Strategy game heroes3




















For example, micromanagement wizards will like smaller maps, where building orders are crucial. Larger scenarios tend to bring out a player's skill better, because long-term planning and careful character development require considerable gaming insight. Depending on the scenario settings, you should start by hiring several heroes right away. Try not to mix too many town types, though. This will be your wandering hero.

When you're all set, pick a direction and start exploring. Fight any neutral army camp you think you can beat without many casualties and take the experience from any treasure chest you encounter unless you really REALLY need the money. Go as far as you can in any given direction and then pick a new one. Don't be afraid to stray far, you can always run away if things get hairy. If you're lucky, you can keep at it for a good month or so without feeling the need to go back for reinforcements.

As soon as you send your exploration hero out, send everyone else to explore your immediate surroundings. Collect resources, get money out of treasure chests, visit map sites, etc..

Start building your town up. Select a second hero you'd like to advance in levels and put him in charge of your town. At this point you have set up a dynamic game flow, with your wandering hero out exploring the map and getting stronger, your base hero taming your surroundings, and your other heroes gathering resources and creatures from external map locations.

For this purpose, Tower 's Stone and Iron Golems 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 Archangels or 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 resurrect units.

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.

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. But if you know that battle will take long, destroy it first because some shooters can only shoot for 8 or 12 turns without it. It's very important to use Wait and Defend commands properly in combat. Wait command makes the troop wait until all the rest of the troops finished their actions.

If more than one creature stack waits, slowest will have to act first. The fastest wating stack will get to move last in a comat turn. If one of your troops is the fastest on the battlefield and you give them the wait comand, that troop will virtually have 2 actions in a row: it will be the last to go on the first turn and it will also be the first to go on the second turn.

Wait comand is useful to be able to attack before attacked. When opposing forces are equal, there often is a wating contest. Eventually, the fastest units outwait the rest and attack before attacked. Haste spell can be useful also for that matter, specially at expert level. Your army should have one stack of level one creatures at all times. These weak units are cheap but plentiful. Now they are harder to kill off for your attacker.

If possible use the wait command for level 2 units and above, then use your level one stack to attack an enemy. Once the enemy has retaliated your stronger units can attack freely on them! Griffins and Counterstrike spell are exceptions to this strategy. See monster pages for detailed comparison.

Your main hero's army will consist of level creatures. Mainly level They can take more beating and cause more damage. I think it's useful to build their dwellings especially level 7 creatures as early as possible.

By the end of the 2nd month you should have a formidable army. When the "strong" armies are gone, it's time for level creatures to step up If you're playing with Tower start collecting Giants early, and when you have lots of gold and gems, upgrade them to Titans. Titans are probably the best creatures: the only lev7 shooters with health! A smaller group of Nagas can defend a town in the early stages of the game. Master genies are great spellcasters, although their activity is very random.

However, they know powerful spells like Fire Shield, Frenzy or Slayer Attacker: try to kill an enemy while they are on the draw bridge to keep it open; If they have a castle and you dont have ballistics then be VERY careful.

Defender: try to take out the flyers and ranged attackers first, also try to take out the catapult and other siege weapons. Master Genies are useful if split into groups.

Good tactic is to have a medium group of naga queens and 6 groups of Master genies. Very effective. Same strategy works with Mighty Gorgons. Need to fight dragons? Just split a group of 7 Mightly gorgons into 7 separate units, and attack. Each gorgon will get at least one chance to kill dragons per hit.



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