Upgrades to Battle Dwarves Attack: 6 Defense: 7 Damage: 2-4 Hit Points: 20 Speed: 3 Special Ability: 20% magic resistance (20% chance of spell failure against dwarves) Units available per week: 8, 12, 16, +4 (with Miners Guild) Cost per unit: 120 gold Cost for all units per week: 720, 1200, 1440 Can be purchased at: Dwarf cottage Rating: 8th
And you can do that in any round again. (source: Ye olde sorcerer (Florian Trombach)) -If you prefer magic heroes, then it is a very wise strategy to build up your magic guilds very fast -- meaning that you build them up to at least 4th level before you decide which magic school you will build your heroes' skill up to expert in.
The description says that the AI plays at it's peak on hard difficulty.On the other two higher difficulties (Expert and Impossible)it plays the same but you get handicapped a lot more on resources.Difference is that you can get a higher score when you finish a game on the higher difficulties. Not entirely true.
On first day of week Gelu takes all available Centaurs, Pegasi and Elves (if enough gold) and goes to attack Tormina (on the way flags Sawmill near road), conquers it on day 3-4 (has level 1-5 creature generators built, but no Citadel) and beats any hero who might left town to regain mines (if wanted, could be a tactic to have gelu finish a day
HoMM 3 is really better in almost everyway than 5. More complex factions, great stories and maps. Weirdly the AI is better in 3. I think the art style holds up better also. 5 is a good game but 3 is probably the best game in its genre ever. I highly suggest buying it on GOG and then getting the HD Mod instead of getting the HD version on steam.
Forge the destinies of mighty and magical heroes, leading fantastic and ferocious creatures in a game that still stands today as the landmark opus of the Might & Magic: Heroes’ franchise. Heroes of Might & Magic III is a turn-based strategy game, originally released in February 1999.
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heroes of might and magic 3 best strategy