Heroes of Might & Magic V: Tribes of the East

Heroes of Might & Magic V: Tribes of the East

mpnorman10 May 21, 2021 @ 7:09pm
A Flamboyent Exit
This campaign game seems utterly impossible... on "easy" difficulty.

I made some progress by giving one of my leaders "Puppet Master" and then attacking with a suicide mission. But my main guy was still slaughtered in spite of generally dumb play by the AI.

The Talongard town difficulty is "High" and it really is. I thought about boringly just hitting turn over and over until it reduced to "Challenging". But I do not know if it ever will.

The level 7 characters offered are of no value whatsoever, most of the time skipping their turn and hitting for too little damage when they hit at all. The "Untamed" Cyclops is more of a liability then a help.

I have never played through this campaign game before, so if it is general incompetence we are looking at here, do not be shy. There just seems to be too much there.

Any ideas?
Last edited by mpnorman10; May 21, 2021 @ 7:14pm
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Showing 1-5 of 5 comments
Get Low May 24, 2021 @ 1:12am 
which hero attacking you have trouble with? if you have trouble with Zehir's last fight, which magic do you use?
Last edited by Get Low; May 24, 2021 @ 1:17am
mpnorman10 May 24, 2021 @ 11:08pm 
Thank you for responding. This is not a recent game and the issue is deep into the campaign game sequence. I expect few players will even have the scenario available to them who have played it recently.

The character mastered Summoning and Light Magic, but spells like Word of Light would kill like 2 each of tier 6 , 1 each of tear seven, and similar trivial numbers for Nightmares and Succubi.

With 2 piles of 165, tear 6 upgraded, 2 piles of 46 upgraded tier 7, 400 Nightmares, and 800 Succubi that is obviously not going to work.

I tried respecing the leader for Dark Magic and using Puppet Master on one of the tier 7 piles, but the balance of that spell has been drastically weakened from when the game was released. In one example the spell would last 3.25 turns, but initiative of the pile is reduced so drastically that it takes 3 full turns of the other enemy piles gating and attacking mine before it even gets one shot.

Gating is both massive and, in some cases, instant. Damaging spells like Deep Freeze (in other attempts) and Implosion were way... way too slow and trivial.

I noticed the opponent will be called Challenging (instead of High) if the Dragon armor and attack items is mostly discarded in favor of the Sar-Ises set, but in spite of being able to ultimately have low losses from even seemingly impossible battles otherwise, I never got close on this one.

If you know a combination that has not lost its bite through "re-balancing" and actually works, even on easy difficulty, please share. :steamhappy:
Last edited by mpnorman10; May 25, 2021 @ 9:32am
Get Low Jun 2, 2021 @ 2:21am 
hey, im sorry for delay. If you still having trouble fighting you can use your secondary heroes as kamikaze - teach them Dark magic, and send them to death. They use Puppet master or Berserk on enemy troops which causing big losses. After that Zehir comes to finish demons.
I usually also used Dark magic with Zehir, banish spell also very helpful against summons. Or you can try Mentor and make zehir Expert Chaos magic+expert sorcery+sorcerer's luck. Then you cast Anti-Magic on Archangels, and cyclops, Dragons are immune and keep casting Armageddon. You should also have pyrokinesis perk for good boost.
mpnorman10 Jun 2, 2021 @ 9:22am 
Thank you.

A combination of taking the time to build up and using phantom actually worked. I also built up another leader for a suicide run which helped, as you suggested. It turns out that the amount of troops, while high, does not increase if you take extra time to prepare for the battle.

I did not realize it was the finale of the campaign game. Thank you for your help.
Get Low Jun 2, 2021 @ 1:20pm 
Glad I could help you. Enjoy separate scenarios they are definately worth playing:steamthumbsup:
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