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dm/g6: Damage dealt per 100 gold invested (without 7thlevel creature) (a106 / c/hp6 * 100) dm/g7: Damage dealt per 100 gold invested (with7thlevel creature) (a10 / c/hp7 * 100) Bold: Best value.
Italic: Worst value.
Town HP6 HP7 c/HP6 c/HP7 A10-6 A10 D10-6 D10 g/hp6 g/hp7 dm/g6 dm/g7
Rampart 2150 2650 18620 26620 438 605 2075 2833 8.66 10.05 2.35 2.27
Stronghold 1770 2370 18530 24530 429 545 1583 2314 10.46 10.35 2.31 2.22
Fortress 1790 2290 19660 26660 432 530 1830 2455 10.98 11.64 2.20 1.99
Necropolis 1792 2192 20920 26920 412 520 1757 2222 11.67 12.28 1.97 1.93
Conflux 1800 2600 20500 28500 423 609 1705 2658 11.39 10.96 2.06 2.14
Dungeon 1602 2202 19525 27525 420 578 1549 2407 12.18 12.50 2.15 2.10
Tower 1820 2420 20800 30800 469 639 1771 2506 11.42 12.72 2.25 2.07
Castle 1745 2245 19580 29580 445 645 1688 2522 11.22 13.17 2.27 2.18
Inferno 1635 2035 19090 28090 425 551 1571 2196 11.67 13.80 2.23 1.96
Commentary:
* Chaos Hydras +84 per head (1-8)
* Cerberi +59 per head (1-3)
* Power Liches +84 per hex (1-7)
* Magogs +44 per hex (1-7)
* Gold Dragons +128 per hex (1-2)
* Black Dragons +128 per hex (1-2)
* Marksmen +40 double attack
* Grand Elves +55 double attack
* Crusaders +75 double attack
* Wolf Raiders +60 double attack
Other:
* All ranged units were assumed as shooting in their effective range - no obstacle penalty, no range penalty, ranged attack.
* No percentageous (or non-damaging) specials were considered (such as Poison,
Aging, Lightning of Thunderbirds etc.)
Strategic resumee:
Looking at the costs of dealt damage (the number represents average damage per
100 gold worth of troops), the most bang for your bucks you can get from
Rampart, followed by Stronghold and Castle.
Fortress, Inferno and Necropolis form the 'weak' group, but Fortress can get out of this group easily by attacking 2+ opponents with Hydras. (Same for necropolis and Liches, although evading hydras is much harder.)
* Considering the increases to the A10 value, Fortress becomes very strong, especially when the Hydras are Hasted/Teleported, because it's virtually impossible for enemies to prevent them from multiple attacks. Also note that the special of Mighty Gorgons, when used against high-level units, will increase the total dealt damage VERY significantly... (it can be up to 200
HPs per week). Tower and Castle are the heaviest hitters. Also bear in mind that double attack (from Grand Elves, Marksmen, Crusaders and Wolf Raiders) makes another VERY important change, not reflected in the above table. If those units were assumed scoring double damage, their towns would get into vicinity of 2.70 damage per 100 gold invested, with castle's weekly damage bumped up to 761 - a hundred more than Rampart and then 50 more than other towns! Also the Castle can quite rely on those Crusaders - if they wait, retaliations can be soaked by pikemen, if they don't wait, both angels and cavalry may soak retaliations from some huge stacks that Crusaders will demolish.
* Rampart is the toughest castle on defense... And since it's units are also the cheapest (in both damage delivered and damage dealt), it seems to be the best pick for might-oriented players...
* Inferno is the weakest town in HPs with Defense ratings considered, followed by Necropolis. If we ignore 7thlevel creatures, Dungeon, Inferno and
Stronghold form the weakest group. Of those, however, Dungeon benefits most from useful force combination.
* Rampart has also the cheapest troops, with Stronghold taking second place.
All others fall at least 15% behind those two, with outstanding Inferno, whose HPs cost 37% more than the Ramparts', while scoring 10% less damage.
