Heroes Of Might And Magic 6 Strategy

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Heroes of Might and Magic IV
Developer(s)New World Computing
Publisher(s)The 3DO Company
Director(s)David Mullich
Producer(s)James W. Dickinson
Designer(s)Gus Smedstad
Programmer(s)Gus Smedstad
Artist(s)Joseph McGuffin
Fernando Castillo
Writer(s)Terry Ray
Composer(s)Paul Romero
Rob King
Steve Baca
Paul James
SeriesHeroes of Might and Magic
Platform(s)Microsoft Windows, Mac OS
Release
  • NA: November 13, 2002 (Mac)[1][2]
Genre(s)Turn-based strategy
Mode(s)Single-player, multiplayer

Heroes of Might and Magic IV is a turn-based strategy game developed by Gus Smedstad through New World Computing and published by the 3DO Company for Microsoft Windows-based personal computers in 2002. A Macintoshport was subsequently developed by Contraband Entertainment and released by the 3DO Company. The fourth installment of the popular Heroes of Might and Magic franchise, it is the sequel to Heroes of Might and Magic III, and was the last to be developed by New World Computing.

Heroes Of Might And Magic 6 Strategy

ABOUT THE GAME: Might & Magic® Heroes® VII makes a triumphant return bringing you the essence of turn based strategy gaming. Set in a fantasy universe with RPG progression with a strong story narrative, you will embark on a journey that you will never forget! With magic guild, you can also, for 500 gold, buy spell books for non-spell casting heroes like knights and barbarians. Thieves guild: Gives you information on your standings among other players in different categories.

  • 1Gameplay
  • 4Reception

Gameplay[edit]

Heroes of Might and Magic IV introduced a number of major changes to the series.

Heroes[edit]

Unlike previous games, where they had little active role in combat, heroes became present on the battlefield with their troops. It is possible to have armies with more than one hero, or with no heroes at all, although armies without a hero are incapable of performing certain tasks, such as capturing enemy towns or structures.

The skill system also underwent a significant overhaul, and all Heroes of a given class start out with the same skills. The player has significantly more control over the development of the Hero than in previous games in the series, and Heroes 'evolve' into over 40 different specialized classes. A Hero can select up to five of the nine available primary skills, and each primary skill makes available three secondary skills. Each of these 36 skills have five levels of progression as opposed to the three levels in the previous games.[3]

Heroes are now free to move about the battlefield.

Combat[edit]

Both the adventure and combat maps were converted to fixed-view isometric 3D display. The traditional hexagon-based battle grid was converted into a much higher-resolution square-based grid, making it easier to feature units of different sizes. Non-hero spellcasting units were given proper spell selections. Retaliation was allowed simultaneously with the attack, and ranged units were given the capability to retaliate against ranged attacks. Projectile attacks and spells now required direct line of sight to the target.

World map[edit]

Each individual troop unit was given its own movement allowance on the adventure map, with units possessing the ability to split off independently of the main army; however, the troops can no longer be 'shuttled' from hero to hero to move an army large distances in a single turn. Logistics were restricted by eliminating or weakening travel spells. This, in turn, was partially compensated for by the elimination of the need to revisit resource-producing structures each week, and the introduction of caravans, which can quickly and safely transport heroes and remotely recruit troops from external dwellings.

Units[edit]

A small number of these skills are shared with earlier games, and some of the new skills can dramatically affect strategy (e.g., a Hero with Grandmaster Stealth is invisible to all non-allied units). Troop units may no longer be upgraded, and there are four recruitable ranks of units, down from seven. Each rank has two dwellings that can be built, but beyond the first rank, building one dwelling precludes the other. The creature dwellings themselves accumulate new creatures every day, as opposed to the start of each new week.[4]

Story[edit]

The status display screen for a hero.

