HEROES ATLAS
EN

HEROES I–VII · OLDEN ERA

Visual tactics for every Heroes game: battlefields and walkthroughs

Choose a game and a concrete problem. Every link opens original illustrations, battlefield steps, assumptions and related profiles. A spell or button with the same name can behave differently in another game.

8 games · 57 situations · 171 steps

Compare eight games, reference versions and coverage
Crossbowman · Olden Era

Olden Era

6 situations · 18 steps

Hexes, shared Focus

Build 25672315; beta 0.82.04 stays separate

Small troops, Focus, Long Reach, Wait, Fireball and Sleep. Large footprints and complete siege coverage remain.

Open battlefield →Image source
Legionnaire · Heroes VII

Heroes VII

6 situations · 18 steps

Squares and target facing

Base game and labelled Trial by Fire

Front, flank and rear, Black Guard, Stasis, Fog Shroud and Shielding. Current examples use small units.

Open battlefield →Image source
Sentinel · Heroes VI

Heroes VI

6 situations · 18 steps

Squares and status effects

Labelled abilities and source scope

Shielding, Harpy/Fury, Spirit Form, Stasis, Ice Wall and Purifying Light. Large creatures and sieges need more examples.

Open battlefield →Image source
Blood Fury · Heroes V

Heroes V

6 situations · 18 steps

Squares, four-cell bodies and ATB

Tribes of the East 3.1

Six situations include ATB and hero-recovery models. These assume constant Initiative and do not resolve every tie or the complete live battle.

Open battlefield →Image source
Angel · Heroes IV

Heroes IV

10 situations · 30 steps

Free placement, heroes on the field

Original spatial diagrams; also in German

Ten situations include simultaneous retaliation, cover, two heroes, summoning and healing. Coordinates are editorial orientation rather than the game’s exact movement map.

Open battlefield →Image source
Archangel · Heroes III

Heroes III

6 situations · 18 steps

Hexes and two-hex creatures

Complete/SoD; pinned VCMI reference

Retaliation, contact, dragon breath, Wait, Blind ranks and exact Force Field placement. This does not simulate every Heroes III modification.

Open battlefield →Image source
Green Dragon · Heroes II

Heroes II

8 situations · 24 steps

Hexes, two-hex bodies and copies

Pinned fheroes2 revision e397b1f

Eight situations include Lich clouds, 7/19-cell areas, Blind and Mirror Image. Reference-engine behavior does not promise identical results in every historical DOS version.

Open battlefield →Image source
Pikeman · Heroes I

Heroes I

9 situations · 27 steps

Hex diagrams, individual spell supplies

Original PC manual, second edition 1995

Nine situations cover Knowledge, Skip, Blind/Paralyze and walls. Haste retains a source disagreement; large bodies and full siege geometry remain.

Open battlefield →Image source

All situations

57 situations

Olden Era · 3 steps

Long Reach needs a gap →

Herbomancer has Long Reach. One empty cell between it and the target enables a different attack from direct adjacent contact.

Olden Era · 3 steps

Initiative, Speed, Wait and Skip →

Initiative determines order and Speed determines movement reach. Wait defers an action to the later part of the round, while Skip ends it.

Olden Era · 3 steps

Four points, one strike and a shared charge →

Focus belongs to the army. This sequence counts one particular baseline strike and a later spending opportunity, rather than the number of creatures in the attacking stack.

Heroes VII · 3 steps

Front, flank and rear of the same target →

Three pictures compare alternative melee attacks against a target facing left. The pale-blue arrow on its portrait marks the assumed front. These are not three consecutive attacks with unchanged facing.

Heroes VII · 3 steps

Black Guard must actually use Defend →

Trial by Fire’s Black Guard has Defensive: defending grants unlimited retaliation and prevents flanking until its next turn. Owning the trait alone does not mean the defensive state is always active.

