[HoMM3] Quicksand turns the tides

HoMM3 player Chris67132 stylishly navigates a tough early spot with style and Quicksand, a normally underwhelming spell he picked up from a level 2 spell shrine. Chris knows that a good or bad opening causes ripples that influence the whole game.

(10:00-11:00) With his main army positioned in the east with few targets in range, he faces a choice between burning multiple turns without deveoloping or putting everything towards beating “lots” of demons. Wasting time is asking to slowly lose down the line, so puts everything towards beating the Demons, knowing that he’ll also need a bit of luck with the random placements of his Quicksand to stand a chance. He also remembers from his last run that the wandering monster stack there was merely a “pack,” (10-19) one category smaller than “lots” (20-49), which gives him reason to believe the number demons will be closer to 20:

(11:03-15:40) The informed guess about the numbers proves true, with exactly 20 demons appearing in the group, the lowest amount possible for lots. He gets enough luck with quicksand to impede several Demon stacks over the course of the fight. He buys more time for his shooters by tempting demons to attack singleton out-of-the-way gargoyles. All told, the demons are delayed from closing with the shooters long enough for the ranged damage to take out almost all of them, cinching the much-needed win. The victory will allow him to him take the now-little-guarded neutral city early:

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