Heroes Of Might And Magic II - Playing Guide - part 1 Original author unknown Supplied by Keeks Heroes Of Might And Magic II is a very impressive game - managing to keep all the good aspects of its predecessor, Heroes Of Might And Magic, while at the same time improving upon and adding to it in almost every respect. One of the key changes was the newly upgraded Artificial Intelligence of the computer opponents, making the game much more challenging than the original. Beating the AI on the higher difficulty levels is very tough - and this playing guide will help you to do just that. Unfortunately, as Heroes Of Might And Magic II has so many random elements that modify each game, it's impossible to detail a single route to victory that will work on every level, every time. Even the character type you choose can have a great effect on the correct strategy to use. As such, this guide is a combination of advice and tips, rather than a straight walkthrough. Therefore we can't guarantee you'll win every game of HOMMII you play, but we can help you to feel as if you've made fewer mistakes. It's a game of two halves To be successful requires you to master the two aspects of the game - strategy and tactics. Strategy is all important on the main adventure screen, where you must capture, develop, and protect castles, deciding how best to use your heroes. Tactics, on the other hand, come into play when you've made the decision to fight or an enemy attacks you. The strategic side of Heroes Of Might And Magic II is by far the most important, as the stronger army tends to win most fights, but in close battles your skill at deploying and using your troops on the combat screen can make the difference between victory and failure. Strategy - the Adventure Screen The main Adventure Screen is where most of the key action in HOMMII takes place. It's here that you build your castles and move your heroes. And it's here where the game is normally won or lost. Strategy revolves around three key concepts - heroes, castles, and resources. Of these, castles are the most important. Castles not only form your key source of gold (they, of course, generate the 1,000 gold pieces a turn), but are also the places that will generate most of your troops and provide spells for your heroes. Resources and heroes are a means to an end - and that end is to capture more castles. The whole aim of the game, then, is to capture castles, collect more gold, use it to fortify these before advancing to capture more. Never forget that this is what you're aiming to achieve - everything else is secondary. Because castles are so vital, if you let your opponents get more than you, they'll probably win the game. Balancing the rate of your expansion without over-extending yourself is the most crucial skill in the game but only comes through experience. First steps Of course, at the start of the game, everyone is in possession of one castle (on most maps, anyway). As such, your first (and probably most important) strategic decision is which class of hero to begin the game with. Your starting hero is likely to end up being your strongest, and your starting castle will become the centre of your empire. The HOMMII manual covers the strengths and weaknesses of each type of hero (and their associated castles) in a fair amount of depth, and the game is fairly balanced. The stronger heroes tend to have castles that cost more to develop, while the weaker ones tend to be cheaper, and thus have an advantage at the start of the game. Barbarians, Knights, and Sorcerers have the cheapest castles, requiring less gold and fewer resources to develop. In addition, Barbarians and Knights tend to have limited spell-casting ability, and thus save you the expense of developing high level mage guilds. All three are good choices for small maps, where the other classes don't have time to fully develop their castles. None of these classes have particularly good high level creatures, but they get them early, and they're cheap. On larger maps, they need to take an early lead and build on it quickly, playing an aggressive game and taking the fight to the enemy. The computer frequently opts for a longer term approach to success and by focusing mainly on the military and going for a series of quick strikes at the start you can sometimes hit him before it gets going. Necromancers are the intermediate starting hero. As such, they are a good all-round choice (being fairly cheap but at the same time having some powerful creatures). If you're a beginner, they are possibly the most simple and rewarding as they allow for mistakes, but after a while their Jack-of-all-trades qualities can become annoying. Warlocks and Wizards are the most powerful of the heroes. At high levels, with access to the best spells in the game, they can be potent forces in their own rights. Their units are also the toughest - there's some argument as to whether Dragons or Titans are the best - but the forces they have to draw on make them a formidable force once established. The problem with Wizards and Warlocks is that, like all spell-casting heroes, they are weak at low levels. Also, their castles cost lots of gold and resources to develop and their units cost lots to buy. They also require mage guilds to make the best use of them, which likewise costs lots. As is often the case, the type of hero you play is largely a matter of personal playing style and taste. Remember also that your starting hero is just that - at later stages you can capture castles of different classes and gain access to the units and resources that they can build. A Barbarian, for example, should make every effort to capture a Warlock or Wizard castle in order to gain access to the powerful units they can build. Therefore, you are not railroaded by your first choice, but it does establish some fairly strict guidelines to begin with. General hints Heroes Of Might And Magic II is too complex to provide a complete guide to the strategic side of the game, but here are some factors to bear in mind... The key to winning in HOMMII is to expand as fast as you can, while still maintaining a strong defence. Because the computer opponents normally gain more resources than you anyway, if you play a waiting game you'll lose. Like Civilization, Red Alert and all the best strategy games, you must ensure that the enemy doesn't get too far ahead or you'll probably never be able to catch up. Don't be too cautious - play aggressively at first, and make use of saved games. If you're not sure you can win, save and give it a try. It's not cheating as long as you don't reload too often, and this approach also provides valuable experimentation experience. Using heroes The Superhero: One strategy is to invest in one hero, making him as powerful as possible, and then use him as your main army. You're unlikely to be able to make all your heroes as tough as the computer's, so concentrate instead on building up one - the computer doesn't specialise like this, and one really tough hero is more than a match for several medium level ones. Although it sounds like a simple tactic it's the best way to win, particularly at higher levels. The right hero for the job: Another way to optimise your heroes is to specialise. Have one hero with only your fastest units, and build up his movement skills. Use this one to grab all the resources you can, and explore quickly. Follow up with a powerful superhero-esque character to take on lair monsters and cities as you find them. Likewise, hire Knights to defend your castles - even a first level Knight is better than the captain of the guard you can hire, and he'll go up in level over time. Also, use weaker heroes to 'ferry' units to your superhero, preventing him from having to 'return to base' to restock, wasting valuable time. This co-ordinated approach is much harder to master. Save up: Don't buy creatures to defend your castles until you have to. Rarely will you be able to buy enough defenders to protect every castle all the time. Instead, let the units build up, and wait until an enemy hero makes a move - then buy the units in the target castle. Let the computer help: At the start of a week, move away from one of your castles and let the computer attack it. Wait a few days, then recapture the castle - the computer will nearly always have upgraded the place for you. Timing: Always try to attack a castle at the end of a week - preferably on day seven. That way, on your next turn you'll be able to stock up on units to defend it, freeing up your hero. Tactics - the Combat Screen Because of the limited size of the battlefields in HOMMII, there's not a great deal of influence you can have over the outcome - the biggest, toughest army tends to win. However, good tactics can still help you to win with fewer losses (or inflict the most losses on an unbeatable opponent), and these are the deciding factor in close fights. The HOMMII manual explains the mechanics of combat very clearly, but it doesn't give you any help with tactics or tell you how the computer fights. The computer's tactics The computer has a fairly simple approach to combat and you can exploit this if you're careful. The computer always attacks ranged units first, then fliers, then the strongest and/or nearest of your units. The only time it alters this plan is if the unit it wants to attack is out of range, and another is closer. As such, the computer is fairly easy to predict, and tends to charge in immediately in every fight. You can take advantage of this in several ways. The simplest is to always bring along some ranged units, scatter them about to use as bait for the computer and, while it's attacking them, move your stronger units into a better position before properly laying in. @~To be concluded next issue - o -