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Heroes VII · 8 PLANS

Battle plans · Heroes VII

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.

Heroes VII and Trial by Fire, seven towns. Base-game prices follow the cited May 2016 guide and town tables; Fortress follows Trial by Fire references. Historical sources may differ from your patch.

HEROES VII

Which side of the target are you actually attacking?

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.

Friendly armyOpponentSentinelNo flank bonusCrossbowmanFront ←

Sentinel stands in front at B3. For the stated facing this is a frontal hit without an ordinary flanking bonus. Shooting and spells have different conditions; the arrow does not calculate casualties.

Compare six battlefield situations →

A1–E5 coordinates identify a local excerpt. Flanking pictures compare alternatives with a stated facing rather than three attacks with unchanged orientation or free rotation. Steps do not automatically equal three rounds and calculate neither casualties nor battle results.

8

Neutral fights

Flanking: compare the bonus with the next response

Starting situation

You can circle an opponent for a better attack direction while exposing your own flank.

Decision sequence

  1. Baseline flanking adds 25% and full flanking from behind 50%. First check whether the target or ability has an exception.
  2. Read the opponent’s follow-up options. Moving behind a creature can expose an expensive attacker to more attacks than a frontal position.
  3. Choose for the full trade and available support rather than only the largest opening-hit number.

How to choose

Directional damage is a means to a better trade. It need not outweigh losing a safe position or exposing shooters.

When to reassess

Anti-flanking abilities and mods change the rule. Check the particular target and patch.

Opening and composition

The first Elite must support a usable Core force

Starting situation

A new Elite building consumes much of the budget, while existing Core troops can clear easier guards.

Decision sequence

  1. Identify the guard the new creature will make accessible. Its role may matter more than the Elite rank itself.
  2. Include town level, every prerequisite, recruitment and reinforcement delivery.
  3. Retain screening and clearing strength for the Core army. One small Elite stack may not replace all its jobs.

How to choose

Value the investment through objectives it makes reachable in time. An expensive building without hired creatures does not open the map yet.

When to reassess

A growth building is separate. Do not automatically include its cost and bonus in the basic dwelling.

Construction and recruitment

Two Champion lines are a choice, not one combined purchase

Starting situation

A town offers two top recruitment lines and each fits an attractive combat plan.

Decision sequence

  1. Check mutual exclusion between the base dwellings. The army plan must not require both from the same town.
  2. Compare each option for the next required battle: reach, abilities, durability and support needs.
  3. Add missing prerequisites, the selected line’s upgrade and money for recruitment itself.

How to choose

Choose a Champion your current army can help use effectively. Comparing isolated creatures without their supporting army can reverse the conclusion.

When to reassess

Another creature source is an additional condition. Availability in another town does not make the second line available here.

Construction and recruitment

Academy: Pyramidal Craft or Lightning Pyramid

Starting situation

You want a Cloud Coliseum and must choose between two prerequisite special buildings.

Decision sequence

  1. Read the condition as Altar of Wishes plus either Pyramidal Craft or Lightning Pyramid. Do not automatically pay for both alternatives.
  2. Compare the need for a warfare unit with town defense. The prerequisite building also has its own function.
  3. After choosing, total the whole Champion route again and keep money to hire it.

How to choose

An alternative prerequisite lets development fit the map. The cheapest row is not always best when its effect is irrelevant to you.

When to reassess

Do not read “or” as requiring both buildings. That mistake artificially inflates the plan.

Adventure movement

Connect an external dwelling to recruitment

Starting situation

You own an external dwelling and want to avoid sending the main hero there every week.

Decision sequence

  1. Check Marketplace and whether the dwelling can be linked by caravan to your town or another valid destination.
  2. Assess the needed creatures and their actual availability time first. Transport is not an instant extra army for free.
  3. Change the main hero’s collection route only after verifying that the connection works.

How to choose

The connection should save repeated travel and deliver useful reinforcements. Otherwise a personal visit along an existing route may be cheaper.

When to reassess

Do not automatically treat a Heroes VII Fort as a Heroes VI recruitment fort. The systems differ.

Construction and recruitment

Stronghold: choosing the important dwelling for Idol of Fertility

Starting situation

You have built an Idol of Fertility and need to strengthen a particular army role.

Decision sequence

  1. Once per week, choose one town dwelling to add its weekly growth to recruitment immediately.
  2. Compare which additional creatures actually change the next fight and whether you can afford them.
  3. Include available upgrades and army support. The highest rank is not automatically the best weekly choice.

How to choose

The choice creates a particular recruitment increase. Its benefit needs to be usable before the next important battle.

When to reassess

It is not a flat 10% growth increase for every creature in the town. That would describe a different mechanic.

Magic and resources

A guild spell, school proficiency and its actual effect

Starting situation

A guild offers a suitable spell, but you need to know whether the hero can learn it and which effect will be available.

Decision sequence

  1. Check learning requirements and the hero’s school proficiency. A name in the offer is not yet a usable spell on the hero.
  2. Use the effect and cost actually shown in the hero’s spellbook for the battle plan.
  3. Connect remaining mana and casting order to the actual creature action they support.

How to choose

Access to better spells becomes useful when a hero can actually use them in time.

When to reassess

A similar spell name in Heroes VI or V does not guarantee the same school, cost or effect.

Sieges

Haven: a Champion Guard Tower needs time

Starting situation

Before an enemy attack, you are considering a defensive building using the local Champion.

Decision sequence

  1. Check that the relevant Champion dwelling exists. The tower does not replace that recruitment line.
  2. The guard grows by one daily up to five. Do not assume a full guard when an attack follows construction immediately.
  3. Add your own defensive force according to the enemy’s actual arrival day.

How to choose

Defense combines built functions, the guard that has actually accumulated and the garrison available on the attack day.

When to reassess

Waiting for a full guard only works if the opponent actually allows the time.

Edition and scope

Heroes VII and Trial by Fire, seven towns. Base-game prices follow the cited May 2016 guide and town tables; Fortress follows Trial by Fire references. Historical sources may differ from your patch.

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

Rule references