Not much to write
about these days; I've been consumed with home activities, editting photos from
my photoshoot and been watching the Staw Wars: Clone Wars animated series.
When I have time, I do play Heroes 6: Might and Magic. I'd say the game easily out-performs all of it's predecessors.
Here are some strategies I employ:
1. On the first turn, I normally build a tavern and purchase a hero with the same two units that comes with my initial hero.
- this gives you a stronger hero to tackle early monsters in the first week and allow to you take less casualties
2. For the next few days, depending on the resources you have, I'll try to make as many Town Hall improvements as possible.
- building a creature dwelling only gets you that creature and no additional benefits for the rest of the week
- building a Town Hall upgrade will give you more money for the rest of the week
3. Normally around the 4th or 5th day, I'll start building creature dwellings
- i'll never upgrade any dwellings and concentrate on different dwellings, possibly using the Marketplace to purchase crystals when needed
4. Don't forget your initial hero comes with a skill point!
- spend it on your first turn before you do anything
- I like to spend it on Enlightenment; a stronger hero makes the army stronger
5. Save skill points when you are about to hit lvl 5 or 15
- by saving a points, you get get 2+ tier 2/3 skills at lvl 5/15 instead of only 1
- tier 2/3 skills are usually much better than tier1
6. Use your second hero as a mule
- concentrate your army in one hero for the first few weeks, and have your secondary hero be the mule which concentrates solely on picking up loose resources
- your main hero should only pick up artifacts and treasure chests for experience
- when you have 2+ towns, should you have 3 heroes
7. Initial trait: resources, tarot card or money
- I normally always go the 5 extra resources; money is always plentiful, and the tarot card doesn't seem to make a big difference
8. For those that don't read (which is moot b/c then they wouldn't read this), the "Mass" spells or abilities are normally 1/3 the strength of single target spells.
- normally I only cast "mass" spells when there are 4 or more creatures it will affect otherwise it isn't really worth it
When I have time, I do play Heroes 6: Might and Magic. I'd say the game easily out-performs all of it's predecessors.
Here are some strategies I employ:
1. On the first turn, I normally build a tavern and purchase a hero with the same two units that comes with my initial hero.
- this gives you a stronger hero to tackle early monsters in the first week and allow to you take less casualties
2. For the next few days, depending on the resources you have, I'll try to make as many Town Hall improvements as possible.
- building a creature dwelling only gets you that creature and no additional benefits for the rest of the week
- building a Town Hall upgrade will give you more money for the rest of the week
3. Normally around the 4th or 5th day, I'll start building creature dwellings
- i'll never upgrade any dwellings and concentrate on different dwellings, possibly using the Marketplace to purchase crystals when needed
4. Don't forget your initial hero comes with a skill point!
- spend it on your first turn before you do anything
- I like to spend it on Enlightenment; a stronger hero makes the army stronger
5. Save skill points when you are about to hit lvl 5 or 15
- by saving a points, you get get 2+ tier 2/3 skills at lvl 5/15 instead of only 1
- tier 2/3 skills are usually much better than tier1
6. Use your second hero as a mule
- concentrate your army in one hero for the first few weeks, and have your secondary hero be the mule which concentrates solely on picking up loose resources
- your main hero should only pick up artifacts and treasure chests for experience
- when you have 2+ towns, should you have 3 heroes
7. Initial trait: resources, tarot card or money
- I normally always go the 5 extra resources; money is always plentiful, and the tarot card doesn't seem to make a big difference
8. For those that don't read (which is moot b/c then they wouldn't read this), the "Mass" spells or abilities are normally 1/3 the strength of single target spells.
- normally I only cast "mass" spells when there are 4 or more creatures it will affect otherwise it isn't really worth it
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