Following the events of Heroes Chronicles: The Sword of Frost, Gelu, the leader of AvLee's Forest Guard and wielder of Armageddon's Blade, attacks Kilgor, the Barbarian King of Krewlod, in an attempt to claim and destroy the Sword of Frost. As foretold by a prophecy, when Armageddon's Blade and the Sword of Frost clash in battle, the result is a massive explosion (known as the Reckoning), which destroys the world of Enroth. Many of the inhabitants of the planet, however, escape through mysterious portals that appear during the Reckoning that lead them to another world, called Axeoth – also the setting for Might and Magic IX.[5] Included among the refugees are many of the heroes of previous installments of the series, and many return to their old ways shortly after arriving on their new home.

The story of Heroes of Might and Magic IV unfolds primarily through the game's six campaigns, each of which establishes how the major kingdoms of one of Axeoth's continents were forged in the wake of the Reckoning, and the arrival of the Enrothian refugees on Axeoth. Each of the campaigns centers on a faction leader, and tells the story of how that leader came to prominence. Unlike Heroes of Might and Magic III, all of the six campaigns are accessible from the beginning, and each unfolds as a stand-alone tale.

  • In the Haven campaign, The True Blade, Lysander, a loyal knight formerly in the service of Queen Catherine Ironfist, rules over the nascent kingdom of Palaedra, inhabited mainly by refugees from the kingdom of Erathia. His command, however, is challenged by a usurper named Sir Worton, who claims to be the only surviving heir to the Gryphonheart dynasty. Many of Lysander's generals are drawn to Worton, forcing the lord to expose Worton as a fraud or lose control of his kingdom.[6]
  • At the start of the Stronghold campaign, Glory of Days Past, Waerjak, a barbarian chieftain, despairs over the changes that have come over the barbarian community. In the wake of Kilgor's death, his people have descended into interfactional strife, and are in danger of wiping themselves out. Intent on restoring the barbarian kingdom to its more peaceful state before Kilgor's ascension, Waerjak sets out to prove his strength and to subdue his rivals, guided by his mentor, Tarnum (previously the protagonist of the Heroes Chronicles series).[6]
A snowy necropolis (death-aligned town).
  • The game's Academy campaign, The Price of Peace tells the story of Emilia Nighthaven, the peasant daughter of an Enrothian glassblower. On Axeoth, however, she finds herself taking command of a community of frightened refugees and forging them into the kingdom of Great Arcan. Queen Emilia's success, however, attracts the attention of Gavin Magnus, the Immortal King of Bracada from Heroes of Might and Magic III and Might and Magic VII, and his genie servant, Solmyr, who seek to prevent Axeoth from meeting the same fate as Enroth (i.e. being destroyed) by magically depriving its entire population of their free will.[6]
  • In the Preserve campaign, Elwin and Shaera, Elwin, a simple elf from the Elven kingdom of Aranorn (mainly populated by survivors from AvLee), is in love with Shaera, but their romance is threatened by Lord Harke, a powerful rival for Shaera's affection. Elwin's continued pursuit of his beloved plunges the region into internecine war, and whoever emerges the victor will not only win Shaera's hand in marriage, but the throne of Aranorn, as well.[6]
  • Half-Dead, the Necropolis campaign, relates the tale of Gauldoth Half-Dead, the half-human, half-lich victim of a necromantic spell that he cast to save his life which went horribly wrong. Tired of living on the scraps of food he can steal from fearful villagers, Gauldoth unites the forces of the surviving Necromancers and demonic Kreegans from Enroth's old kingdoms of Deyja and Eeofol into Nekross, a powerful and feared kingdom, but he is forced to act as a protector for both the living and the dead when a powerful being from another dimension arrives with plans to end all life in the universe.[6]
  • A Pirate's Daughter, the game's Asylum campaign, introduces the only daughter of a famous pirate, Tawni Balfour. Tawni inherits her father's ship and crew following his unfortunate death. Sailing down the coasts of the Gold Sea, fighting feared buccaneers, sea monsters and mermaids alike, Tawni intends to claim her father's mantle as Axeoth's most feared pirate captain, all while having to face her own shady past.[6]

Expansion packs[edit]

Two expansion packs were released for Heroes IV: Heroes of Might and Magic IV: The Gathering Storm (2002) and Heroes of Might and Magic IV: Winds of War (2003), both for Microsoft Windows only.

