
In late-game their defense-reducing ability scales very well and they deal absurd amounts of damage. Their building has the fewest prerequisites of all level 7 buildings so you can start amassing them early. Their only downside is that they are slow - but that's what you can fix with Tactics and Haste. Because they are not immune to spells, they *can* get resurrected. However, they defeat all other level 7 units in 1v1 combat, except Haspids, and are also the cheapest level 7 units. Yes, they don't have a 2-hex breath attack, they can't resurrect dead allies and they are not immune to spells.
Don't be fooled by the low AI value of Behemoths. With four Cyclops King stacks and neither Ballistics nor Earthquake you will still destroy all defensive structures within two rounds. If you additionally have Expert Earthquake, you can take down the entire defensive structures in only two rounds. In Round 2, some towers will already be destroyed. After 3 rounds, you have destroyed everything. With Expert Ballistics and two stacks of Cyclops Kings you can get 2 + 2*2 = 6 attacks onto walls per round this way. After 18 hits, the entire defensive structures are destroyed. Consider splitting your Cyclops Kings into 2-4 stacks so you can take down the walls effectively. You need to get the Behemoths and/or Ogres involved. You have only two mediocre damage-dealing shooters and one expensive flier. Expert Teleport lets you teleport troops behind walls. Expert Teleport and Earthquake are your spells when besieging a town with a castle (Teleport is hard to get though). They deal an immense amount of damage but are very fragile. Always have your Wolf Riders strike not as the first one so they won't receive the retaliation. Be aware that Tactics and Haste are incredibly important to get the rather slow Stronghold units engaged into combat. That is sufficient to take down the rest in melee 1v1. You should get ~4 hits before they retaliated once against you. Then, you get the same situation as before and repeat until the Behemoths are dead. In the next round, everyone runs out of reach in one direction, only one Hobgoblin stays behind in reach of the Behemoths to lure them away. After the Behemoths moved, the big stack attacks on the side where they have more space to run away. Then, the Behemoths approach but can't attack because nothing is in range. One single Hobgoblin attacks the Behemoths to take the retaliation. The strategy is as follows: The Behemoths are in reach of the Hobgoblins but the Hobgoblins are just outside the Behemoths reach. This big stack is in the last slot (on the bottom when fighting). Make 6 stacks of one Hobgoblin and the last stack has all remaining. Similar for other tough but slow monsters that are a single stack. With 70-80 Hobgoblins, you can already take down 3 Behemoths and conquer a Behemoth Crag in the first week. Giving them to secondary heroes they will give them a lot more movement points (only Sprites and Centaur Captains are faster). Hobgoblins are excellent 1st level creatures due to their high speed. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns. Armies composed of stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. Some may find the information in this section subjective or irrelevant. Ranged (24 shots), Can attack siege walls Ranged (16 shots), Can attack siege walls Necromancy and Navigation are not available for battle mages. Necromancy and Water Magic are not available for barbarians.
Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.
Warlords' Monument - ( Grail building, +20 Attack to defending hero). Hall of Valhalla - (+1 Attack to visiting hero). Escape Tunnel - (Unique building, allows defending heroes to retreat during a siege, but not to surrender).
Mess Hall - ( Goblin horde building, +8/week).Freelancer's Guild - (Unique building, allows to sell troops for resources).Ballista Yard - Allows visiting heroes to purchase ballistas in addition to the ammo carts provided by the blacksmith.
#Stronghold 3 manual#
With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns." RoE manual Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. "Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Stronghold is a neutral alignment town with the barbarian and battle mage hero classes. Fully built Stronghold, as seen on the adventure map.