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My CoM effective strategy

Hello friend,

After many hours of CoM gameplay I want to share with you the strategies I use to get superiority in the game quickly in the hardest difficulties.

1. So, let me present the setup I use:

Almost in all my games I take:
High elves, 4 Life books, 4 Sorcery books, 1 Nature book. Arch-Mage, Artificer, and Astrologer.

The reason for 4 life books is that in my personal opinion, life has the strongest spells in the game, additionally, I want to create super strong heroes and life books provide the best artifact enchantments, namely: invulnerability, lion heart, divine protection, and overall the best hero buffing and protecting spells (heroism, holy armor)

The reason for 4 sorcery books is that they provide the best tactical advantage, spells like, for example Aether Binding, Wind Walking, Mind Storm and more... provide much needed protection and tactical ability of speed and protection, also they enable the invisibility enchantment into an artifact.

The reason for 1 Nature book is first of all the chance to get or trade the 'Web' spell, and additionally make use of 'resist element' and in some cases 'earth to mud'

2. overall strategy:

using an online damage calculator, I can predict the outcome of trying to clear a node with an army, you can use any of these online calculators:
https://gmbarak.github.io/COM-Damage-Calculator/
https://masterofmagic.fandom.com/wiki/Ad...Calculator

for spells I pick:

1. Heroism - useful for heroes and when defending your cities from rampaging monsters.
2. Guardian spirit - I send Guardian spirit to all the nodes I take
3. Just cause - is important for me first because it increase the chance to get fame 10 heroes from July 1502. which can become very powerful very quickly with the correct strategy as will be shown, but also decrease unrest - more money and decrease army spending.

1. Floating island - is important to transport units quickly right from the start.
2. Blur - very strong spell by itself it's in-fact decreasing the to-hit of enemy units by 20% which is substantial. also is a good trading spell since most AI will not have it and will trade any of the other lvl 1 spells for it (except web).
3. Confusion - is a very strong spell which is in-fact "incapacitate and destroy enemy unit with -2 resistance penalty"

The actual gameplay:

So, from the start of the game, first I make 5 magic spirits and send them to explore the map, usually 4 will go to find enemy wizards checking nodes/lair content on the way for potential targets and 1 magic sprit will check the nearest nodes/lairs.

in the main city - build order: Market, library, Forester's guild, barracks, alchemist guild an repeat longbowman.
usually the regular (level 1), magical weapon (+1 to hit) longbowmen will be ready to be sent to defend your cities before the first monster attack. a single longbowmen should be able to defend a city for the next 4/5 years with no problem. when attacked you just cast heroism/discipline/holy weapon. and in the case of skeletons attacking you, buff up the swordsman instead.

Also, once the first longbowmen are ready you can clear the easy lairs with you for money:
to kill 1 magic spirit/3 phantom warriors/ 1 fire elemental you will only need 1 longbowman.
send a spearman first to the nearest easy lairs nodes and another spearman to guard it.

finding other wizards soon is of supreme importance, because each spell you get in trading is such a huge boost. even if it's not a good spell, it decreases the chance of you getting that bad spell from a node/lair and speeds up your research.

after the magic spirits I cast just cause, right after just cause I adjust the taxes (just cause = -1 unrest) and cast enchant item: chain, 3 defense, 3 resistance. you should plan it so that by July 1502 you will have 400-500 gold. so you don't miss up on a chance to get a good hero. usually the item will be ready by July 1502 just in time for the coming hero to use it.

if you get a "bad hero", kill him/her ASAP to increase your chances to get a better one quickly. for me a bad hero is:

Dwarf
Barbarian
Sage
Dervish
Beastmaster
Orc Archer
Healer
rogue

unless they come with guiding beacon - in such a case I keep them because the +1 attack is a huge boost to the longbowmen.
and unless you need a spell caster to kill a high value node/lair and you got a spell caster.
or you need temporally arms-master to get high level longbowmen quickly to kill a node/lair.

druid - if you don't have web or have very hard nodes around you keep him. his web spell is very strong and effective and his ritual master might help.