The Gathering Storm offers six campaigns, more than 20 maps, 16 additional artifacts, four new creatures, and a multiplayer update. Each of the first five campaigns features a new specialty hero. The Gathering Storm also features an upgraded editor, which allows full access to new heroes, adventure objects, artifacts and creatures. A new music soundtrack is also included.[7]

Winds of War introduces three new creatures and six new campaigns, which collectively tell the story of the invasion of the kingdom of Channon by the leaders of its five neighboring kingdoms.[8]Winds of War was the last installment of the entire Heroes of Might and Magic series to be developed by New World Computing. Afterwards, the bankruptcy of the 3DO Company led to the sale of the Might and Magic franchise to Ubisoft for $1.3 million.[9]

Reception[edit]

Sales[edit]

In the German market, Heroes of Might and Magic IV debuted at #5 on Media Control's computer game sales chart for April 2002. It climbed to fourth in its second month,[10] before dropping to 12th and 19th in June and July, respectively.[11]

Reception
Aggregate score
AggregatorScore
Metacritic84/100[12]
Review score
PublicationScore
MacHome Journal[13]

Critical reviews[edit]

The critic aggregator Metacritic determined that reviewers found the game to be generally favorable, with a weighted score of 84 out of 100.[12]GameSpot wrote that 'Heroes IV is clearly a worthy successor to the series and has very clearly been worth the wait', praising New World Computing for being 'able to incorporate so many new and interesting features into this sequel while still making sure it kept all the core elements that made all the previous games so great'.[14] PC Gameworld was slightly less favorable, saying, 'The spark might be there, but it doesn’t burn as bright as it has in the past.'[15]

The expansions were less well received by professional reviewers, with metascores of 64 out of 100 for The Gathering Storm[16] and 58 out of 100 for Winds of War.[17]

Heroes of Might and Magic IV was a nominee for The Electric Playground's 2002 'Best Strategy Game for PC' award, but lost to Warcraft III: Reign of Chaos.[18]

Notes and references[edit]

  1. ^Chris McVeigh. 'Heroes of Might and Magic IV: New Heroes for a New World.' November 2002. Apple - Games. Last accessed on 21 January 2006.
  2. ^Rocco J Carello. 'Macintosh Heroes of Might and Magic.' 3 May 2004. Last accessed on 21 January 2006. Archived December 2, 2005, at the Wayback Machine
  3. ^'Heroes of Might and Magic IV / Heroes 4 - Age of Heroes'. www.heroesofmightandmagic.com. Retrieved 2019-01-06.
  4. ^Harukaba. 'Heroes of Might and Magic IV → Overview.' 12 May 2005. Celestial Heavens. Last accessed on 21 January 2006.
  5. ^'Might and Magic IX for Windows (2002)'. MobyGames. Retrieved 2019-01-06.
  6. ^ abcdefKalah. 'Celestial Heavens: Heroes IV Text Collection'. www.celestialheavens.com. Retrieved 2019-01-06.
  7. ^Butts, Steve (14 October 2002). 'Heroes of Might and Magic IV: The Gathering Storm Review'. IGN. Retrieved 2019-01-06.
  8. ^Butts, Steve (25 March 2003). 'Heroes of Might and Magic IV: The Winds of War Review'. IGN. Retrieved 2019-01-06.
  9. ^O'Mara, Matthew (30 September 2015). 'Heroes of Might and Magic: A retrospective'. Financial Post. Retrieved 2019-01-06.
  10. ^'Zeitraum: Mai 2002' (in German). Verband der Unterhaltungssoftware Deutschland. Archived from the original on June 15, 2002.
  11. ^'Zeitraum: Juli 2002' (in German). Verband der Unterhaltungssoftware Deutschland. Archived from the original on August 17, 2002.
  12. ^ ab'Heroes of Might and Magic IV for PC Reviews'. Metacritic. CBS Interactive. Retrieved 30 October 2018.
  13. ^Staff. 'Heroes of Might and Magic IV'. MacHome Journal. Archived from the original on December 19, 2005.
  14. ^Park, Andrew (2 April 2002). 'Heroes of Might and Magic IV Review'. Game Spot. Archived from the original on 6 February 2016. Retrieved 6 January 2019.
  15. ^Krol, Scott R. (12 May 2002). 'Heroes of Might and Magic IV'. PC Gameworld. Archived from the original on 19 February 2003. Retrieved 6 January 2019.
  16. ^'Heroes of Might and Magic IV: The Gathering Storm'. Metacritic. Retrieved 6 January 2019.
  17. ^'Heroes of Might and Magic IV: Winds of War'. Metacritic. Retrieved 6 January 2019.
  18. ^Staff. 'Blister Awards 2002'. The Electric Playground. Archived from the original on March 8, 2003.

