Hi all!
Im playing the campaign on hard, I am on the last mission for Necropolis.
I rush for the most forts and town i can before the big armys arrive but i have trouble sustaining my trops when i face one of the small hero armies due to spells.
The fire rain or chain lightning is really weakening my army and i dont have heal enougth to keep up even with mass regeneration and race spell.
Its the same when i siege towns with defending hero since my focus damage is liches and weavers but the walls really keeps their damage to a minimum. Last battle on mission 3 i had 300 weavers to comps 150 and 600 liches to his 300 and still i lost quite alot due to the fact that he did max damage and i dident.
I am looking for tips on ways to handle the battle field more effective.
Should i attack the gate right away or just try to kill em slowy with my ranged and try to keep my army toped off?
Is there any way to prevent enemy hero from casting spells?
Should i go for passive skills instead of loads of magic spells, since the armys grows bigger passive gives more effect but what spells are really a must have?
When it comes to the big battles it feels like regenerate loses its value?
I'm happy for any input i can get! Thank you all!
Battlefield help!
Deploying less units generally helps against spells like chain lightning
In case of Necropolis, keeping units close together for Necromancy IV and time the healing by your ghosts for maximum effect.
Indeed when army size increases, passive skills become more important. Keep in mind that your hero can only act so many times, so too many active skills is a waste.
Note that skills that are effective against weak opponents (like lightning bolt) are useless against strong ones, while skills that work against strong opponents will also work against weaker ones.
Good magic skills in general are summoning spells (to prevent enemy stacks from crossing the battlefield or using ranged attacks). Time stasis near the end of combat gives you a few turns to heal your units. When battling Necropolis you can pick Petrify as another disabling spell.
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
In case of Necropolis, keeping units close together for Necromancy IV and time the healing by your ghosts for maximum effect.
Indeed when army size increases, passive skills become more important. Keep in mind that your hero can only act so many times, so too many active skills is a waste.
Note that skills that are effective against weak opponents (like lightning bolt) are useless against strong ones, while skills that work against strong opponents will also work against weaker ones.
Good magic skills in general are summoning spells (to prevent enemy stacks from crossing the battlefield or using ranged attacks). Time stasis near the end of combat gives you a few turns to heal your units. When battling Necropolis you can pick Petrify as another disabling spell.
Are you suggesting coconuts migrate?
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