a good/effective fame 0-10 hero to keep:

huntress - can reach a huge damage value very quickly and so can be a very good node/lair cleaner.
war monk - the agility* is very valuable. if he comes with luck/blade master even better. 
warrior mage - agility, web spell, spell caster, range attacks - all makes him a very good hero.
assassin - the to hit from blade master*, 4 movement, stealth, makes him good, if he gets luck/agility - even better.
thief - combination of agility, luck will make her very hard to kill, combined with holy armor, 15 defense and she is a very durable hero.
bard - has the +1 attack holy bonus, a strong boost to the longbowmen + she is a spell caster

using regular, magical weapon 9/8 longbowmen, you can clear almost all low level nodes around you and place guardian spirit in them.
with spell casters and web and buffed longbowmen (discipline, holy weapon) you can clear sky drake/great drake/phoenix/angels/vampires/gorgons by also using the web/earth to mud spells. 

a single 15 defense, holy armor with blur hero (which you can create by create item) can single handily clear unicorns/cockatrices/giant spiders/nagas (resistance 11 is required)/night stalkers (cast resist magic/bless) lairs/nodes.
for water elementals you will need something like 20-25 defense (which you can get with the help of create item and resist element) with holy armor and cast blur. 
for air elementals you can send a number of spearmen and try to cast a couple of psionic blasts (usually 2 will kill an air elemental). rinse and repeat until you clear the air elementals.

for phoenix without angels/guardian spirit you try to cast confusion with spearmen a number of times to decrease their numbers, once only a few of them left you can clear them with longbowmen and also web if you have the spell.

this way you can very quickly right from the start clear all the nodes except the extremely hard ones and place many guardian spirits in them. with the astrologer you can beat or match all the AI in spell power in the first years of the game.

more tips: 

you can create pathfinding item right from the start for 31 mana to give your hero.

That's it for now...
Thanks :D

Forgot to mention:

1. Right from the start increase tax rate by 10%
2. buy markets as soon as possible as they will return their value quickly as long as you keep 400-500 gold always for a hero.
3. Set in magic mana to max (not research and not skill) until you have guardian spirit in 1-2 nodes.
4. You can also create cheap artifacts to increase movement by 1, once the hero reaches his target switch back to the fighting artifacts.
5. don't mess with Djinns, Efrees, colossus ,unless you have a really strong hero/army/ raise dead.
6. to kill spiders + strong non shooter unit, try to send magic spirit (which is immuned to web) (maybe magic spirit with flight) kill them with spells (phantom warriors/psionic blast) then kill the strong monster.
7. a single shooter hero with 7 movement or teleport can kill 9 vampires/9 death knights/ 9 wrights
8. a hero with about 13 defense and holy armor can kill shamans city by itself. a hero with 15 defense and luck/holy armor or 20-25 defense (resist element) with only holy armor can kill a city of magicians defenders.
9. all these hero are easy to get/create with artificier and create item.
10. if you get the holy word spell, you can easily create -6 save artifacts to give a spell caster hero to cast the spell, if you get morgana the witch, the artifact "The Dark Pact" or 1-2 death spell books with black prayer, you can also cast black prayer and have holy word with -10 save to destroy any fantastic unit and about -12 save to kill any undead fantastic unit
11. an interesting strategy to meet other wizards is to not defend a node you cleared. the other wizards will send their magic spirit to the node. just remember to protect the node before they occupy it. also. remember you don't want chaos wizards to scout your cities, once they scan any of your cities they can cast harmful spell to the city and it's surroundings.

.
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I don't have anything to add to this as I'm a long time player who still struggles with advanced games. But I do want to thank you (and others in other threads) for posting things like this because they make me think about how I'm playing and give me ideas for what I'll try in the next game.
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An awesome post!
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I put in over 5,000 hours playing MOM, its upgrades, and now COM. As of today, this is my favorite game. I only play COM II on the highest 2 difficulty settings. Also, I usually play fully random: including wizard, book, retort, starting spells, and race selection. I usually set underdeveloped start, plane of water, no trading, monsters gone wild, final war for added difficulty. This gives diversity of game play so I can’t repeat my favorite overpowered strategies over and over again.