Without the 7thlevel troops, Rampart gets significantly cheaper, Inferno without those inferior devils gets back into the middle and suddenly Dungeon tops the bunch, being some 7% above the average, while the Rampart is 23% below it. I wonder why they gave Treasury to the town that needs it the least ;-) Fortress, Necropolis and Inferno are the low-end here in attack stats, although Fortress has the (above explained) easiest way up, while the
Inferno will probably get stuck forever down there.
* Without 7thlevel creatures, the situation doesn't differ much.
Shooter comparison
Town HitPoints Cost Base damage dm/g g/HP
Necropolis 240 3600 90 2.50 15.00
Stronghold 560 6710 144 2.15 11.98
Rampart 210 3150 110 1.75 15.00
Tower 368 4880 113 2.31 13.26
Fortress 270 2520 58 2.30 9.33
Castle 360 5400 155 2.11 15.00
Dungeon 548 6560 112 1.71 11.97
Inferno 208 2800 45 1.61 13.46
Conflux 660 7800 119 1.52 11.82
Explanation:
All values are per week, related to shooters only, in their upgraded versions.
All shooters are assumed shooting at 10hex range (no penalties).
Both Necropolis and Inferno do NOT include 'area' damage of their only shooter.
Both Rampart and Castle DO include two shots for Grand Elves and Marksmen.
[The reason is simple. While area damage can be avoided on enemy side, two shots can't.]
Titans are NOT included, they add 600 HPs, 10000 gold plus those gems and 170 damage.
So, the results:
The cheapest HPs come from Fortress. Liches, Elves and Castle shooters are the most expensive, while the remaining towns offer similar value.
Cheapest damage comes from liches (even without area attacks!!!), followed by
Tower and Fortress (but Fortress doesn't count ;-)))
Obviously weak Fortress and Inferno are in contrast with obviously strong
Castle and Stronghold, but Castle's shooters are very fragile and quite expensive.
Based on the total damage, the middle five offers two good picks, Dungeon and
Conflux, whose shooters can absorb a lot of damage. Dungeon offers this performance at somewhat lower total price and much better specials.
Another meaningless table - town sensitivity to Bless and Curse (Expert Level)
Per_* show how big is the change in the total damage compared to the average value. Necropolis is out, of course, but so are several units from other towns (their average damage has been used for both cursed and blessed variant, then.)
Town A10 Curse Bless Per_curse Per_bless
Necropolis 520 N/A N/A N/A N/A
Castle 645 566 804 12% 25%
Tower 638 556 801 13% 25%
Rampart 604 514 776 15% 28%
Dungeon 578 456 780 21% 35%
Inferno 551 426 761 23% 38%
Fortress 530 401 740 24% 40%
Stronghold 544 417 761 23% 40%
Conflux 611 420 893 31% 46%
The results interesting - it's good to see that Expert Bless is a good way how to help Fortress and Inferno raise their odds in battle. Conflux is the obvious winner with highly sensitive sprites, both shooters and phoenixes - lower sensitivity affects only walkers.
Neutral armies:
Name Cost A D HP Dmg Sp Special:
Gold Golem 500 11 12 50 8-10 5 Resists 85% magical damage
Diamond Golem 750 13 12 60 10-14 5 Resists 95% magical damage
Azure Dragon 30000+20m 50 50 1000 70-80 19 Cause fear
Crystal Dragon 15000+10c 40 40 800 60-75 16 Walker
Faerie Dragon 3000 20 20 500 20-30 15 offensive spells, magic mirror
Rust Dragon 9000 30 30 750 50 17 % acid - lowers D, adds damage
Boar Rider 150 6 5 15 2-3 6
Enchanter 750 17 12 30 14 9 casts misc. mass spell, shooter.
Halfling 40 4 2 4 1-3 5 Shooter
Mummy 300 7 7 30 3-5 5 Can Curse target
Nomad 200 9 8 30 2-6 7
Peasant 10 1 1 1 1 3
Rogue 100 8 3 10 2-4 6 Enhances Thieves' Guild info
Sharpshooter 500 12 10 15 8-10 9 No range/castle wall penalty
Troll 500 14 7 10 10-15 7 Top unit heals each round.
