Thread View: comp.sys.ibm.pc.games.strategic
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Started by Bill Ericson
Sun, 24 Sep 1995 00:00
HoMM Strategies - Got Any?
Author: Bill Ericson
Date: Sun, 24 Sep 1995 00:00
Date: Sun, 24 Sep 1995 00:00
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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)
Re: HoMM Strategies - Got Any?
Author: j... Jennifer Schlickbernd
Date: Sun, 24 Sep 1995 00:00
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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