Some of my key strategies:
9 magicians, 9 Regenerating units, 5-6 heroes together
Many 0 upkeep units stay away from combat
Surround lairs and nodes so they cannot spawn unless I want them to for fame, experience, and new undead units
Completely surround my “country” with units, so the AI cannot come in without attacking my border defender somewhere: Individual (ideally Lizardmen) spearmen, Skeletons, Magic Spirits, Triremes
Surround AI army from 8 sides if they come too close or if there is a hero in it
If they attack my single unit, throw a spell to hurt them then flee
Take AI cities with 2 groups of 9 attackers in the same turn

Turn raiders to undead instead of taking their cities

Here are the most overpowered spells I use: Summoning Circle, Dispel Magic, Fire Bolt, Warp Creature, Fireball, Lightning Bolt, Warp Lightning, Doom Bolt, Magic Vortex, Efreet, Doom Bat, Flame Strike, Skeletons, Zombies, Life Drain, Darkness, Black Sleep, Ghouls, Possession, Syphone Life, Reaper Slash, Black Prayer, Night Stalker, Shadow Demons, Drain Power, Gate of Hades, Wraiths, Wave of Despair, Dark Ritual, Vampire, Star Fires, Guardian Spirit, Healing, Just Cause, Stream of Life, Prayer, Prosperity, Inspirations, Lionheart, Holy Word, Nature’s Eye, Earth to Mud, Resist Elements, Web, Giant Spiders, Change Terrain, Cockatrices, Great Lizard, Petrify, Elemental Armor, Gorgons, Survival Instinct, Gaia’s Blessing, Abundance, Floating Island, Phantom Warriors, Confusion, Resist Magic, Psionic Blast, Aura of Majesty, Aether Binding, Flight, Spell Lock, Water Elemental, Philisopher’s Stone, Phantom Beast, Dispelling Wave, Counter Magic, Uranus’s Blessing, Banish, Storm Giant, Air Elemental, Mind Storm, Reinforce Magic
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(October 16th, 2022, 11:27)WhiteMage Wrote: I put in over 5,000 hours playing MOM, its upgrades, and now COM. As of today, this is my favorite game. I only play COM II on the highest 2 difficulty settings. Also, I usually play fully random: including wizard, book, retort, starting spells, and race selection. I usually set underdeveloped start, plane of water, no trading, monsters gone wild, final war for added difficulty. This gives diversity of game play so I can’t repeat my favorite overpowered strategies over and over again.

Some of my key strategies:
9 magicians, 9 Regenerating units, 5-6 heroes together
Many 0 upkeep units stay away from combat
Surround lairs and nodes so they cannot spawn unless I want them to for fame, experience, and new undead units
Completely surround my “country” with units, so the AI cannot come in without attacking my border defender somewhere: Individual (ideally Lizardmen) spearmen, Skeletons, Magic Spirits, Triremes
Surround AI army from 8 sides if they come too close or if there is a hero in it
If they attack my single unit, throw a spell to hurt them then flee
Take AI cities with 2 groups of 9 attackers in the same turn

Turn raiders to undead instead of taking their cities

Here are the most overpowered spells I use: Summoning Circle, Dispel Magic, Fire Bolt, Warp Creature, Fireball, Lightning Bolt, Warp Lightning, Doom Bolt, Magic Vortex, Efreet, Doom Bat, Flame Strike, Skeletons, Zombies, Life Drain, Darkness, Black Sleep, Ghouls, Possession, Syphone Life, Reaper Slash, Black Prayer, Night Stalker, Shadow Demons, Drain Power, Gate of Hades, Wraiths, Wave of Despair, Dark Ritual, Vampire, Star Fires, Guardian Spirit, Healing, Just Cause, Stream of Life, Prayer, Prosperity, Inspirations, Lionheart, Holy Word, Nature’s Eye, Earth to Mud, Resist Elements, Web, Giant Spiders, Change Terrain, Cockatrices, Great Lizard, Petrify, Elemental Armor, Gorgons, Survival Instinct, Gaia’s Blessing, Abundance, Floating Island, Phantom Warriors, Confusion, Resist Magic, Psionic Blast, Aura of Majesty, Aether Binding, Flight, Spell Lock, Water Elemental, Philisopher’s Stone, Phantom Beast, Dispelling Wave, Counter Magic, Uranus’s Blessing, Banish, Storm Giant, Air Elemental, Mind Storm, Reinforce Magic

Thanks for the tips  cool
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So you play all random in Phantasmal and Lunatic? all with these added difficulty settings? what is your success rate? what ratio of games do you win?
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(October 16th, 2022, 12:20)GMBarak Wrote: So you play all random in Phantasmal and Lunatic? all with these added difficulty settings? what is your success rate? what ratio of games do you win?

