tgb wrote:I've been toying with different strategies before getting serious (with the Beta, I hope ), and I find the Scout hero to be the best early game because of the importance of, ummmm, scouting. He's tough to keep alive, and I have to resurrect a couple of times, but it's worth it.
dbemont wrote:I've had my best luck, so far, with the Commander. If you can level the Mage up a bit and get into the second circle of spells like Fireball, you can really move right along. But lots of buildings to pay for before you get there.tgb wrote:I've been toying with different strategies before getting serious (with the Beta, I hope ), and I find the Scout hero to be the best early game because of the importance of, ummmm, scouting. He's tough to keep alive, and I have to resurrect a couple of times, but it's worth it.
I've played with all four. Just a bit with the Commander, a Wizard to Level 15, a Warrior to level 20, and now a fully maxed out Scout at 30. My main problem with the Commander is I'm having trouble with my economy and the last thing I need is a leader that relies on having a lot of expensive troops. I'm having enough trouble just paying for my four tier 3 knights, I can't imagine how much a Commander army costs to run! I really need to improve my economic skills. I'd definitely be interested in economy tips. The only one I've run into is corruption starts taking out a huge chunk of your money, build anti-corruption measures whenever possible.Malacheye wrote:More reactions...
I now love the commander. He gets access to level 2 troops more quickly than the other heroes, and until he makes level 10 and can choose the option of warlord, allowing him to wear highest level armor, I just keep him back casting a few spells and getting a couple of killing blows when necessary.
Of the other three, I found the Scout to be the best. His benefits are three fold. (1) like the Wizard, but unlike the Warrior or Commander he is great at killing things at a distance. When I go against enemy Wizard heroes, he instantly decapitates the enemy leader (usually one turn -- double shot, bam, enemy Wizard is dead). He kills any heavy enemy units such as Executioners before they even come close to my lines. He takes out enemy archers and mages (which are very annoying for my Warrior). Even enemy Commander and Warrior heroes go down in 3 turns or so with Armor-Piercing Doubleshot. (2) with Pathfinding his troops can move over any terrain on the battlefield (except lake and mountains) paying only 1 movement point. Not only that, but all terrain becomes friendly to them, providing defensive capability -- sitting on a swamp goes from being a minus to a plus. (3) he moves quickly across the strategic map, getting places about 3 times faster than the other heroes, this means he can rapidly relieve sieges.
As an individual unit I find the Warrior to be terrific. But he has trouble keeping the units in his army alive, and without them he can get overwhelmed. Basically I think the main issue is that he needs to advance to take down enemy archers and mages, which means that he either advances by himself (which against tougher enemies is not a great idea) or he advances with his troops, and they inevitably start dying along the way. So while I've found his army to be effective, in contrast to the Scout, the Warrior army loses troops most battles and thus costs more money to run.
I need to spend more time with the Wizard. He seemed pretty decent, but ultimately I didn't have enough money to run all three armies, so I've left the Wizard awaiting a rez in my castle.