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LIZARDS (ENCLAVE) - Challenging/Medium Map - Hero's Hour Gameplay 01
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- Опубликовано: 14 авг 2024
- This video is a gameplay of the Enclave Faction in Hero's Hour, playing on a medium map with challenging difficulty.
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Great start so far, I really enjoyed the video. Here are a few of my tips that may help you:
- The way you get extra resources from mines using Hero's is to use the "Camp" button above your minimap. If the hero is camped at the start of your next turn, they'll lose all their movement points, but you'll get a bonus to the nearest resource.
- Take stock of what heroes you get in the first week, it can be absolutely worth it to give them a level or two with treasure chests in order to obtain civic skills like, Planning & Recruitment, or a point in Logistics, to make them better Mules (see below).
- If you have idle heroes, you should be chaining them to "Mule" your units around. Units that get passed around don't use any movement for the army they get passed on to. This allows you to position one Hero just enough distance from your town to "catch" the units that leave in their own formation, then run them either to the next Mule in the chain, or to your main army. This will save you a lot of time and casualties, as the bigger your army, the smaller your loses (generally).
- I haven't confirmed this, but the best I can tell, the difficulty summary for enemy armies only calculates the raw power of the units involved. This can be especially deceptive if you face an enemy Magic Hero with god spells. I have been utterly incapable of winning "easy" fights because the enemy has better spells, or more mana. High level casters in this game should be feared every bit as much as they were in HoMM3.
The difficulty summary screws me up all the time. So many times where I'll do an easy encounter and get completely dunked on. Also, every time I start a game, it takes me like 3-4 weeks to actually be able to clear everything in my region, is that normal? A lot of the time I run out of units and just have to wait until the next week rolls around so I can collect more units. While this is happening, I try to just collect materials around my biome but I end up just kind of wasting days because I have no army.
Everything is always labeled as hard, impossible, or nearly impossible at the start of my matches. This happens even after purchasing all the units I can for the week and build a tavern so I can get more units. I don't know what I'm doing wrong
I still haven't won a normal game
@@baddiemcbadbad9231 The difficulty of the neutral's is generally tied to the advantage the thing they are guarding provides. It is normal to have a mixed range of easy to impossible fights, depending on the map. Although this also depends on the map, you shouldn't be doing too much in the first two weeks. You will be capturing your wood and ore right away, finding your obelisk treasure, then slowly picking off around 3/4 of the neutral armies in your starting realm, with the other 1/4 typically protecting something really good, like a second mine, or a palace, or a place to recruit powerful units.
Build order is super important in HoMM3 and Hero's Hour, I almost every time go with this:
Turn 1: tavern - Recruit hero, pick the one I want, combine armies, recruit what I can, start smashing
Turn 2: faction resource building
turn 3: center
then turns 4-7 are fort, and as many unit builds as are available (unless I am have too many moderate armies to avoid, then I will take an infirmary)
Early on, you should be earning plenty of gold from treasure and map loot, so you don't have to prioritize the Town Hall buildings. This was a common HoMM3 error people used to make. Money buildings DO give you greater return the sooner you invest, but in the beginning you need to be smashing as many mobs as you can for access to their goodie and EXP. Granted, in HoMM3 it was more about rushing tier 4 or 5 units, and in Hero's Hour it's about raw numbers, but the concept is the same.
EDIT: Also good rule of thumb: if difficult fights in your native realm are HARDER than the gate armies, or are even too costly, just ignore them, especially if there are neutral realms between you and the enemy. There may be easier fights with more return in the neutral realm, and getting there first might be worth the loses if you get a new town, and all the freebies on the ground.
By the way for future reference the duplication illusion is actually really op, it is good combine with a summon as it basically doubles your summons attack numbers and even if the illusionary duplicates can't do damage they are great distractions so your ranged units can fire for a lot longer before having to engage.
On the battle difficulty:
It can only be learned through experience, but slow units are way weaker, ranged hit them with a lot more accuracy. That's why fast unit were wrecking you. Fire sprites are quite weak but fast+++, just your quagmire spell should have been enough to win the battle IMHO. But again, this is something you can only get a feel of by playing a lot of battles, knowing which unit is fast and weak etc...
You did great on this early game, just the conquest of most mines on week 1 and a gold mine by week2 is huge for snowballing. The goldmine is a game changer in itself, 1000 gold/day is like having another tier2 city...
PS: and don't forget to put idle heroes on mines to increase ressources output. ^^
PPS: personnaly i would have picked the fighter hero. Tier6 mastery is just OP you get 2 tier6units/week and more and more as you level up the skill. By week 3 you should have 4 to 5 Rex and can wreck havoc on most neutral groups.
Heya thanks for your detailed comment!
I don't even wanna know how long it would've taken me to figure out the "slow" drawbacks - thanks!
I also felt like the Fighter Hero's skills looked way more tasty after I've uploaded the episode. But well, I learn something outta that =)
I finally figured out what bugs me about your audio. it's not the headset it's the slight ecco coming from your walls. guess that would be too hard to fix without putting blankets up on all your walls lol. I'll learn to live with it until you get famous and can afford a proper recording room of some kind.
Well, I did reduce the gain by a bit, the input was too often in the red marks whenever I spoke up louder - dunno how that came together. I'll definitely upgrade my hardware one day though, promise =)
@@Ic0nGaming - The audio was an improvement on this vid. Thanks!
Haha we have about the same taste in games thanks for the vids.
I really like this game too! :D
Olane the High Lord is ridiculously powerful. His Rex mastery lets him freespawn big dinos, dragonmaster lets him freespawn dragons. Oligarchy, and Champion turn both of them into absolute monsters. Tactics mitigates the deployment size hit you take from Oligarchy. As a pièce de résistance you can also give him a couple ranks in devour and eat a dragon or two in order to spike his attack and defence skills to ridiculous levels.
Only downside is he is weak at magic, and you need to pick up bodyguard in order to level champion.
The Spiffing Brit discovered the Devour + Dragonblood exploit. Gunvar was ridiculously OP towards the end. Units had 20x attack and defense and he had like 3-4k HPs.
why do you say losing free units is ok?
Well, losses are inevitable. And free units didn't cost you any resource, so they are the best losses. Ideally those virtual troops which won't even stay after the fight. It's basically a way of losing units without losing any money/resource. Hope this helps clarifying =)
@@Ic0nGaming thanks :)