HEROES ATLAS
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Heroes II · 8 PLANS

Battle plans · Heroes II

Concrete situations from the first expedition to sieges. Each plan connects the starting position, a decision sequence and a condition that may invalidate the plan.

PC Heroes II / Gold. The Price of Loyalty objects and its Shrine are distinguished from the base game.

VISUAL TACTICS

What actually spends retaliation?

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.

Friendly armyOpponentPikemanGoblinSwordsman

Pikeman attacks adjacent Swordsman. Counts are unspecified: the hit may kill, weaken or barely affect the target. The next step assumes the target survives.

Explore eight hex-field situations →

A schematic excerpt rather than the whole battlefield. Game portraits and icons are original files with separate rights; coordinates, colored areas and explanations are original editorial diagrams.

8

Opening and composition

Five army slots: who actually travels

Starting situation

More creature types are available than the commander can carry. Some are slow and some are present only in small numbers.

Decision sequence

  1. Choose the main damage source and the stack that keeps it safe first.
  2. Assign remaining slots to concrete jobs: extra shooting, fast contact, drawing an attack or supporting a required fight.
  3. Before leaving, consider the travel cost of a slow addition. A creature with no useful job can consume both tempo and a slot.

How to choose

Recruitment available across several towns is not the same as one usable army. Include transfer and assembly in the plan.

When to reassess

A seven-stack arrangement from Heroes III does not fit Heroes II.

Magic and resources

Blind: disable first, wake at the right moment

Starting situation

One enemy stack is much more dangerous than its support. You have Blind and enough force to finish the smaller targets.

Decision sequence

  1. Check that the main target is valid for the spell. Disable it, then focus available attacks on its support.
  2. Plan every area attack so it does not wake the deferred target early.
  3. Reposition and prepare follow-up attacks before waking the target. Check retaliation for the chosen way of waking it too.

How to choose

Blind is valuable through the time and action sequence it creates. Without a follow-up, it may only postpone the same problem.

When to reassess

Do not assume Heroes III Expert Fire Magic conditions; Heroes II uses a different skill system.

Adventure movement

Mana for the whole route, not just the first guard

Starting situation

Three expected fights and an important objective lie ahead, without immediate safe mana recovery.

Decision sequence

  1. Assign the minimum necessary spell to each fight and use its actual cost from your spellbook.
  2. Keep a reserve for an unexpected fast threat or the need to finish a damaged stack.
  3. If the sum fails, reorder guards, bring reinforcements or include recovery. Do not postpone the problem until the last objective.

How to choose

Available magic must be assessed alongside the losses your army takes under a cheaper spell plan.

When to reassess

Recalculate after every unplanned cast. The original plan may no longer match your remaining spells and mana.

Construction and recruitment

A dwelling before the week or an army today

Starting situation

A new dwelling would expand recruitment, but you also need money for troops to capture a scarce-resource mine.

Decision sequence

  1. Identify every dwelling prerequisite and the days needed to complete them.
  2. For the combat route, include recruitment, expected losses and mine output earned by capturing it sooner.
  3. Keep gold to purchase the growth itself. A larger pool without money will not appear in the next battle.

How to choose

Compare growth offers with the army you can actually recruit and deliver by a specific day.

When to reassess

A hall payback example is neither a dwelling price nor a universal build order.

Construction and recruitment

Warlock: a base dragon, Red Dragon and Black Dragon

Starting situation

Rare resources are limited and you are considering another upgrade in the dragon line.

Decision sequence

  1. Separate the building cost from upgrading already hired creatures. Check which dragon form you currently have.
  2. Follow the actual dependency chain; the Black Dragon is not a separate seventh base recruitment line.
  3. Choose the upgrade for the next objective and its magic. Losses avoided must justify the reinforcements postponed elsewhere.

How to choose

Improving a small pool’s quality can matter less than increasing its size; conversely, the right ability can change the entire fight.

When to reassess

Do not infer coloured dragons’ magic properties or prices from their names in Heroes III or V.

Neutral fights

An enemy shooter and your exposed line

Starting situation

A fast stack can engage the enemy shooter but must leave the space in front of your own ranged troops.

Decision sequence

  1. Check how many enemy shots the dive actually prevents. Merely reaching the target is insufficient.
  2. Cover the newly opened approach with another stack or control the threat with magic.
  3. Track which side gets the first effective follow-up attack.

How to choose

Compare both sides’ shooting actions. Blocking a weak shooter at the cost of your main damage source is a poor trade.

When to reassess

The shooter’s numbers and abilities may change the plan. Contact does not automatically eliminate the whole stack.

Sieges

Before a siege, budget survival inside too

Starting situation

Your army wins field battles, but the defender can use fortifications and concentrated shooting.

Decision sequence

  1. Separate the plan against defending troops from the plan for entering the town. Each needs a specific available action.
  2. Arrange follow-up support for the priority target. Do not send your most expensive stack inside without a connection to the rest of the army.
  3. Reserve remaining mana for the obstacle your physical force cannot bypass cheaply.

How to choose

Town defense changes the conditions for safe contact. A force built for easy pickups may not be ready for a castle.

When to reassess

Do not expect one expensive attacker to solve every shooter, wall and defending stack at once.

Adventure movement

The helper collects while the main force opens the map

Starting situation

Rewards and external dwellings refresh in a safe rear area, requiring detours by the main hero.

Decision sequence

  1. Check whether each dwelling offers free creatures, paid recruitment or a one-off pool.
  2. Connect the collector’s route with a reinforcement handoff. Troops stranded far away do not help the main battle.
  3. Compare reinforcement types with the main army’s five slots. Decide early which creatures stay behind.

How to choose

A helper’s benefit combines collected rewards and saved main-army travel, minus hiring and protection costs.

When to reassess

Do not assume all external dwellings refresh identically. An Ancient Lamp is not planned like ordinary weekly recruitment.

Edition and scope

PC Heroes II / Gold. The Price of Loyalty objects and its Shrine are distinguished from the base game.

These editorial plans are based on the cited rules. They are not reports of personal playtesting or one army for every map.

Rule references