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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

Tactics on the battlefield | Haven M&M: Heroes VI Guide

Last update: 01 February 2017

Basics

Haven's army is best in defence - most of its troops have quite lot HP and good armor, but non impressive attack and speed. That's why or tactic should be hammer and a anvil: create a strong, resistant front on which our enemy break his teeth and then eliminate fleeing troops.

And there was Light! - Tactics on the battlefield | Haven - Battles - Might & Magic: Heroes VI Game Guide
And there was Light!

Especially useful are hero's abilities - mainly faction skill, which let us to protect chosen unit from enemy's blows. Great follow-up to it are light magic spells and units which can heal (sisters and seraphs).

Briefly, every battle should begin with creating front supported by shooters and sisters and occasionally harming enemy with more mobile troops(sun riders, glories, griffins).

Battles on the Field

We should adapt our tactic mainly to the types of units on the battlefield - both on our and enemy's sides. We have to be careful - one tiny mistake can ends with a total disaster. On the other hand, proper use of abilities and spells provide victory, even when an enemy will have much numerous advantage.

The most important are sisters - they can not only heal and resurrect our troops, but also cause high damage to the dark forces (demons, undeads). In upgraded version they can also petrify chosen enemy, which is very helpful. Unfortunately, sisters are very sensitive to damages, so we should always protect them.

Piece of a cake - Tactics on the battlefield | Haven - Battles - Might & Magic: Heroes VI Game Guide
Piece of a cake

Nevertheless, not sisters win battles, but a regular army. Look at sentinels, having great defensive abilities, and nice attack. Their perfect support are crossbowmen, with no negative modifier for a distance. Those three troops together can stop overwhelming enemy.

But the real fun begins, when you put elite units into the battle - those are mainly to counterattack. When enemy stops at sentinels, you should kiss him warmly with glories - they have huge movement and do not cause a counterstrike. In melee fight they are weaker (not so many HP), that's why we should invest into stronger griffins. Those powerful winged units, can harm enemies really hard - good at attacking supporting units and first line fighting. The final word belongs to sun riders - good movement range, attack getting more powerful with every crossed field - they are perfect saboteurs, which can ride around enemies and stab in the back - huge HP and armor are additional qualities. Usually it's worthy to keep cavalry behind sentinels and charge from there.

Such situation cant take place NEVER. - Tactics on the battlefield | Haven - Battles - Might & Magic: Heroes VI Game Guide
Such situation can't take place NEVER.

The most powerful Haven's units are seraphs and celestials. Their stats are good, but better use their abilities (healing, resurrecting), than let them fight. They are good one vs one, but it's risky to give them chance to die - they're very expensive.

Sieges

Only in theory Haven's army is better in defending castles than in attacking - in fact, lot of flying units and big defensive virtues makes both this roles equal good.

During defence, tactic is easy - you have to hold an enemy in a place and there smash him. So we should sent crossbowmen to the towers and place sentinels behind gates (with one more melee troop). Opponent probably begins a siege from charge at gates - so they become main point of battle. If the situation aren't critical, we won't go out the walls.

Attacking castle without flyers is a very bad idea - Tactics on the battlefield | Haven - Battles - Might & Magic: Heroes VI Game Guide
Attacking castle without flyers is a very bad idea

When the gates fell down, the crucial moment of battle begins - troops behind the gates have to stand enemies. Sentinels (or praetorians) are ideal to this task. Additionally we can harm enemy with glories, griffins or riders. Remember, that sentinels add defence bonus to nearby ally units.

Enemy will bleed out before the gates - our troops supported by crossbowmen fire, sisters healing and angels can stand almost everything. If an opponent tries to move through the moat, he'll stuck there - a perfect occasion to attack him with cavalry or griffins. Such defence will be successful for sure.

We cant let enemy into the castle - Tactics on the battlefield | Haven - Battles - Might & Magic: Heroes VI Game Guide
We can't let enemy into the castle

And what if we are attackers? Of course, we should focus on gates - mainly by moving there sentinels and riders. The rest of troops can fly over walls (seraphs, glories, griffins) or are support (sisters, crossbowmen). That's why rushing into the inside of castle isn't any problem - and if we have sun crusaders, we can even move into, before the gates fell. Such quick attack should surprise our enemy - and what is more, we'll lose less units thanks to that.

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