[TotE] Best faction on different maps

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Best overall faction?

Haven
2
29%
Sylvan
2
29%
Academy
0
No votes
Dungeon
0
No votes
Inferno
1
14%
Necropolis
1
14%
Stronghold
0
No votes
Fortress
1
14%
 
Total votes: 7

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DeltaRuby
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[TotE] Best faction on different maps

Postby DeltaRuby » Nov 18 2015, 19:30

This topic has probably come up heaps idk but I want to know what most of you Heroes fans think (if anyone still plays this game e_e)

for me it's
Small maps, resource short
1. Necropolis (cheap early dwellings, easy to gain more troops, amazing for creeping)
2. Stronghold (reasonably cheap, don't need to spend money on mage guild, good shooters, Shatter Dark is a MUST)
3. Haven (you probably won't be able to make use of Training, taxpayer FTW)
4. Dungeon (expensive and requires Expert Summoning / Destruction to be useful which takes higher levels)
5. Inferno (inferno is always bad imo, weak units and gating isn't nearly powerful enough)
6. Fortress (Runemages are slow on the map / don't get Logistics often and Runes require lots of resources)
7. Academy (really expensive dwellings, no way your getting level 7 + weak units that can't be remedied by artifacts on resource-poor maps)
8. Sylvan (The wood cost in this town is just way too high.)

Medium maps, resource normal
1. Haven (training op + champions)
2. Sylvan (costs can be offset with 2 or so sawmills; units are good, avenger useful later on)
3. Academy (make artefacts although Titan dwelling is still very hard to get)
4. Fortress (rune abuse + Thanes + Magma Dragons, dwelling is cheap compared to bone dragon / titan + nearly impossible to defeat in siege)
5. Dungeon (units are expensive but really good, if your good at conserving your troops this is a ok faction)
6. Stronghold (might factions suffer when the Inferno / Necropolis get Puppet Master or Frenzy, impossible without Expert Shatter Dark)
7. Necropolis (lose their major creeping advantage and Dark Energy is one of the weaker racial abilities, become better if more than 1 town for extra Pillars of Bones)
8. Inferno (really high mercury costs + weak units = not a good combo)

Large maps, high resources
1. Fortress (Impossible to defeat with mass numbers of runes, kill them before they can set up n_n)
2. Haven (If you get multiple towns and gold mines you can easily gain 300+ Zealots)
3. Sylvan (Avenger really useful in final confrontation; reasonably weak to Dark magic)
4. Academy (mass numbers of mini artefacts make amazing units with high knowledge and spell power, painful phoenixes and also they might have Mass Divine Might or something)
5. Dungeon (Depends how much artifacts + spell power you can get for armageddon squad but idk i never found this one too good in endgame)
5 (tied). Stronghold (Still seriously weak to dark magic but the Bloodeyed Cyclops are amazing)
7. Inferno (they are still bad without ultimate gating / urgash's call e_e)
8. Necropolis (terrible level 7 unit that costs HEAPS on its dwelling, although population is 3 per week doesn't quite make up, and unless you have 5 towns Necromancy is weak)

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Galaad
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Re: [TotE] Best faction on different maps

Postby Galaad » Nov 30 2015, 23:05

Hello,
I guess you'll get more replies down HC. :)

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Re: [TotE] Best faction on different maps

Postby zaio-baio » Dec 4 2015, 23:37

DeltaRuby wrote:Small maps, resource short
1. Necropolis (cheap early dwellings, easy to gain more troops, amazing for creeping)
2. Stronghold (reasonably cheap, don't need to spend money on mage guild, good shooters, Shatter Dark is a MUST)
3. Haven (you probably won't be able to make use of Training, taxpayer FTW)
4. Dungeon (expensive and requires Expert Summoning / Destruction to be useful which takes higher levels)
5. Inferno (inferno is always bad imo, weak units and gating isn't nearly powerful enough)
6. Fortress (Runemages are slow on the map / don't get Logistics often and Runes require lots of resources)
7. Academy (really expensive dwellings, no way your getting level 7 + weak units that can't be remedied by artifacts on resource-poor maps)
8. Sylvan (The wood cost in this town is just way too high.)


Best start on small maps is with Academy + Havez. Week 2 Havez with 3x balista, tent gremlin saboteurs, archmages and exp destro + fireball is almost unbeatable. That combo is also easy to get, as long as you think of an easy and reliable way to get the fireball spell without building the mage guild ;)
Other good heroes are all heroes that start with warmashines AND Haggash. Orcs have a weak spot for dark magic, but its hard to get good dark spells + good spellpower + decent mana pool by week 2. Haggash may fail tho, because she doesnt start with the warmashine skill and she has only 8% chance to get it offered. On maps where warmashines are required asap to play competitively she might not be the best pick.
DeltaRuby wrote:Medium maps, resource normal
1. Haven (training op + champions)
2. Sylvan (costs can be offset with 2 or so sawmills; units are good, avenger useful later on)
3. Academy (make artefacts although Titan dwelling is still very hard to get)
4. Fortress (rune abuse + Thanes + Magma Dragons, dwelling is cheap compared to bone dragon / titan + nearly impossible to defeat in siege)
5. Dungeon (units are expensive but really good, if your good at conserving your troops this is a ok faction)
6. Stronghold (might factions suffer when the Inferno / Necropolis get Puppet Master or Frenzy, impossible without Expert Shatter Dark)
7. Necropolis (lose their major creeping advantage and Dark Energy is one of the weaker racial abilities, become better if more than 1 town for extra Pillars of Bones)
8. Inferno (really high mercury costs + weak units = not a good combo)


Medium maps tend to be best balanced, and all towns are expected to have a good fighting chance there. Ofc depending on the map bad matchups may happen.
DeltaRuby wrote:Large maps, high resources
1. Fortress (Impossible to defeat with mass numbers of runes, kill them before they can set up n_n)
2. Haven (If you get multiple towns and gold mines you can easily gain 300+ Zealots)
3. Sylvan (Avenger really useful in final confrontation; reasonably weak to Dark magic)
4. Academy (mass numbers of mini artefacts make amazing units with high knowledge and spell power, painful phoenixes and also they might have Mass Divine Might or something)
5. Dungeon (Depends how much artifacts + spell power you can get for armageddon squad but idk i never found this one too good in endgame)
5 (tied). Stronghold (Still seriously weak to dark magic but the Bloodeyed Cyclops are amazing)
7. Inferno (they are still bad without ultimate gating / urgash's call e_e)
8. Necropolis (terrible level 7 unit that costs HEAPS on its dwelling, although population is 3 per week doesn't quite make up, and unless you have 5 towns Necromancy is weak)


On large + rich maps Haven + Vittorio is ridiculously strong. Vittorio starts with warmashines, then picks logistics + warpath, then picks light OR dark magic and rolls over the map. 50+ paladins week 5 and 100+ paladins week 8 - those are the magical numbers on 1castle maps with no external priest or cavalier dwellings.

2nd place is for Sylvan + Ossir or Wyngaal. Fortress scales well into lategame BUT they have a way worse start + ridiculous crystal requirements + only 2% chance to get logistics skill offered. Balista costs 4 500 gold in fortress towns and there is no dwarf that starts with warmashines skill. Arcane archers can remove all magma dragons from the field in 1 shot( with luck + avenger and mb external lvl 3 dwelling).

Other towns are kinda ok, they need some hard to pull off combo to become truly broken.


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