Enchanters and Sharpshooters can be upgraded by Dracon and Gelu respectively from Zealots/Monks/Magi/Arch Magi and from Archers/Marksmen/Wood Elves/Grand
Elves.
Chapter IV: Castle guide
Strengths:
Capable fighters
Archangels' special
Weaknesses:
Shooters very weak on defense.
Army evaluation:
Pikemen 4/5/10/1-3/4/60
Halberdiers 6/5/10/2-3/5/75
Third best 1stlevel unit.
Archers 6/3/10/2-3/4/100
Marksmen 6/3/10/2-3/6/150, shoot twice
After upgrade, they can be pretty effective, considered their price.
Griffins 8/8/25/3-6/6/200, two retaliations
Royal Griffins 9/9/25/3-6/9/240, unlimited retaliations
Excellent anti-shooter army, one of the toughest 3rdlevels.
Swordsmen 10/12/35/6-9/5/300
Crusaders 12/12/35/7-10/6/400, extra attack
Those footmen are the real infantry - not only cannonfodder.
Monks 12/7/30/10-12/5/400
Zealots 12/10/30/10-12/7/450, no melee penalty
Way too costly, but quite needed second shooters.
Cavaliers 15/15/100/15-25/7/1000, jousting bonus
Champions 16/16/100/20-25/9/1200, jousting bonus
If given room for their jousting special, they're 2nd best 6thlevel troop.
Angels 20/20/200/50/12/3000 +1g, 150% against devils
Archangels 30/30/250/50/18/5000 +3g, 150% against devils, +1 morale, once per battle can resurrect allies
These holy guys are strong enough to speak for themselves...
Upgrading priorities:
* Halberdiers: Low. Although used often, their performance isn't crucial.
* Marksmen: Highest, both for speed bost and double shooting.
* Royal Griffins: High, for the +3 speed.
* Crusaders: High, increase in damage BY 120%
* Zealost: Low, unless you won't have champions soon.
* Champions: Higher for +18% damage and +2 speed.
* Archangels: Top, although very costly. +50% damage, resurrect special and highest speed
Castle building in the first week:
Day 1: Town Hall 2500g
Day 2: Archer's Tower 1000g +5w +5o
Day 3: Blacksmith 1000g +5w
Day 4: Barracks 2000g + 5o
Day 5: Griffin Tower 1000 g + 5o
Day 6a: Mage Guild 2000g + 5w +5o
Day 7a: Monastery 3000g + 5w + 5o + 2cgms
Day 6b: Stables 2000g + 10w
Day 7b: Training Grounds 5000g + 20w
Guardhouse as 1stlevel dwelling assumed present. If it's not present, we don't go for Monastery/Training Grounds and since we spare one day here, we can head for either Guardhouse or Town Hall.
There are, of course, alternatives - we don't need Griffins and Swordsmen to get Cavaliers. Or, if we're lucky, we can even go for Angels - Griffins are not needed, so the a) variant may get shortened and on 7th day, we can build the Portal of Glory. (Also, Town Hall can be left out to build Citadel instead, if we happen to have lots of gold and want to buy three angels instead of two.
Resource summary:
For a) variant, you'll need 20w, 25o and 12000g, which leaves us (20000 + 7000
- 13500) = 13500g for Day 1 to spend on troops. (And we'll need 17x200=3400 for griffins, 21x150=3150 for marksmen (along with another 1000 for their upgrade on day1), 10x300=3000 for swordsmen or 38x60=2280 for pikemen. That should be our forces in the second week, along with those that came with strating hero(es) - total 10000+).
For b) variant, you'll need 40w + 5o and 11000g.
So those two variants are costly about the same - one needs wood, while the other one needs ore. It's clear then, what will affect our decision. With the
Training grounds, you should be able to recruit most of the cavaliers on the
Day 1 along with marksmen and swordsmen.
