a preferable choice. Conflux's Fire Elementals and Magic Elementals are not significantly better.


The combination artifact [[Power of the Dragon Father]], while hard to obtain, makes all of the hero's units immune to Armageddon, allowing dragogeddon usage with any army.
The combination artifact [[Power of the Dragon Father]], while hard to obtain, makes all of the hero's units immune to Armageddon, allowing dragogeddon usage with any army.


Another situation for dragogeddon is when a player needs to weaken an enemy hero's main force. When used for this purpose, the attacking method is typically hit-and-run, which makes speed essential and Phoenixes the best choice. It is vital for the hero to act first in the combat, cast Armageddon and then [[surrender]] (or [[retreat]]), and then repeat the process. In an ideal situation, the enemy hero's movement has ended up near the defending player's town, when it is a short distance to attack the enemy hero over and over again with Phoenixes combined with Armageddon.
Another situation for dragogeddon is when a player needs to weaken an enemy hero's main force. When used for this purpose, the attacking method is typically hit-and-run, which makes speed essential and Phoenixes the best choice. It is vital for the hero to act first in the combat, cast Armageddon and then [[surrender]] (or [[retreat]]), and then repeat the process. In an ideal situation the enemy hero's movement has ended up near the defending player's town, when it is short distance to attack the enemy hero over and over again with Phoenixes combined with Armageddon.
 
The biggest threats for dragogeddon are [[Orb of Inhibition]], disallowing the use of all spells in combat and [[Recanter's Cloak]], suppressing spells any higher than level 3.


In general, Dungeon's Black Dragons are more likely to be part of Dragogeddon than Rampart's Gold Dragons, since Armageddon spell appears only in [[Alignment|evil alignment]] towns (Inferno, [[Necropolis]], and Dungeon). If a map has Rampart and/or Conflux but no evil alignment towns, it is almost impossible to use dragogeddon tactics.
The biggest threats for dragogeddon are [[Orb of Inhibition]], disallowing the use of all spells in combat and [[Recanter's Cloak]], supressing spells any higher than level 3.


=== Artifact Monopoly ===
=== Artifact Monopoly ===
A tactic for the turn's first human player of every month. Since all [[Artifact Merchants]] carry the same stock, the human player who is first in the turn order gets the first choice of artifacts to buy every month. This can be a huge advantage during multiplayer games, as the computers always act after the human players.
A tactic for the turn's first human player of every month. Since all [[Artifact Merchants]] carry the same stock, the human player who is first in turn gets the first choice of artifacts to buy every month. This can be a huge advantage during multiplayer games, as the computers always act after the human players.


If playing with {{sod}} expansion, a solid use of the strategy is to buy every [[combination artifact]] piece they can afford at the first round of the month. After a few months, and with some luck in adventuring, the first player - using this tactic - may combine few of the easier combination artifacts like [[Bow of the Sharpshooter]],  [[Cloak of the Undead King]] or [[Wizard's Well]] - all quite powerful.
If playing with {{sod}} expansion, a solid use of the strategy is to buy every [[combination artifact]] piece they can afford at the first round of the month. After a few months, and with some luck in adventuring, the first player - using this tactic - may combine few of the easier combination artifacts like [[Bow of the Sharpshooter]],  [[Cloak of the Undead King]] or [[Wizard's Well]] - all quite powerful.


=== A mite, but not an enemy, very charming, no enmities ===
=== A mite, but not an enemy, very charming, no enmities ===
If you don't have the resources to run that one town you need the troops from, let the enemy capture it and spend all their resources building it for you, then when they least expect it, take it back with minimal force. Losses are 500 (basic city) over 1000 (with [[Town Hall]] building) over 2000 ([[City Hall]]) gold to 4000 gold  ([[Capitol]] city, losing the [[Capitol]] to the enemy destroys the 10k gold [[Capitol]] building) each day and the added costs of recapturing the town - but the [[Resources]] needed for better buildings might even be harder to come by and you want that high level unit buildings to be built in the long term, why not let the enemy build them.
If you don't have the resources to run that one town you need the troops from, let the enemy capture it and spend all their resources building it for you, then when they least expect it, take it back with minimal force. Losses are 500 (basic city) over 1000 (with [[Town Hall]] building) over 2000 ([[City Hall]]) gold to 4000 gold  ([[Capitol]] city, losing the [[Capitol]] to the enemy destroys the 10k gold [[Capitol]] building) each day and the added costs of recapturing the town - but the [[Resources]] needed for better buildings might even be harder to come by and you want that high level unit buildings to be built in the long term, why not let the enemy build them.


=== Stack divide, and conquer ===
=== Stack division and conquer ===
Flanking has its uses, [[Cyclops]], [[Wraith]] and  [[Genie]] units with their casting or castle wall damage feature work '''without considering the unit amount''' of the stack , so [[Cyclops]] that have damage castle walls as a special will get one castle wall attack per [[Cyclops]] stack (or even advanced [[Ballistics]] and thus two shots when the stack is a [[Cyclops King]] stack), the number of [[Cyclops]] in the stack is not relevant and [[Genie]]s will get their usual allotment of spells without regarding the stack size too - one [[Genie]] and his utility spells is as important as 100 considering spells that they can cast - as opposed to [[Faerie Dragon]]s that use damaging spells that depend on the number of units the stack has. [[Genie]]s are level 5 creatures, a [[Cyclops]] is a level 6 creature, both are a little bit faster than level 1 or 2 units in general - and those tend to die off easily midgame so the open places in the army of the hero are not actually wasted given utility spells on worthwhile creatures or faster sieges and additionally higher level creatures also tend to move faster on the adventure map.
Flanking has its uses, [[Cyclops]] and  [[Genie]] units with their casting or castle wall damage feature work '''without considering the unit amount''' of the stack , so [[Cyclops]] that have damage castle walls as a special will get one castle wall attack per [[Cyclops]] stack (or even advanced [[Ballistics]] and thus two shots when the stack is a [[Cyclops King]] stack), the number of [[Cyclops]] in the stack is not relevant and [[Genie]]s will get their usual allotment of spells without regarding the stack size too - one [[Genie]] and his utility spells is as important as 100 considering spells that they can cast - as opposed to [[Faerie Dragon]]s that use damaging spells that depend on the amount of units the stack has. [[Genie]]s are level 5 creatures, a [[Cyclops]] is a level 6 creature, both are a little bit faster than level 1 or 2 units in general - and those tend to die off easily midgame so the open places in the army of the hero are not actually wasted given utility spells on worthwile creatures or faster sieges and additionally higher level creatures also tend to move faster on the adventure map.
 


== Faction Specific Strategies ==
== Faction Specific Strategies ==
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* [[Fortress#Strategy|Fortress]]
* [[Fortress#Strategy|Fortress]]
* [[Conflux#Strategy|Conflux]]
* [[Conflux#Strategy|Conflux]]
* [[Cove#Strategy|Cove]]
 
* [[Factory#Strategy|Factory]]


== See also ==
== See also ==
* [[Tricks]]
* [[Tricks]]


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