Which faction will you use for the smallest maps?
- PhoenixReborn
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Which faction will you use for the smallest maps?
Now that Fabrice has said there will be maps that are smaller than the ones currently in the game, which faction will you use to be assured of victory?
I'm thinking Haven.
I'm thinking Haven.
- Lord_Haart
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- Wolfshanze
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No, Dungeon costs too much to upgrade... you need time to accumulate wealth to accumulate an army.JamaY wrote:Dungeon, because destructive magic is probably the best choice when you start to fight against the enemy quickly.
Dungeon is no good for a small map.
Necro (my personal favorite) is no good for a small map either... no time/space to amass a thousand skeleton archers. Forget them.
I'd say the Elves (Sylvan) would be the most powerful race on a small map... the Pixies/Sprites are some of the most powerful level-1 creatures (in numbers they can bring down a level-7 without a counterstrike), and they can quickly get overly-powerful double-firing hunters. In cramped spaces, the Elven faction is your friend.
- ThunderTitan
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The Blood Maiden/Fury has very high init, and can reach very far on the BF. and the Scout/Assassin isn't exactly weak. Maybe not as strong as the Sylvan with it's Hunters, but i wouldn't call Dungeon no good for small maps.
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Inferno or, if you're rich, Haven.
Inferno gives the ability of gating, which you can use as a buffer between losing your actual troops. Upgraded Succubus and their chainshot allow for the most damage from a ranged unit that you'll find, though they are a bit expensive. You can also somewhat disable caster heroes if you fight them early enough by taking their mana with imps. I know everyone here seems to hate Inferno, but it could work, they do seem rather designed for blitzing.
Haven wins only if you're rich, since you can promote your units like mad. Squires are also sexy beasts, and if you can get Inquisitors quickly enough (and still afford them), their spells alone can make the difference.
Inferno gives the ability of gating, which you can use as a buffer between losing your actual troops. Upgraded Succubus and their chainshot allow for the most damage from a ranged unit that you'll find, though they are a bit expensive. You can also somewhat disable caster heroes if you fight them early enough by taking their mana with imps. I know everyone here seems to hate Inferno, but it could work, they do seem rather designed for blitzing.
Haven wins only if you're rich, since you can promote your units like mad. Squires are also sexy beasts, and if you can get Inquisitors quickly enough (and still afford them), their spells alone can make the difference.
If Im using necropolis on small maps, my necro need some quiet to fully develop an armada of skeleton archers & vampire lord combo (IMO a nice one at small maps) which easly cut through the most in the beginning.
Sylvan are great in small maps as mentioned, their sprites and pixies can really pack a punch, the war dancers are also worth their salt.
Sylvan are great in small maps as mentioned, their sprites and pixies can really pack a punch, the war dancers are also worth their salt.
- PhoenixReborn
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There is no reason a small map couldn't have tons of peasants around for the reanimating. I remember a certain map in Heroes II designed just this way.
Also, the update said there would be both smaller and larger maps than we currently have. I chose to focus on the small map game. If you're given starting buildings it can be quite intersting and brutal.
Edit: I'm thinking of the slugfest map from H II
Also, the update said there would be both smaller and larger maps than we currently have. I chose to focus on the small map game. If you're given starting buildings it can be quite intersting and brutal.
Edit: I'm thinking of the slugfest map from H II
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- Gaidal Cain
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Spellcasters are going to be the most effective units when numbers are small. There's two towns that sports lowlevel spellcasters with offensive spells: Academy and Sylvan. I've not tried rush strategies with Academy, but upgrading Gremlins and going for Golems early, coupled with Magi and the high Knowledge of Wizards could possibly make a good combo.
Sylvan, however, has it even more easy. Hunters are always powerful, and Druids are going to kick ass in early encounters. Pixies ain't half bad either.
Sylvan, however, has it even more easy. Hunters are always powerful, and Druids are going to kick ass in early encounters. Pixies ain't half bad either.
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- Campaigner
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Since this is a fansite I always automatically think that we talk about heroic difficulty.
So that makes Academy an impossible choice. Got any idea what the Mage dwelling costs??
Inferno requires plenty of sulfur but will be the only hero able to cast spells
Haven are so standard that I'm not sure how they would end up. Low resource requirements helps but there are stronger factions....
Dungeon is my choice since Destruction magic HAS to be powerful at SOME point in the game! High initiave Furies and deadly Assasins will probably bring home the game.
Sylvan was said to be expensive but is immensively powerful in the hands of a skilled player. My 2nd choice.
Necropolis....Dead last (omg that pun owned
). No mana for the hero, weak troops and only a horde or a throng of Skeleton Archers. Clearly not enough....
So that makes Academy an impossible choice. Got any idea what the Mage dwelling costs??
Inferno requires plenty of sulfur but will be the only hero able to cast spells

Haven are so standard that I'm not sure how they would end up. Low resource requirements helps but there are stronger factions....
Dungeon is my choice since Destruction magic HAS to be powerful at SOME point in the game! High initiave Furies and deadly Assasins will probably bring home the game.
Sylvan was said to be expensive but is immensively powerful in the hands of a skilled player. My 2nd choice.
Necropolis....Dead last (omg that pun owned

- Gaidal Cain
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Warlocks are going to have huge problems with running out of mana. Especially if they're up against Inferno.Campaigner wrote:Dungeon is my choice since Destruction magic HAS to be powerful at SOME point in the game! High initiave Furies and deadly Assasins will probably bring home the game.
Their best chance seems to me to get Ghosts and then pray that they last long enough. THey're going to be toast against Sylvan though, with spellcasters and double-shot hunters.Necropolis....Dead last (omg that pun owned). No mana for the hero, weak troops and only a horde or a throng of Skeleton Archers. Clearly not enough....
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
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- Leprechaun
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How in early game armageddon could be casted? No chance;]
I'd still prefer Academy - it's really good at the beginning while playing golems and master gremlins. I know that there would be two difficulties - having enough ore (for everything) and gems (for magi and golems), byt we aren't unable to pass through them.
Second choice wuld be sylvan - reasons were written some posts above.
I'd still prefer Academy - it's really good at the beginning while playing golems and master gremlins. I know that there would be two difficulties - having enough ore (for everything) and gems (for magi and golems), byt we aren't unable to pass through them.
Second choice wuld be sylvan - reasons were written some posts above.
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