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Author | the Golden Bow Tavern [Elves only] |
-Clears throat-
GREETINGS, elves from all around the lands of Heroes of War and Money!
As the threats from the other species never should be understimated - we should gather our sources in this very little room and discuss different tactics against our enemies.
And remember, stay calm and keep this matter into focus - we are elves after all. | I always find it handy to split the elven bowmen of my armies into smaller amount (2-2-2-2-3) and place them all over the battle field and never split the Forest Keepers.
Ofcourse if I meet Dark Elves or Humans with they special Archer Ability, I split my bowmen in 3-3-3-2 and in this way keep them enough far from taking damage from the 3x3 square spells/bowmen attack.
Always remember to check your enemies distance from your forest keepers aswell. You can do so, when it's your turn - hold the mouse arrow over the enemies and see how far they can go.
In bigger battles, with more than one enemy, and both are same race -
Always have in mind to check the enemies defense and attack,
the one with most threat should be handled first,
(Aggressive (most attack / less defense) should be attacked first)
(Defensive (less attack / more defence) should be attack last)
Why? Cause the aggresive heroes takes more damage, and lose more health in the attack - while the defensive heroes takes less damage and lose less health.
Good luck on the battlefield, my fellow elves - have a good game! | thanks for the tips.. from an elf hating necromancer :) | Okay, I'm level 4 right now, and I win at least 2/3-3/4 of my duels. Here's a few of my strats:
1)generally split 11 archers to 5-3-3 combo
2)generally have one faerie for fodder and as annoyance(especially if enemy have shooters
3)split for fks into 20-1-1 combo, with the single-keeper stacks serving as excellent removal of enemy retal.
4)Try to lessen group battles. ELves always get picked on there(I honestly don't see much a difference between 'winning' and dying early and losing. Either way, you don't get much xp or skill points, and take a lot of time to heal.
5)Save up money for the springs. Trust me, the 1 luck every 3 hours is VERY useful.
Case in point:(My most recent battle against a knight)http://www.heroeswm.com/warlog.php?warid=469027456 | With good strategy and a bit of luck, victory is almost certainly assured.
I just defeated a barbarian with 74% left over.
http://www.heroeswm.com/warlog.php?warid=469027735
Also, to expand on my (2) suggestion, disrupting enemy bowmen with faeries is ALWAYS useful.
If new elves have any Qs, feel free to mail me. | I dunno why I'm so lucky, but:
http://www.heroeswm.com/warlog.php?warid=469027973
(Beat a necro with 85% remaining) | yeah.. but you elves still have pointy ears..at least you don't have to worry about your hat falling over your eyes.. :) | Always a useful advantage...
But we don't have hats.
Okay, the following are after I used up my 1 luck boost
Won against a Dark Elf with 50% remaining
Lost against barbarian(he had 8 attack points) | Lvl 4 tactics:
Elf:
1)Split your archers in as many stacks as possible. If your opponent only has 1 or 2 stacks he'll be screwed as he has to blow his entire shooting phase on a 2 bowmen stack.
2)Keep your bowmen stacks as far apart as possible, you don't want multiple stacks in base to base contact with any fairy/keeper running around.
3)If you take out his archers first you'll probably win. If somehow you lose that fight, run away with your Forrest Keepers, take out his remaining archers with your hero. This way you'll probably take out 80% of his army in the end. It may take a while though, it's all about the faction points anyway.
4)If you are a faction level 2 elf, don't ever bother fighting faction level 3 elves. They have +1% initiative, they will shoot first and take out your archers. It's gg after that.
Necromancer:
1) One big stack of archers, spilt up your Forrest Keepers and use as cannon fodder to protect your archers.
2) Focus on ghosts, use either your hero or fairy to provoke the first *miss*, after that at least on of your archers stack hits will land. Ghosts are kinda puny, and if he has to res them a lot of times they will go down in a single hit later on.
3) Necro's can just outlast you though, take the hits and keep ressing. You will run out of arrows and he'll have mana to spare. If the Necro uses this tactic, try and see if you can push in your keepers somewhere. If he keeps his distance you are pretty much screwed 100% of the time though.
Demons:
1) Single big archer stack with a lot of single stacked Forest Keepers. Take out his Wolfhounds as fast as possible and you shouldn't have too much problems.
2) Don't underestimate the mass of imps, if they take out a Keeper barrier you will be screwed. Use hero to take them out or your single unit keeper stacks.
Dark Elf:
1) Large stack of archers, keeper barrier with a twist (see 3).
2) Take out rogues first, try to block their walking path with your single Keepers. If you can stall them even a single round you'll win 90% of the time. (that 2 max stack archers volleys)
3)DE's will earthen spike your entire line. Single keepers will die, so if you're going for a barrier, then make it atleast 4 thick. That will survive 2 spikes.
4) See if you can keep everything out of a + formation in the beginning, that may make the DE get a less efficient first spell. Move everything back into place after that though.
Knights:
1) Split up archers totally, like against elves. Don't cluster as volley can screw you over. You'll have atleast a few stacks of archers shoot first. Take out his ranged.
2) When the knights move in, provoke retals and hit with keepers. Even if you need to use an archer stack to do so.
3) Heavy swordmen armies are going to break through your archers if they power them in from turn 1. Nothing much you can do about that, hope you get a lucky favoured enemy hit in there somewhere.
Wizards:
1) Magic punch takes out 2 archers, no use splitting them. Just make the good old barrier and hope your ranged can damage the golems enough.
2) You really need to avoid retals here, if you don't you're probably going to lose. Nothing much more to do here, hope your keepers don't get hit first and you'll probably be ok.
Barbarians:
1) 2-3 stacks of archers, take out the orcs as fast as possible.
