5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
STARTING A GAME
Every race is designed to excell on a particular map type. Map size, amount of loose resources, number
of mines and towns, and terrain layout are some of the major features constituting a map
type. I will look at three categories, which will be based on map size, but will discuss
other variables as well.
Small-sized maps
On such kinds of maps, it is important to have strong and versatile basic units, because
you can expect early encounters with the enemy. Basic unit strength is also useful in
gaining an immediate advantage through casualty-efficient battles with neutral camps
guarding map sites and items. Another advantage some towns may have over others is the
ability to mount successful rushes in the first week of the game. The infamous Master
Gremlin rush is an example of such an offensive strategy. Hence, the Tower would be a good
choice for smaller maps, if you like concentrating on an early attack plan. Another town
type which can have similar success on small boards is the Castle, because of its strong
basic melee units (Pikemen) and excellent basic range units (Marksmen). Castle heroes tend
to concentrate on unit specialties, so there is an immediate bonus in that regard as well.
The Necropolis has a chance to amass a skeleton horde with the aid of the skeleton
transformer, but Skeletons tend to be of limited use due to their inadequate mobility and the
lack of early ranged units for them to protect. For the Rampart, Elves and Centaurs can be
a very good starting combo, especially with Ivor (the elf specialist).
Since small maps have a tendency to
contain less resources, it is important to look at town's resource requirements as well.
For example, if the map is very rich on resources, towns such as the Fortress and the
Stronghold can start producing powerful units very fast and quickly gain the upper hand.
Medium-sized maps
The mid unit tree plays a huge role in maps where all sides have a chance to upgrade a
little bit before engaging in serious combat. Necromancers are an obvious choice, since
their armies are very strong at this stage. If they get a chance to upgrade, this
advantage will double. Skeletons will also have time to become a serious threat by the mid
game. In addition, most undead heroes do not require too much development to start
utilizing their specialties well. Rampart armies are equipped to deal with mid game
conflicts pretty well, too. Their low cost, excellent stats, and versatility make them
perfect for quick invasion campaigns. Dungeon and Inferno armies are strong in the mid
game as well, with the Inferno having an advantage on low resource maps because most of
its units are reliable even without their upgrades. The Castle is good throughout, but its
mid tree units really need their upgrades, which could prove costly on a short notice.
Might heroes tend to do better in
the short to mid run, so it is advisable to pick towns with strong might heroes (like the
Rampart and the Castle).
Large-sized maps
Towns that gain the most from their unit upgrades will do best on larger boards. Strong
7th level units also come into serious consideration during long games. Titans, Arch
Angels, and Black Dragons, to name a few, are all worth climbing the unit tree. However,
they require lots of time and resources to get to.
Towns such as the Tower, the
Stronghold, and the Fortress, which excel on the strengths of their upgrades, may require
bigger maps to build up. Also, the Tower relies heavily on its magic so a high-story Mage
Guild is a must, while both the Fortress and the Stronghold need to find and upgrade Mage
Guilds of alternate town types. The Necropolis also thrives on unit upgrades and if the
map is low on resources, it'd better be bigger so the undead have the time to gather the
necessary building material.
Thanks to The Nether Gods team - the author of this article is Maneater.