Strategies: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
(building something quickly is not a strategy)
Line 1: Line 1:
This refers to general strategies to use for any town/hero. Town-specific strategies can be found under "Towns" on the [[Main Page]].
'''Strategies''' refers to general tactics and strategies that can be used for any town or hero. Town-specific or creature-specific strategies can be found under the main articles.


This does not refer to [[Tricks]] either.
* When you begin, upgrade your [[village hall]] to [[capitol]] and purchase the [[resource silo]] as soon as possible. You will need the extra income, trust me.
* Build up your mage guild quickly too. Magic almost always decides a battle, since it almost always is more powerful than creatures.
* Good old [[Dracageddon]] :-)
* Good old [[Dracageddon]] :-)
* [[Artifact Monopoly]]
* [[Artifact Monopoly]]
[[Category: Miscellaneous]]
 
* 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 built them.
* 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 built them.
* Stack division and conquer: 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.
* Stack division and conquer: 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.
* See also: [[Tricks]]
 
== See also ==
* [[Tricks]]
 
[[Category: Miscellaneous]]
__NOTOC__

Revision as of 05:55, 18 December 2015

Strategies refers to general tactics and strategies that can be used for any town or hero. Town-specific or creature-specific strategies can be found under the main articles.

  • 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 built them.
  • Stack division and conquer: 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 Genies 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 Dragons that use damaging spells that depend on the amount of units the stack has. Genies 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.

See also