2) The wolfriders are large creaters, if you have some decent terrain or position your single mob stacks properly you can hold them up quite easily. If you get to them with your Keepers first you can take out a huge chunk (~9-10) | Generally good advice, but with several problems:
In general, there's no need to protect ur archers. Generally, as long as ur stacks are spread out, you should be able to destroy any melee enemy before they destroy you. Also, my spread is generally effective(3-3-5 archers, 1-1-20 FK, 1 faerie)
Defeating Necros: there's a few useful tricks to eliminate ghosts. First, some background
1)Ghosts have low hp and defense
2)They have very high attack
3)It's impossible to get three misses or hits in a row.
That said, the trick is fairly obvious:
1)Keep concentrating archers on ghosts
2)A VERY useful trick is to take full advantage of the no three misses in a row effect and simply wait until you get double misses and then eliminate the enemy with melee
3)If you are not lucky enough to get (2), then
-use one fk stack to draw away the retal
-Then attack using fk 20 stack(generally ghosts would be dead by now)
4)Step on the spot where the ghosts died:P
After u eliminate the ghosts, the game is already won(There's no logical way for zombies to defeat the fast elven troops) | Demons: Spread out your archers so you could destroy your enemy's smaller stacks with more ease. Eliminate the imps with your archers. If they manage to make too many gates, you're doomed.
If you can, try to step on the gates with your faeries and small-stack keepers(your archers if you have to).
Elves:Yeah, {9} is right. The more elven stacks, the better. I honestly can't count the number of times I lost to other elves because of my stubbornness in positioning.
Knights:As usual, try to spread out your archers as much as possible. That way, if your enemy hunts your archers, he'll have to waste valuble turns moving while ur remaining archers rain arrows down him. Not very pleasant for the enemy.
Use archers to take out enemy crossbowmen. Provoke retals with 1-keeper stacks and attack with your main stack.
A risky(but useful in tight situations) trick is to lure your enemy near your archers so that you could do double damage with them. Of course, not recommended unless you're desperate or very, very, confident. | 10.
Thing is, you can't move your keepers in to be able to stand on the ghosts. This means they will be in range for either the ghosts or zombies, most of the time both. Once your stack of Keepers is dead you have nearly no chance to win anymore.
Offcourse if you kill the ghosts close and you can move on their corpse. However, usually your stack of Keepers will be the only thing able to keep it occupied. Zombies will just kill single units and the hero will res them soon after. If you keep your stack of Keepers on it a smart Necro will je ignore them and go after your archers with the zombies. You'll have to move sometime.
About 70% of my necro wins are when I take out zombies and ghosts in a single turn alowing no resses. Though, a decent necro will have some single skeletons chilling around the map out of reach of melee. You'll have to waste a hero turn on them, which sucks as they are far better used trying to get a *miss* on ghosts.
And yeah, you did make a good point though. I use it all the time but should have mentioned it. If somehow your archers get a double miss on the ghosts, ignore them totally until they come into melee range. Full stack of keepers will do massive damage and you can start hurting the zombies a bit instead. | Korzath->That's what I mean, stand on the "corpses" of the ghosts. Obviously, you can't stand on "living" ghosts.( I didn't want to say corpses originally because I didn't want to get into a semantics argument). Also, obviously don't use your main stack to stand on the enemy "corpses". Use your fae or your fodder fk. | Heh, I knew what you meant. I was just saying it is pretty impossible to do in the beginning. If you take out the stack long range you just can't move behind his lines without your mobs getting destroyed.
Once you kill them closer you can move in, but you'll have to use a larger stack as single units will just be killed shortly after. The ressed ghosts get some weird initiative too, hitting far earlier than you would expect.
All I'm saying is, if you want to keep the square occupied for multiple turns, you're going to have to invest a large part of your force. It only works in the end when you've damaged the stack of zombies already.
Still, it's very usefull, just not early in the fight.
Another danger is, if you fail to occupy the place they died when it's close. You'll have a stack of 14 ghosts ready to hit anything in range. Just make sure you can end the game soon :) | Fair enough. | http://www.heroeswm.com/warlog.php?warid=469032682
here's the log where I fought a necro which she revive the ghost twice | yeah, nice faq for low lvl
the more lvl u get the more tactic options u have ) | Thanks. Btw, any hints on level 5 and above gaming? | For instance, do elves really need knowledge at level 5??It seems that spell power is a far better investment at that level(So that you could wait until level 7, when you get the staff, to cast spells. | Oh, something I would like to address that draconlord wrote:
"Demons: Spread out your archers so you could destroy your enemy's smaller stacks with more ease. Eliminate the imps with your archers. If they manage to make too many gates, you're doomed.
If you can, try to step on the gates with your faeries and small-stack keepers(your archers if you have to)."
At level 4 you seriously don't waste your archers on imps. The demons are going to take a while to get to you, even longer if they gate. I played Demons myself to combat level 4, and halfway through. Take out the imps with your hero, kill the wolfhounds and just block your archers. You should have no trouble.
Standing on gates doesn't help either, the creatures are still summoned, but just a square adjacent to it. This can seriously screw you over if you brute force them next to your archers. That's what I used to try anyway, gate next to the archer barrier then kill one of the barrier just before the gate procced. If you're lucky the mob spawns next to the archer. I even blocked the gate myself sometimes if I couldn't move in.
Something a few players don't know about demons, you don't need to kill the gated creatures. They will have faded borders in the initiative bar, ignore them if you can. Once you kill the original creatures you will win.
Basicly, if you can kill/damage the wolfhounds before they hit your Forest Keepers you'll win. The demon will have to move in, so just don't do anything stupid and you'll be fine. |
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