Yes. I only play Lunatic and Phantasm settings and usually fully random. Sometimes only partly random due to bug search efforts: I reported hundreds of bugs. Yes, with those added difficulty settings. Sometimes more, such as not allowed to change production once I already started.
I am an extremely slow player. I try to squeeze out every bit of performance from my moves and I never do cheat load, including for bad luck, got distracted by real life event, my missed move due to being sleepy, or my mouse slipped making different move than intended; and I make many mistakes.
Since 2021 Aug 26 I played Lunatic 7 times, won 3: 43% win rate. My first 2 losses were mainly due to not knowing about the major changes in COM since MOM, my earlier strategies no longer worked and that is excellent news. Like Sorcery monsters almost always move on water and they almost always attack me, not the AIs, even from other side of map.
I play to win, but prefer to lose, but not due to bug or severe game design flaw.
I played Phantasm 5 times, won 1: 20% win rate.
Several of my game results were heavily impacted by bugs and severe game design flaws in my perception and I reported many of them already here for consideration of fixing.
Winning or losing this game on highest levels often comes down to a single heavy exploit or bug and that should change, IMO. I am mainly on this forum trying to help with the software development effort so an even better game can be created out of my favorite game.
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(October 16th, 2022, 14:59)WhiteMage Wrote:
(October 16th, 2022, 12:20)GMBarak Wrote: So you play all random in Phantasmal and Lunatic? all with these added difficulty settings? what is your success rate? what ratio of games do you win?

Yes. I only play Lunatic and Phantasm settings and usually fully random. Sometimes only partly random due to bug search efforts: I reported hundreds of bugs. Yes, with those added difficulty settings. Sometimes more, such as not allowed to change production once I already started.
I am an extremely slow player. I try to squeeze out every bit of performance from my moves and I never do cheat load, including for bad luck, got distracted by real life event, my missed move due to being sleepy, or my mouse slipped making different move than intended; and I make many mistakes.
Since 2021 Aug 26 I played Lunatic 7 times, won 3: 43% win rate. My first 2 losses were mainly due to not knowing about the major changes in COM since MOM, my earlier strategies no longer worked and that is excellent news. Like Sorcery monsters almost always move on water and they almost always attack me, not the AIs, even from other side of map.
I play to win, but prefer to lose, but not due to bug or severe game design flaw.
I played Phantasm 5 times, won 1: 20% win rate.
Several of my game results were heavily impacted by bugs and severe game design flaws in my perception and I reported many of them already here for consideration of fixing.
Winning or losing this game on highest levels often comes down to a single heavy exploit or bug and that should change, IMO. I am mainly on this forum trying to help with the software development effort so an even better game can be created out of my favorite game.

I really appreciated your bug reporting (even if I have nothing to do with bug fixing!), it's a nice gesture towards a game that we all love!

I am eager to try the new remake of Master of Magic, out in December 2022, and I hope that there will be people like you to report bugs and help developers fix it.

One of the worst part of a strategy game is when bugs prevent you from playing the game properly. I think that MoM got to a pretty good place years ago, and that the original CoM was also relatively free of severe bugs. CoM II, or CoM for Windows, has introduced many new bugs, as the game was essentially rewritten pretty much from scratch. I like many of the changes, but I don't like that bugs affect the gameplay so much. Seravy is doing a good job of fixing as many as he can.
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About a year has passed since this post and after about about 6000-8000 hours of playing CoM and beating Phantasmal with large map 13 wizards default settings in about 50% of the games (the other 50% I don't lose right away, I just quit playing because of a bad start or low number of books/retorts) I am reviewing my strategy and here are the changes:

Ok, so the general idea is:
1. Nodes/ruins/towers are a lot more doable than many people think they are, and a lot earlier, if you use the correct strategy, and I will give a number of examples below, but for now, I will first write the updated strategy.
2. you should adapt your strategy to the nodes/ruins/towers/neutral towns around you to get them ASAP.