External links[edit]

  • Heroes of Might and Magic IV at MobyGames
  • Heroes of Might and Magic IV at Curlie
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Heroes_of_Might_and_Magic_IV&oldid=885855142'

I've made it to the end of the Necropolis campaign without any major problems. Unfortunately, the end of the campaign is a boss battle against an extremely overpowering Angel and his retinue. In my first attempt, my army was quickly wiped out.

Is there any strategy that will make this boss battle easier? You have to deal a ton of damage to Uriel before he defeats your entire army, and he is immune to almost all non-damage spells, so it seems like the only viable strategy is a slugfest (waiting months and months to generate a large enough army to deal the damage required before I get defeated).

With regards to my hero, I used the default Anastasya Necromancer (Magic hero). She is level 30 and at the second level of Blood reputation. For skills, I have primarily chosen from Air and Earth magic, so she has almost all the skills / spells in those two branches.

My army is a bit on the small side, as I never bothered to convert any of the Inferno towns into Necropolis towns. Obviously if a larger army is required, I can convert those towns and spend the time to obtain a larger army, but I would still be interested in any tactics for the battle.

user27134
au revoirau revoir

5 Answers

Key to this fight seems to avoid Uriel's Holy Rage.

Holy Rage: If Uriel cannot resurrect any of his minions then he will enrage and acts one additional time each turn for the rest of the combat. Cannot be dispelled.

I don't know whether it will stack multiple times.

This would be my approach when I replay the map:

  1. In turn 1, use a direct damage spell to kill one stack ASAP. This avoids Holy Rage to trigger even once, limiting Uriel to one action per turn (which he usually uses to move). Another option is a Haste spell (+19 initiative with my Anastasya) to have your Archliches (initiative 30, +5 from Ambush) to act before Uriel (initiative 50).
  2. When Uriel uses Mass Resurrect, kill one stack ASAP again. Redirecting one of your ranged stacks for one turn might be called for.
  3. Except when called for by #1 or #2, ranged units should focus on Uriel. They will be your main source of damage on Uriel!
  4. Use some melee unit, I guess the slow Lamasu, to block Uriel so he cannot engage the ranged units. Do not engage unless forced to.
  5. The rest of the melee concentrates on killing units, again to avoid Holy Rage.
  6. Use Necromancy each turn. It's a free resurrect and will fill up fast.
  7. Due to the huge stack sizes, your hero will be limited to a support role. Turn 1: Kill a stack ASAP. Turn 2: Storm Arrows. Turn 3: Whatever you prefer.

Required Abilities: Ambush and either Haste (for at least +15) or a huge nuke.

I have fought Uriel just once, and that was mostly a walk-over. So the above might not be optimal. I will describe my fight against Uriel so you can draw your own conclusions.

Between the combined power of Necromancy (Necropolis' faction ability), the ghost's heal, Reinforcements, and Drain Life, it's usually possible to end a fight without losses. The earlier steps of the Necropolis' campaign seem focussed on teaching that lesson...

It is harder to heal all stacks for a little than one stack for a huge amount, so I prefer to take out ranged and small stacks first, killing the one big stack last. A blindness or other immobilizing spell helps a lot as well.

