Might viable for zero unit loss?
Yesterday I finished the Haven campaign on hard with zero loss on each map. I used custom magic hero instead of the default one, Anton.
Do you think it is possible to finish any campaign with zero loss as a might hero?
When looking back I noticed that huge part of my success was high magic power which infers high resurrect power to creatures, then lots of spells, like time stasis, stone skin and regeneration. Of course high magic power also significantly enhances all spells.
All that would be completely eliminated with a might hero, but I never played as one...so what do you think?
I don't know about having literally zero losses, but if you talk about minimal losses, it's not too hard with might, especially since they aren't completely barred from magic skills. You can't get tier 3 skills from your non-speciality, but the healing stuff tends to be tier 1 or 2.
There's also Reinforcements - which as a might hero you can get up to 3 (so you can reinforce champions). Use that on the "favourite target" stack (i.e. the stack enemies seem to love to attack more than anything else) and let the reinforcements eat the damage.
And there are some dynasty weapons that give you some healing ability.
There are some tactics higher-level might heroes can do that let you inflict brutal losses before the enemy can even strike: Use Heroic Charge on an already fast and high-initiative stack so the critter can reach the enemy line (maybe supported by Tactics II so you can get the extra square during set-up) and get a nice damage boost. When it manages to wipe out a stack, Cleave lets it attack again right away. And thanks to Counterstrike III, the first two stacks who want to attack the guy who just waltzed over their friends will get a retaliation before they can attack, and the defender gets a damage bonus. Ambush can help win initiative in that critical time.
A slightly modified version is to replace Heroic Charge with Reinforcements. The stack might not manage to hit the enemy hard, but it is better able to soak up the damage from the enemies that attack it when it moves forward quickly.
I thought it was known that hardcore gamers play it like that, literally zero losses. I did the same thing with King's Bounty/Armored Princess, zero losses with both mage and warrior class on insanity.
Originally Posted by KaeYoss
As for your tactic of strike before enemy has a chance to strike I see a big problem for might here with sieges. The only way around it would be to buy a teleport spell and send griffins with their infinite retaliation and counterstrike III.
Speaking of counterstrike III, how enhanced would it be if you max out tears?
As I understand it might max blood is for maximum carnage and max tears is for toughness and survival, but it's hard to say if in this case the best defense is offense.
I think might necro would be the best, nothing beats mass life drain, probably the best spell in the game.
Also I am just in necro campaign and their cities don't seem to have advanced markets for purchasing artifacts, what's up with that?
Buying good artifacts is also a very big factor.
Last edited by Mettyx; 04-28-2012 at 10:46 PM.
necro dont have advance market :-)
I suppose it makes sense but it's still a huge disadvantage, in Haven the first thing I did was buy +8 land movement boots and shackles so enemy heroes can't escape.
Originally Posted by he4dcrusher666
Autowin using Arachne, oops.
You should see Kiril with a stack of pit lords and Mark of Chaos, the blood skill that triggers luck for a number of turns. It was way more fun than when I played Anton as Paladin or Irina as Shogun - the pit lords basically hit jackpot non-stop for 10 turns and gating has never been so fun. Yes Mark also fills the gating gauge and if Kiril hits 25 you get gating 4 which allows instant gating of 50% of pit lord's stack. Add reinforcements? Mwahahahaha
Inferno is handicapped if you dont use reinforcements. I agree about Kiril and using the reinforcements. Best non magic "spell" in the game. Once you get a really big army going, reinforcements II or III will essentially double the size of a stack. 250 cerberus became 498 and plowed through everything with its infinite retaliation. Then wait for full gating gauge and instant gating of another 250 plus puppies.
I just tried necro might with maxed counterstrike, cleave, mass drain and the rest of what you would get. This kind of advantage is huge, basically any fight is over in 2 turns or less.
But when you fight siege battles all might advantages are completely neutralized. And no advanced markets to even the odds...I think I liked it better in previous HOMMs when you could direct siege weapons.
Nah, necro might have their advantages especially the blood hero, death knight I think. The first ability is an auto lifesteal which is already OP for necropolis, plus necropolis has 6 creatures (out of 7 lol)? that can either fly over walls, teleport or range hit units. I don't think I need to point out how useless towers and walls are when you can bypass them. Only sanctuary is truly disadvantaged in siege and I concede that their magic heroes are better siegers than might.
Originally Posted by Mettyx
I don't think marketplaces really add much to the equation. You could buy a few artifacts here and there to enhance stuff but they are not absolutely game breakers, take shackles for example. Usually shackles are only needed when you have merely a slight advantage over the enemy hero, in which case it will try to escape when the going is not good. But if you only have a slight advantage, you will suffer heavy creature loss even if you win. If you can't defeat him, you actually make things worse not being able to escape, if you can quash him easily then battle is already over in a turn or two and most enemy heroes won't try to fight you anyway. But suppose artifact markets are great, quite a number of adventure maps have them so necropolis and inferno don't really lose out.
Does anyone know how enhanced counterstrike III is with maxed tears path, does it get more turns/damage?