You can try the 'minimal' variant that stops at griffins, but upgrades all the lower dwellings and recruits all. The build schedule would then be at day 5
Italic: Worst value.
Town HP6 HP7 c/HP6 c/HP7 A10-6 A10 D10-6 D10 g/hp6 g/hp7 dm/g6 dm/g7
Rampart 2150 2650 18620 26620 438 605 2075 2833 8.66 10.05 2.35 2.27
Stronghold 1770 2370 18530 24530 429 545 1583 2314 10.46 10.35 2.31 2.22
Fortress 1790 2290 19660 26660 432 530 1830 2455 10.98 11.64 2.20 1.99
Necropolis 1792 2192 20920 26920 412 520 1757 2222 11.67 12.28 1.97 1.93
Conflux 1800 2600 20500 28500 423 609 1705 2658 11.39 10.96 2.06 2.14
Dungeon 1602 2202 19525 27525 420 578 1549 2407 12.18 12.50 2.15 2.10
Tower 1820 2420 20800 30800 469 639 1771 2506 11.42 12.72 2.25 2.07
Castle 1745 2245 19580 29580 445 645 1688 2522 11.22 13.17 2.27 2.18
Inferno 1635 2035 19090 28090 425 551 1571 2196 11.67 13.80 2.23 1.96
Commentary:
* Chaos Hydras +84 per head (1-8)
* Cerberi +59 per head (1-3)
* Power Liches +84 per hex (1-7)
* Magogs +44 per hex (1-7)
* Gold Dragons +128 per hex (1-2)
* Black Dragons +128 per hex (1-2)
* Marksmen +40 double attack
* Grand Elves +55 double attack
* Crusaders +75 double attack
* Wolf Raiders +60 double attack
Other:
* All ranged units were assumed as shooting in their effective range - no obstacle penalty, no range penalty, ranged attack.
* No percentageous (or non-damaging) specials were considered (such as Poison,
Aging, Lightning of Thunderbirds etc.)
Strategic resumee:
Looking at the costs of dealt damage (the number represents average damage per
100 gold worth of troops), the most bang for your bucks you can get from
Rampart, followed by Stronghold and Castle.
Fortress, Inferno and Necropolis form the 'weak' group, but Fortress can get out of this group easily by attacking 2+ opponents with Hydras. (Same for necropolis and Liches, although evading hydras is much harder.)
* Considering the increases to the A10 value, Fortress becomes very strong, especially when the Hydras are Hasted/Teleported, because it's virtually impossible for enemies to prevent them from multiple attacks. Also note that the special of Mighty Gorgons, when used against high-level units, will increase the total dealt damage VERY significantly... (it can be up to 200
HPs per week). Tower and Castle are the heaviest hitters. Also bear in mind that double attack (from Grand Elves, Marksmen, Crusaders and Wolf Raiders) makes another VERY important change, not reflected in the above table. If those units were assumed scoring double damage, their towns would get into vicinity of 2.70 damage per 100 gold invested, with castle's weekly damage bumped up to 761 - a hundred more than Rampart and then 50 more than other towns! Also the Castle can quite rely on those Crusaders - if they wait, retaliations can be soaked by pikemen, if they don't wait, both angels and cavalry may soak retaliations from some huge stacks that Crusaders will demolish.
* Rampart is the toughest castle on defense... And since it's units are also the cheapest (in both damage delivered and damage dealt), it seems to be the best pick for might-oriented players...
* Inferno is the weakest town in HPs with Defense ratings considered, followed by Necropolis. If we ignore 7thlevel creatures, Dungeon, Inferno and
Stronghold form the weakest group. Of those, however, Dungeon benefits most from useful force combination.
* Rampart has also the cheapest troops, with Stronghold taking second place.
All others fall at least 15% behind those two, with outstanding Inferno, whose HPs cost 37% more than the Ramparts', while scoring 10% less damage.
