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Article #4462

Re: HoMM Strategies - Got Any?

#4462
From: j... Jennifer Schlickbernd
Date: Sun, 24 Sep 1995 00:00
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Bill Ericson <eri...@math.utk.edu> wrote:

>In the absence of any strategy hints in the manual for Heroes of 
>Might and Magic, I thought I'd ask y'all for some of your general 
>or specific ones.
>
>About the only kind of strategy I have so far can be summed up in 
>three words:  Skill, Skill, Skill.  Get those good creatures as 
>fast as you can, and then plow your neighbors under.  The only 
>problem is getting the resources to build the later buildings.  
>If you're still producing Druids and Dwarves when the enemy comes 
>knocking with 20 or so Paladins, it's time to hit that New Game 
>button.  If you start out in a resource poor area, I wish you a 
>whole lot of luck, and most likely you'll need it.
>
>Bill Ericson (eri...@math.utk.edu)
>

Well, after playing it nearly every day for the last six weeks, I can
add something to that.

1. Don't forget about taking towns.  Even though they are only worth
$250 a turn, that 's a new hero in ten turns, and income is crucial in
the game.

2.  Don't build anything extra in the early going (assuming a large or
medium map...I don't play the small maps, too short).  You never know
what you'll need your income for, and the computer players generally
don't attack you in the first week.

3. Don't forget to build a well during the first week!!  Those two
extra units are so important.

4. Even though it seems that magic is everything, Barbarians and
Knights can become pretty powerful.  I once hit a Cyclops with a 275
point spell and he just stood there and took it!!  His Knight Hero had
a Defense of 11.  I had a Barbarian with an attack of 9 and even my
peasants kicked butt.

5.  Forget about attacking the more powerful ranged creatures unless
you have flyers or area affect spells like meteor storm.  A pack of
elves can take out strong heros.

6. Only maintain the heros you need to have.  You'll nearly always
know a turn ahead of time if an opposing hero is going to attack a
castle, so only build a new hero if you need one.

7. Try to keep your mage tower up.  Spells can make the difference in
this game.

Hope this helps.

Jennifer (wife of manual writer Bruce Schlickbernd, so I had an early
copy)
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From: j...@deltanet.com (Jennifer Schlickbernd)
Subject: Re: HoMM Strategies - Got Any?
Date: 1995/09/24
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