Artillery

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Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Artillery
Basic Artillery: gives control of the ballista to the hero, allowing one shot with a 50% chance to inflict double damage.
Advanced Artillery: gives control of the ballista to the hero, allowing two shots with a 75% chance to inflict double damage.
Expert Artillery: gives control of the ballista to the hero, allowing two shots which inflict double damage.

Artillery is a secondary skill that gives the hero manual control over the Ballista. Basic Artillery provides a 50% chance that attacks from a ballista deal double damage. For advanced Artillery this is a 75% chance and for expert Artillery a 100% chance. Advanced and expert Artillery also allow the ballista to shoot twice per round, instead of once. When a hero with Artillery defends during a siege, the player gains manual control over the arrow towers.

Heroes that specialize in Ballistas:

Comments & debate

Though not the worst skill, Artillery is of limited use. Whereas it may be useful early on in the game, at least on resource-poor maps of impossible difficulty, later on it usually provides considerably less bonus damage to a hero's army than do secondary skills such as Offense or Archery (see Figure 1). Moreover, given that a ballista has only 250 health and acts last during the combat round, it may be destroyed in battles even before it can inflict any significant damage. Another disadvantage of Artillery is that the ballista is not deployed when attacking creature banks or defending against a siege. However, the control that Artillery provides over arrow towers in sieges can be quite valuable, also because it enables the defending hero to cast the first or last spell in each round.


Figure 1: Required Number of Ranged Units for Archery to Deal More Damage than Artillery Does as a Function of Hero’s Attack and Skill Level.

Explanation: Imagine that on Week 1 Day 2 you have a ballista and 12 Grand Elves (7 from your town and 5 from your heroes). If your hero has 5 attack, would his army deal more damage with Advanced Artillery (e.g., a level 2 Gurnisson) or with Advanced Archery (e.g., a level 2 Jabarkas)? Figure 1 shows that in this case you need at least 17 Grand Elves for Advanced Archery to do more damage than Advanced Artillery on grass (see I). With only 12 Grand Elves and a ballista, Advanced Artillery may in this stage therefore help you most to advance your hero and kingdom. However, imagine that on Week 2 Day 1, you buy 19 extra Grand Elves (14 from your town and 5 from a tavern hero) and that your hero, after gaining some levels, now has an attack of 9. Would this hero with an army of 31 Grand Elves and a ballista benefit more from Expert Artillery or Expert Archery? Figure 1 shows that because this hero has more than 16 Grand Elves, Expert Archery is the better choice here (see II). This demonstrates that later on in most games Artillery rapidly becomes less useful than Archery (or Offense), An exception may be maps of impossible difficulty with insufficient money to recruit extra troops, which allows heroes with Artillery to gain and possibly maintain a notable advantage. Note: The Figure is also valid for armies with other ranged units than Grand Elves (e.g., 7 Grand Elves on grass equal 8 Medusas on subterranean). Special circumstances such as morale, hero specialties, archery artifacts, spells and ranged units getting killed or blocked during battle are not factored in.