Heroes VII · 3 steps

Time Stasis also prevents targeting the stack →

In Heroes VII Time Stasis is not a damage window against the target as in VI: until round end it prevents actions and attacking or targeting that stack. Other enemies remain separate threats.

Heroes VI · 3 steps

Time Stasis survives damage to the target →

Heroes VI Time Stasis allows focused damage against a disabled target because damage itself does not break the effect. The Heroes VII namesake has different interactions.

Heroes V · 3 steps

Wait need not let the slower opponent act first →

A mid-battle teaching example: Blood Fury can act now and the Minotaur has an assumed ATB of 0.6. Their Initiative values are sixteen and eight. These gauge values are chosen assumptions rather than an observed battle.

Heroes IV · 3 steps

Both sides can hit simultaneously →

An illustrative Peasant–Skeleton contact explains resolution order. It is not a recommendation to commit weak peasants to a losing trade.

Heroes IV · 3 steps

Two heroes, two distinct jobs →

Araja supports troops through Tactics and Defense; Adelaide starts with Life Magic and Healing. Both are targetable combat participants.

Heroes IV · 3 steps

Spacing against an area attack →

Protecting a caster and shooters can create a tightly packed target. Balance screening against the risk of one effect hitting several key units.

Heroes IV · 3 steps

A summoned Wolf is not permanent recruitment →

Elwin represents a developed caster with Summon Wolf available and sufficient mana. The spell icon marks the considered action without claiming every starting profile knows it.

Heroes IV · 3 steps

An illusion helps, but Dispel can remove it →

Emilia represents a caster who knows Create Illusion. The copied subject is an eligible creature rather than a hero; the opposing caster has Dispel available in this example.

Heroes III · 3 steps

Draw ordinary retaliation, but check exceptions →

This Skeleton has neither Counterstrike nor another source of extra retaliations. The example stays within one round and assumes both involved stacks still exist after the first exchange.

Heroes III · 3 steps

An adjacent enemy can block shooting →

This Archer is an ordinary shooter without an exception allowing shots beside an enemy. The adjacent Skeleton blocks shooting even at another, more distant target.

Heroes III · 3 steps

Retaliation when waking from Blind depends on Fire Magic →

This example assumes Blind is learned and the living Pikeman is eligible without the relevant immunity. Solmyr is only the illustrative commander; neither this spell nor Expert Fire Magic is assigned to his starting profile.

Heroes III · 3 steps

Force Field has a shape and a fixed duration →

The commander has Force Field available and Advanced Earth Magic in this example. The three displayed hexes follow the attacker-side barrier shape without replacing the actual battle’s valid-cast preview.

Heroes II · 3 steps

Ordinary retaliation is once per round →

The attacker hits first, then an eligible surviving defender retaliates. A later friendly stack can exploit spent ordinary retaliation; actual action ordering must be checked.

Heroes II · 3 steps

Fireball has seven hexes; Fireblast nineteen →

Both Fire spells have a reference base of ten times Spell Power per affected stack. Fireblast’s greater base price buys a larger area rather than automatically a larger damage coefficient.

Heroes I · 3 steps

Knowledge: a separate supply of every spell →

Knowledge is not a mana pool. This illustrative hero has Knowledge 2, two prepared Lightning Bolt casts and two Blind casts; casting spends the selected spell’s supply.

Heroes I · 3 steps

Siege: intact walls and an actual breach →

A ground stack cannot pass through an intact wall. A catapult may need repeated hits on the same section; a firing animation alone does not establish an open path.

Reading the individual steps

Distinguish alternative choices from consecutive actions. A later frame may require survival, another turn, a learned spell, resources or actual movement. Colored reach applies only where explicitly stated. Selecting a portrait opens profile details; keyboard controls and complete no-JavaScript content are available.

What is actually covered

This directory lists examples developed so far. Step counts are not a count of all game rules, and an available page does not imply a complete guide to every map, siege or game version.

Original artwork and editorial explanation rights →