The strategy is same as above with the following changes:

1. Pick holy armor instead of Guardian sprit, because the pace of the game is too quick to allocate the additional 38 mana/spell power for guardian spirit, even if I have the spell, I will not cast it until I have about 600 SP.
2. Build order for capital city: Marketplace->stables->Cavalry->Magic market->Cavalry->Forester's Guild->Library->Barracks->Alchemist Guild->repeat longbowmen

about magic/spells, in the start of the game put all into mana (no research or SP improvement) until you get enough mana from the nodes,
that you can afford continue taking nodes ASAP.
and spells order is: magic spirit->magic spirit->magic spirit->Just cause
after that you should save mana so try to take nodes and ruins.

use your first two swordsmen to explore the map near you and once you have two cities send two swordsmen to your capital and raise the tax rate.
also don't forget to raise the tax rate once you finish casting Just cause.

use the magic spirits to explore areas for your settlers and then use them to find easy nodes/towers/neutral towns near you
and then look for other wizards to trade with them, send a few magic spirit as far as you can to find other wizards to trade with.
easy nodes are usually sorcery nodes with phantom beasts and nagas or phantom warriors and nagas, send the cavalry into them.
IMO, node with only 7 nagas is not a node you should put effort into, it's easy to take such node later on with a hero
(with 11 resistance and a high defense+holy armor, or a fast range hero), or 8 longbowmen and earth to mud.
how do you take such nodes early? you send the cavalry, and cast confusion NOT on the nagas, but rather on the phantom beast/phantom warriors.
first, the phantom warriors/beast have lower resistance, second, they can kill the nagas once the confusion spell, give you control over them.
so maneuver the cavalry to put the cavalry between the nagas and the confused unit and attack only the nagas with the confused unit to try to kill it.

about ruins:
if it's phantom warriors, you can use the cavalry first strike to let them come close to your cavalry,
hit them once and run back, same for skeletons/ghouls, only then you might want to cast heroism first on your cavalry.
if it's Werewolves/fire elementals/hell hounds/nagas/ not in node aura etc... use confusion and run from them until none is left.
and it's easy ~100 gold right from the start of the game.

about capturing cities: you can also here use the cavalry to get cities without range units or with weak range.
you can also use your first swordsmen with heroism.

using these improvements, you can reach June 1502 with about 2 mana producing nodes and spell power of about 27-30.

now are a few example of hard nodes/lairs/towers with can be cleared relatively easily and early:
1. gorgons tower - can be taken with a number cavalries, each time send 1 cavalry and try confusion on the gorgons,
use that confused gorgons to kill other creatures in that tower and other gorgons.
2. shadow demons - can be easily beaten by a 15 defense hero with holy armor, better if you have also flight or range attacks,
sometimes damage spells can kill the last unit that might try to run away.
3. 2 storm giants in a tower: you send 3/5 spearmen a number of times each time try to cast confusion, after you kill the storm giants,
you can try to kill the other units in the tower.
4. arch angel/great drake/sky drake - a range hero with 5/6 movement can kill 1 in each attack assuming he/she has enough damage.
I once cleared a tower of 2 great drake in end of 1502 or start of 1503 with the huntress.
5. vampires/great lizards - you need a range hero, you make 1 or 2 movement misc, 1 bow with exorcise and 1 movement and a hero can kill a number of
vampires/great lizards in each turn, because of exorcise they don't come back after they die.
6. doom bats - you can send 4 spearman to be in front row and archers in back row and a spell casting heroes to cast web and earth to mud.
if you have melee heroes you can create a web spell mace for something like 30 SP.
7. wrights - after you clear nodes above early you usually get good artifacts, once you have a hero with luck/divine protection artifact and holy armor
and about 15-18 defense and about 15 resistance (cast resist magic) your hero can withstand the attack of the wrights and kill them.
8. angels/death knights - once you get 2 movement misc and have endurance spell you can reach a range hero with 8 movement and strong damage,
such hero can kill a few of them in each turn.
9. 9 spiders/9 Cockatrices/9 nagas - a hero with about 14 defense and holy armor can kill them for poison immunity you will need 11 crosses.
for the Cockatrices cast resist magic/resist element to get 14 resistance, for 11 crosses you can create 1/2 resistance mace with create item.

another important tip:
you can use spearman/cavalry/other cheap unit to block other wizards from:
1. settling near you - you just block the settlers path with about 3 spearmen.
2. if there are city spot near your city you don't want the AI to settle, just put spearman permanently
3. getting a node before you.
4. moving stack in your territory.

it is important to explore the map to find such node/ruins which you can easily take early.
best to explore: cavalry with water walking. carracks and wolf riders have great scouting.
so the best early game scouting unit will be wolf riders with water walking.

there are more tips for more cases... but this will give you general idea.
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It's funny how most of those strategies involve heroes, especially with high stats. lol
But yeah, definitely try to get them online ASAP if you're serious about lair clearing, heroes used right are very powerful.
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