Heroes of Might and Magic 3: Stronghold




Heroes of Might and Magic 3: Stronghold



Stronghold Rating

I. Creatures - a very good mix of range and hand-to-hand power; lot's of hit points, but relatively slow; below-average over-all cost; good growth rates (Goblins, Wolf Riders); very powerful specials, which make this army a terror on the battlefield; good for siege combat
+ troops: Ogre Magi are extremely durable, deal great damage, and can cast Bloodlust!; Thunder Birds are even tougher than Ogres and can summon lightning bolts for additional mayhem; Cyclopes are second only to the mighty Titan as far as range is concerned, but can take down town walls!; Ancient Behemoths can win a 1v1 contest a/st most other lvl 7 creatures

- troops: Goblins are a mild joke, but at least they are numerous and cheap; Wolf Riders are pretty weak, also, so they should be used with care; Orcs are the slowest archer, along with the lowly Master Gremlin; this army can really use some spell support (Bless, Haste, Teleport)

important upgrades: Wolf Riders, Orcs, Ogres, Rocs, Behemoths

rating: 8
II. Special buildings - excellent; the Ballista Yard upgrade provides the Blacksmith with two kinds of war machines; the Escape Tunnel grants you great flexibility when defending a town; the Hall of Valhalla beefs up your heroes permanently; the Freelancer's Guild can supply extra resources on the spot
rating: 9
III. Magic - level 3 Mage Guild; spell restricitions: Animate Dead, Curse, Death Ripple
rating: 6
IV. Grail building - +20 to attack of any garrisoned hero; Stronghold towns with a grail building will be hard to overtake
rating: 8
V. Heroes - Barbarian: the best fighter class available; expect attack ratings to rise fast and keep on rising; with specials like Offense, a high-level Barbarian is a tough opponent
rating: 8
Battle Mage: one of the most balanced classes in the game with a host of useful specials like Logistics, Offense, Sorcery, Gems, Precision (very good for hordes of ranged troops), and Haste
rating: 8
VI. Resource requirements - tons of wood, ore, and crystal; initial dwellings are a pain to build, but the upgrades are very reasonable (which is good, because upgrades are an absolute must for this town); you can get to Behemoths in week one!; few building dependencies
rating: 6
VII. Best opponent - Fortress: Dragon Flies and Wyverns will be ripped to shreds if they try to tie up the Stronghold archers right away and a gradual advance will give barbarian armies time to organize their formation and get some free hits; once the Cyclopes are safely surrounded by Ogres, Behemoths, and Rocs, it is game over for the Fortress

VIII. Worst foe - Tower: the Stronghold is outclassed in the range department and does not have the speed to get accross the battlefield in time to tie up the wizard's superior archers; Stronghold armies need their Ogres to be in the thick of things in order to be successful, but Ogres are too slow to get into attack range before much of the fighting is already done; Titans/Nagas will beat Ancients/T. Birds, while Genies and hordes of Golems/Gargoyles will take care of Goblins/Riders

IX. Final grade: 7.6



Thanks to The Nether Gods team - the author of this rating is Maneater. Creature art by Valera.