HEROES ATLAS
EN

HEROES IV · 10 SITUATIONS · 30 STEPS

Heroes IV: tactics on the battlefield

Choose a situation and follow positioning changes step by step. Original portraits, creature images and spell icons connect the board to actual profiles and rules.

Protect the caster, not only the front line

Adelaide represents a vulnerable support hero. Positioning determines whether she survives to take the next needed action.

1. Exposed hero

Friendly armyOpponentAdelaideSquireCrossbowmanSkeleton
The hero is ahead of the screen. With sufficient movement the opponent can attack her directly; a strong stack behind does not fix that. Inspect enemy reach first.

2. Put the screen between hero and threat

Friendly armyOpponentAdelaideSquireCrossbowmanSkeleton
Bring the hero behind the line and put the screen on the approach. The gold arrow indicates repositioning, not a free action: the move must fit actual action order and movement.

3. Use the time gained

Friendly armyOpponentAdelaideSquireCrossbowmanSkeleton
If the screen survives and the approach stays closed, the hero can choose available support or another safe move. Shooters still need a clear line; being behind troops does not protect against every spell.

Apply this in the game

A screen matters only when it closes a reachable approach. Separately check shooters, flyers, spells and whether the screen itself survives.

Open the shooter’s line of fire

Line of sight matters in Heroes IV. Your own screening stack can stand directly in the intended firing line.

1. The screen blocks the line

Friendly armyOpponentCrossbowmanSquireOrc
The red line crosses a friendly stack. Before planning focused fire check whether the game allows this target and whether a unit or terrain obstacle lies between shooter and target.

2. Clear sight while retaining a screen

Friendly armyOpponentCrossbowmanSquireOrc
Move the screen off the line if this does not open a more dangerous approach. It moves on its own action and must actually act before the intended shot.

3. Account for the response

Friendly armyOpponentCrossbowmanSquireOrc
Clear sight permits considering a shot, not assuming zero losses. An eligible enemy shooter can return fire simultaneously; check retaliation and both stacks’ ability exceptions before committing.

Apply this in the game

Check sight, shooting penalties and ranged retaliation separately. Solving one does not automatically solve the others.

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.

1. Check retaliation first

Friendly armyOpponentPeasantSkeleton
Before contact establish whether the target can respond and whether the attack has an exception. The attacker’s damage estimate alone does not describe the cost of the exchange.

2. Resolve the two-way exchange

Friendly armyOpponentPeasantSkeleton
When retaliation is available both directions resolve simultaneously. Do not estimate the defender’s response only from survivors after your hit using Heroes III habits.

3. Decide from the surviving army

Friendly armyOpponentPeasantSkeleton
Compare expected losses with another target, support or postponing contact. The images subtract no invented casualties: exact damage needs actual counts, attributes, abilities and battle state.

Apply this in the game

Killing with the attack does not establish zero return damage. Retaliation availability, special abilities and simultaneous resolution matter.

A flyer can bypass the front screen

A front line protects differently against walkers and flyers. This example uses an opposing Griffin and the support hero Adelaide.

1. The front appears closed

Friendly armyOpponentAdelaideSquirePikemanGriffin
The Squire stands ahead of the hero but the Griffin is not an ordinary walker. Inspect reachable positions behind the line rather than only the direct route through the screen.

2. Prepare rear protection too

Friendly armyOpponentAdelaideSquirePikemanGriffin
Move the reserve toward the threatened side if it can act in time. The change must constrain real landing or attack options; another nearby unit does not itself forbid attacks.

3. Recheck the hero’s destination

Friendly armyOpponentAdelaideSquirePikemanGriffin
After moving, return to the hero: will she survive the next attack and take the needed action? If not, change the casting plan, add protection or avoid the engagement.

Apply this in the game

Against a flyer check landing space, actual reach and the following action too. A single friendly stack does not create universal safety.

Two heroes, two distinct jobs

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

1. Assign distinct jobs

Friendly armyOpponentArajaAdelaideSquireCrossbowmanSkeleton
A Knight is not automatically an invulnerable tank and a Priest does not know any spell by class name alone. Inspect personal Combat, the actual spellbook, mana and each hero’s skills.

2. Protect both important actions

Friendly armyOpponentArajaAdelaideSquireCrossbowmanSkeleton
The screen holds the approach, the shooter needs sight and each hero needs the relevant action. Two casters in the same exposed position can be lost to one shared mistake.

3. Compare the benefit with the army slot

Friendly armyOpponentArajaAdelaideSquireCrossbowmanSkeleton
Assess what the second hero actually added before decisive contact. Another stack and concentrated experience are alternatives; the same pair need not remain best in the next battle.

Apply this in the game

A second hero occupies one of seven army slots and shares experience. Distinct complementary roles matter more than simply having another portrait.

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.

1. Several key targets packed together

Friendly armyOpponentAdelaideCrossbowmanSquireAislinn
Hero, shooter and screen are close. An opponent with an applicable area effect can hit several roles in one action. Aislinn represents the opponent, not a claim that she starts with a particular spell.