My melee movement range is almost the whole map, but not enough to engage in turn 1. So usually I have them wait till the enemy moves forward, in order to get 'first strike'. All with the goal to minimize incoming damage.

I was playing at 4 am after a long session and wanted to sleep. So I just went in without checking Uriel's stats. I figured I could always click the 'Replay' button when I made a terrible mistake.

Uriel's initiative is 50, equal to Vampire Lords. As I had the Ambush ability (increased initiative at start of combat), I must have been able to act before Uriel was even able to enrage.

It was quickly clear that I couldn't cast blindness on Uriel, but I forgot what I casted instead. I guess it was some damage spell on one of his allies. (Note: I hadn't realized the power of Storm Arrows at that point yet) As a result, I must have killed the first stack before Uriel even gained initiative!

As described above, my archers and liches started on the small stacks, while my melee waited for him to move forward. In turn 1, I must have killed a stack or two with my ranged and direct damage spell.

His stacks moved forward, so the smaller stacks came within range of my melee. During round two, it became clear that my melee units would kill his allies pretty fast. So I used my ranged units to soften up Uriel.

Note that Uriel did not resurrect a stack each turn: it's just one of the options he has. Only when he is not able to resurrect, Holy Rage comes into effect. So at first, I didn't noticed his resurrect ability at all! Accidently, I had limited him to one action each turn, which he mostly used to fight.

After a couple of rounds, when almost all his allies were dead, Uriel suddenly used Mass Resurrect. Bummer :(. Only then I checked his stats.

Thereafter it was easy: all ranged on Uriel, one stack to block him, and the other melee units kept killing his allies to avoid the enrage. With just one action by Uriel each turn, it was easy to control the fight.

I even scored the Divine Absense achievement; I guess Uriel never used the Divine Presence ability.

My Anastasya has chosen the Blood Magic path, but strangely she has chosen only 15 Magic abilities, and 15 Might abilities.

  • Magic: 9 Dark, 5 Prime, 1 Earth. (None in Air or Water)
  • Might: 6 Paragon, 4 Tactics, 2 Realm, 2 Warfare, 1 Warcries.

As it was my first major campaign, some points turned out to be wasted, so I will make different choices next time.

SjoerdSjoerd

I just completed the necropolis campaign on hard difficulty. The last boss is actually not very difficult once you know how to kill him. My tactics involve heavy use of 'Stone armor' ( or whatever it's called ) which reduces damage taken by 82% (for a total protection of 94% per mob).

This is what I did :Bring lots of armies. If you want to get the 1000 skeletons achievement, you probably will be hoarding a few weeks. I completed the whole map in about 2 months, but it took me another 2 months to get my skeleton 1000/1000 achievement. By then I had a huge army which was actually too big, I would have like the skeletons to have been 500/500 so I could have completed it in 2 months, but there we go. My army for Uriel was something like (all upgraded obviously) characters (X) etc are for map below :200 spiders (S)250 necromancers/shooters whatever they're called (N)350 vampires (V)300 griffins/whatever they're called (X)600 ghouls (U)600 ghosts (O)1000 skeletons (K)Wall (W) for map below

The map on Uriel is always the same, and you can use the top end of the map to your advantage, there are 2 very strategic rocks that you can use to wall off your shooters together with your mobs. You should use Tactics (advanced Tactics if you can afford it) for optimal placement. I had normal tactics, so I shuffled during first turn.Placement (Spiders will be in absolute top left corner. next to them the griffins, each taking up 4 spaces on the map, _ is empty space):

SSGG
SSGG
NK_W
UOVW

This ensures that no mob can ever get to my shooters (S) (N) and (K).


Turn 1:
I have 55+ initiative so I start the battle.
Cast 'Summon Earth Elemental' which summons 34 elementals advacent to the bottom enemy archer.
SS converts to spider mode
N and K shoot bottom archer, kill about 5
U O and V defend.
Uriel flies to elementals and kill half.