Without the 7thlevel troops, Rampart gets significantly cheaper, Inferno without those inferior devils gets back into the middle and suddenly Dungeon tops the bunch, being some 7% above the average, while the Rampart is 23% below it. I wonder why they gave Treasury to the town that needs it the least ;-) Fortress, Necropolis and Inferno are the low-end here in attack stats, although Fortress has the (above explained) easiest way up, while the
Inferno will probably get stuck forever down there.
* Without 7thlevel creatures, the situation doesn't differ much.
Shooter comparison
Town HitPoints Cost Base damage dm/g g/HP
Necropolis 240 3600 90 2.50 15.00
Stronghold 560 6710 144 2.15 11.98
Rampart 210 3150 110 1.75 15.00
Tower 368 4880 113 2.31 13.26
Fortress 270 2520 58 2.30 9.33
Castle 360 5400 155 2.11 15.00
Dungeon 548 6560 112 1.71 11.97
Inferno 208 2800 45 1.61 13.46
Conflux 660 7800 119 1.52 11.82
Explanation:
All values are per week, related to shooters only, in their upgraded versions.
All shooters are assumed shooting at 10hex range (no penalties).
Both Necropolis and Inferno do NOT include 'area' damage of their only shooter.
Both Rampart and Castle DO include two shots for Grand Elves and Marksmen.
[The reason is simple. While area damage can be avoided on enemy side, two shots can't.]
Titans are NOT included, they add 600 HPs, 10000 gold plus those gems and 170 damage.
So, the results:
The cheapest HPs come from Fortress. Liches, Elves and Castle shooters are the most expensive, while the remaining towns offer similar value.
Cheapest damage comes from liches (even without area attacks!!!), followed by
Tower and Fortress (but Fortress doesn't count ;-)))
Obviously weak Fortress and Inferno are in contrast with obviously strong
Castle and Stronghold, but Castle's shooters are very fragile and quite expensive.
Based on the total damage, the middle five offers two good picks, Dungeon and
Conflux, whose shooters can absorb a lot of damage. Dungeon offers this performance at somewhat lower total price and much better specials.
Another meaningless table - town sensitivity to Bless and Curse (Expert Level)
Per_* show how big is the change in the total damage compared to the average value. Necropolis is out, of course, but so are several units from other towns (their average damage has been used for both cursed and blessed variant, then.)
Town A10 Curse Bless Per_curse Per_bless
Necropolis 520 N/A N/A N/A N/A
Castle 645 566 804 12% 25%
Tower 638 556 801 13% 25%
Rampart 604 514 776 15% 28%
Dungeon 578 456 780 21% 35%
Inferno 551 426 761 23% 38%
Fortress 530 401 740 24% 40%
Stronghold 544 417 761 23% 40%
Conflux 611 420 893 31% 46%
The results interesting - it's good to see that Expert Bless is a good way how to help Fortress and Inferno raise their odds in battle. Conflux is the obvious winner with highly sensitive sprites, both shooters and phoenixes - lower sensitivity affects only walkers.
Neutral armies:
Name Cost A D HP Dmg Sp Special:
Gold Golem 500 11 12 50 8-10 5 Resists 85% magical damage
Diamond Golem 750 13 12 60 10-14 5 Resists 95% magical damage
Azure Dragon 30000+20m 50 50 1000 70-80 19 Cause fear
Crystal Dragon 15000+10c 40 40 800 60-75 16 Walker
Faerie Dragon 3000 20 20 500 20-30 15 offensive spells, magic mirror
Rust Dragon 9000 30 30 750 50 17 % acid - lowers D, adds damage
Boar Rider 150 6 5 15 2-3 6
Enchanter 750 17 12 30 14 9 casts misc. mass spell, shooter.
Halfling 40 4 2 4 1-3 5 Shooter
Mummy 300 7 7 30 3-5 5 Can Curse target
Nomad 200 9 8 30 2-6 7
Peasant 10 1 1 1 1 3
Rogue 100 8 3 10 2-4 6 Enhances Thieves' Guild info
Sharpshooter 500 12 10 15 8-10 9 No range/castle wall penalty
Troll 500 14 7 10 10-15 7 Top unit heals each round.