2. Separate shared targets

Friendly armyOpponentAdelaideCrossbowmanSquireAislinn
Move the shooter to a different firing axis and the hero out of the shared area. Still check contact threats at the new positions and whether the shooter has usable sight.

3. Check the cost of spreading

Friendly armyOpponentAdelaideCrossbowmanSquireAislinn
A spread army may screen approaches less effectively. After each action compare area damage with attacks on an isolated hero; the initial formation is not a commitment for the entire fight.

Apply this in the game

Spreading helps only while preserving targets and protection. Check the actual spell preview for its area; the diagram’s circle identifies concentrated risk.

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.

1. Check the time gained before summoning

Friendly armyOpponentElwinCrossbowmanSkeleton
The Skeleton threatens an approach to the hero. Compare summoning with a safe move or another available action. A not-yet-summoned stack on this first image protects nobody.

2. The new stack needs a useful position

Friendly armyOpponentSummon WolfSpell: Summon WolfElwinCrossbowmanWolfSummonSkeleton
The marked Wolf represents a temporary summon. Verify its actual placement and action order in game; casting alone guarantees neither a closed approach nor an immediate attack. The original icon above opens the spell’s exact rules.

3. The summon disappears after battle

Friendly armyOpponentElwinCrossbowman
This third image separates the post-battle phase without predicting victory or casualties. The temporary Wolf does not carry into the next fight. For permanent daily additions open the Summoning skill rather than this spell.

Apply this in the game

The spell spends an action and mana without permanently replenishing the adventure army. Count uses the spell’s experience budget; daily Summoning is a different ability.

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.

1. Choose an eligible real creature

Friendly armyOpponentEmiliaCrossbowmanAislinnSkeleton
The real Crossbowman stack is the template. Create Illusion uses an HP budget rather than a fixed count independent of creature health. The hero Emilia is not a valid template.

2. Keep track of the illusion

The second image separates the original from the marked illusion. Its count and injuries depend on the HP budget and actual conditions. An illusion has no mana, so do not assume another full spell resource.

3. The opponent can remove an applicable illusion

Friendly armyOpponentDispelSpell: DispelEmiliaCrossbowmanAislinnSkeleton
Dispel destroys an applicable illusion without automatically removing the original stack. The arrow points to the removed copy’s position. Before investing another action compare this response with direct attacks or other support.

Apply this in the game

Distinguish the original stack from its temporary copy. Value also depends on whether an opponent can remove the copy with a cheaper action; recasting the same type need not create another independent stack.

Damaging a blinded target can end your control

This example assumes Blind is available and the living Orc is an eligible target. The Undead Skeleton is a second threat rather than a Blind target.

1. Disable an eligible threat

Friendly armyOpponentBlindSpell: BlindEmiliaCrossbowmanSquireOrcBlindedSkeleton
The icon marks Blind cast on the Orc if actual eligibility and resistance allow it. The effect lasts up to three rounds and damage ends it. Undead, Elementals and constructs are excluded by this spell’s rules.

2. Use the time against another target

Friendly armyOpponentEmiliaCrossbowmanSquireOrcBlindedSkeleton
The shooter considers the Skeleton while leaving the blinded Orc undamaged. Check sight and actual action order here too. The gold arrow shows a target choice without guaranteeing a hit or casualties.

3. Damage wakes the target

Friendly armyOpponentEmiliaCrossbowmanSquireOrcAwakeSkeleton
If you redirect a damaging hit to the Orc, Blind ends. Plan subsequent actions against an active opponent again. In melee separately check the awakened target’s response and any attacker exceptions.

Apply this in the game

Control matters when you use the time it gains. Damage ends Blind and it does not generally provide permanent retaliation prevention; a melee hit does not automatically receive no response.

Heal restores HP rather than dead stack members

Adelaide represents a caster with Heal available. The Crossbowman is an eligible living wounded target; the diagrams deliberately invent neither counts nor specific casualties.

1. Select a surviving wounded target

Friendly armyOpponentAdelaideCrossbowmanWoundedSquireSkeleton
Check remaining HP and the next incoming threat. Missing stack members alone do not determine Heal’s value. This ordinary healing does not apply to Undead, Elementals or constructs.

2. Restore eligible health

Friendly armyOpponentHealSpell: HealAdelaideCrossbowmanHP healedSquireSkeleton
The spell restores health according to its budget and applicable bonuses. Higher Spirituality does not automatically revive dead members. After casting you must still protect the hero and watch enemy approaches.

3. Lost members require another rule

Friendly armyOpponentAdelaideCrossbowmanSquireSkeleton
Healing does not rewrite the count of creatures already killed. The Resurrection skill applies after battle to eligible losses and has its own percentages. Compare actual HP saved with the cost of one hero action.

Apply this in the game

Healing, post-battle recovery and temporary in-battle raising have different conditions. Heal also removes Poison and Plague, but one cast does not restore all creatures already lost.

Rule references

Original game portraits, illustrations and spell icons; positions and arrows are original editorial diagrams. Game artwork rights and references.