Turn 2:
SS shoot bottom enemy archer, kills 5
N and K shoot bottom archer, kills 5 killing the stack.
Cast Lightning or Implosion on Bottom enemy archer if it's not dead yet, if it is, cast it on the top archer.
U O and V defend.
Uriel kills the elementals and is on his way to mobs


Turn 3:
SS shoot top enemy archer, kills 5
N and K shoot top archer, kills 5
Cast Stone armor on GG since that mob will have to handle 3 stacks of enemies later.
This Stone armor protects him for another 82% which totals 94% protection, in other words this GG is near immortal. That's the whole idea behind this stategy, Stone armor. ( or whatever it's called )
U O and V defend.


Turn 4:
SS shoot top enemy archer, kills stack
N and K shoot Uriel
Cast Stone armor on Ghosts, Uriel will land here soon and possibly attack them, again, Ghost won't die anymore with 94% protection.
U O and V defend.
Uriel hits U O or V ( probably V )


Turn 5:
Cast Stone armor on V or U, whichever can hit uriel first.
V or U hit uriel (stone armored) and uriel hits back, kills just a few of 600 of them.
U O and V all hit Uriel, Uriel does not retaliate more than once, so it's free kills.
Uriel might ress his friends, or not, doesn't matter, all DPS is on Uriel now and stacks are ignored completely except by GG, who will keep attacking the stacks in front of it, killing 3-4 per hit.
Keep refreshing Stone armor on the 4 'path blocking' mobs, this will make them near immune to enemy damage.

Keep refreshing Stone armor on all your mobs, cast elementals if all have stone armor.

Uriel will die quickly, and won't really damage your mobs because of stone armor.

PoxximusPoxximus

I don't know if this works the same way after all the patches, but I think it is worth a shot. I played patch 1.1.1 and I finished the battle against Uriel without any casualties.

Heroes Of Might And Magic 6 Haven Strategy

The trick is to save the Worm for the fight against Uriel. If you didn't, you can train another hero to fight for you.

In my fight, the Worm ate one of the archer units, all the melee units went after it, but for some reason they never hurt it. So I just focused on the other ranged unit while using Liches + Storm Arrow on Uriel. It's important to keep the Liches safe, but since the only one attacking is Uriel, you just need to block one square and he can never touch them.

Yes, it looks like a cheat, but the fight is very easy this way ;)

Heroes Of Might And Magic 6 Walkthrough

GuillermoGuillermo

I kept building up the army for several months. I let gold and other resources accumulate by pressing 'e' key repeatedly to end turns. I also captured all the towns and destroyed all creatures, collected all resources. As far as I know I kept building the army for more than 14 months and collected 2K+ of all creatures before attacking. This definitely worked.

Heroes Of Might And Magic Online

HeliosHelios

My basic approach is: My main hero takes everything on the map, even all the resources.

Secondary heros are for scouting and transporting creatures to my main hero. Sometimes I use them to grab some resources, but only when no fighting is required.

I also clear each and every creature stack on the map. This seems to increase my final score more than the delay lowers my score.

As my main hero has to visit every corner of the map, it takes tons of game time. Therefor my army will be large in the end.

However, it plays pretty quick: Just one or two heros to move around, and most fights are 'Trivial'.

On early maps, I usually use the skill Mentoring. It takes one skill point from your main hero, but grants many skill points to your secondary heros.

My main hero always reaches his level cap on a map, so one point isn't that much.

As a result, my secondary heros are fairly high level even though they never fight. All those skills are redirected to support skills, like lowering trade costs, improving core creature growth, and lowering building costs.

I always convert towns, and build them up pretty far.

Increasing the size and building a market increases the daily income, so those are prioritized.

I prefer to have one Advanced Town Portal early on, as it makes life so much easier. Necropolis' rank 3 special building (the one that resurrects dead units) is a must-have too.

I usually end up buying the required crystals, which is no big deal as the exchange rate is pretty good once you have, say, five markets (including those from the secondary heros).

At the moment, I'm scoring above 100% and am classified as Hero.

This tactic seems a bit too easy to me, so maybe I have to change tactics at later maps (I hope I have to). Nevertheless, it was good enough to beat Uriel.

Have fun!

user3389
SjoerdSjoerd

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