Enchanters and Sharpshooters can be upgraded by Dracon and Gelu respectively from Zealots/Monks/Magi/Arch Magi and from Archers/Marksmen/Wood Elves/Grand
Elves.
Chapter IV: Castle guide
Strengths:
Capable fighters
Archangels' special
Weaknesses:
Shooters very weak on defense.
Army evaluation:
Pikemen 4/5/10/1-3/4/60
Halberdiers 6/5/10/2-3/5/75
Third best 1stlevel unit.
Archers 6/3/10/2-3/4/100
Marksmen 6/3/10/2-3/6/150, shoot twice
After upgrade, they can be pretty effective, considered their price.
Griffins 8/8/25/3-6/6/200, two retaliations
Royal Griffins 9/9/25/3-6/9/240, unlimited retaliations
Excellent anti-shooter army, one of the toughest 3rdlevels.
Swordsmen 10/12/35/6-9/5/300
Crusaders 12/12/35/7-10/6/400, extra attack
Those footmen are the real infantry - not only cannonfodder.
Monks 12/7/30/10-12/5/400
Zealots 12/10/30/10-12/7/450, no melee penalty
Way too costly, but quite needed second shooters.
Cavaliers 15/15/100/15-25/7/1000, jousting bonus
Champions 16/16/100/20-25/9/1200, jousting bonus
If given room for their jousting special, they're 2nd best 6thlevel troop.
Angels 20/20/200/50/12/3000 +1g, 150% against devils
Archangels 30/30/250/50/18/5000 +3g, 150% against devils, +1 morale, once per battle can resurrect allies
These holy guys are strong enough to speak for themselves...
Upgrading priorities:
* Halberdiers: Low. Although used often, their performance isn't crucial.
* Marksmen: Highest, both for speed bost and double shooting.
* Royal Griffins: High, for the +3 speed.
* Crusaders: High, increase in damage BY 120%
* Zealost: Low, unless you won't have champions soon.
* Champions: Higher for +18% damage and +2 speed.
* Archangels: Top, although very costly. +50% damage, resurrect special and highest speed
Castle building in the first week:
Day 1: Town Hall 2500g
Day 2: Archer's Tower 1000g +5w +5o
Day 3: Blacksmith 1000g +5w
Day 4: Barracks 2000g + 5o
Day 5: Griffin Tower 1000 g + 5o
Day 6a: Mage Guild 2000g + 5w +5o
Day 7a: Monastery 3000g + 5w + 5o + 2cgms
Day 6b: Stables 2000g + 10w
Day 7b: Training Grounds 5000g + 20w
Guardhouse as 1stlevel dwelling assumed present. If it's not present, we don't go for Monastery/Training Grounds and since we spare one day here, we can head for either Guardhouse or Town Hall.
There are, of course, alternatives - we don't need Griffins and Swordsmen to get Cavaliers. Or, if we're lucky, we can even go for Angels - Griffins are not needed, so the a) variant may get shortened and on 7th day, we can build the Portal of Glory. (Also, Town Hall can be left out to build Citadel instead, if we happen to have lots of gold and want to buy three angels instead of two.
Resource summary:
For a) variant, you'll need 20w, 25o and 12000g, which leaves us (20000 + 7000
- 13500) = 13500g for Day 1 to spend on troops. (And we'll need 17x200=3400 for griffins, 21x150=3150 for marksmen (along with another 1000 for their upgrade on day1), 10x300=3000 for swordsmen or 38x60=2280 for pikemen. That should be our forces in the second week, along with those that came with strating hero(es) - total 10000+).
For b) variant, you'll need 40w + 5o and 11000g.
So those two variants are costly about the same - one needs wood, while the other one needs ore. It's clear then, what will affect our decision. With the
Training grounds, you should be able to recruit most of the cavaliers on the
Day 1 along with marksmen and swordsmen.
You can try the 'minimal' variant that stops at griffins, but upgrades all the lower dwellings and recruits all. The build schedule would then be at day 5
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