Strategies
This refers to general strategies to use for any town/hero. Town-specific strategies can be found under "Towns" on the Main Page.
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 :-)
- Artifact Monopoly
- 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. Both units are 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 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