The Born and Hell map is the same template I believe as the final mission from the orginal Majesty 2.
I like to try different strategies on this map and the donkey map just for kicks.
I am have beaten both of these various ways, for repetitive replayability.
The most consistent/easiest way of defeating this map for myself has been to clear the southern dens and get upgraded trading posts with one guard tower up. The positioning of the tower is helpful as the individual spawns from off the map that time could be attacked by both at the same time instead of just one or the other.
(Easiest clear order/monster den difficulty SW,SE,NW,N,NE)
The Southeastern den vampires are annoying early on use a high enough attack flag to get a lot of heroes on them at once. If you don't get the skeleton dens early enough there are too many for you to handle.
As you clear north I get the near imp den and then go northwest for the wraith dens. The northern trading posts seem to need a dwarven tower each and I would use a protect flag on the post until both are built in each spot.
I like to get a Warrior, Cleric, Ranger, Wizard, Rogue combo going ASAP. And group the rogues into a group of three or leave them solo for a while the War, Ranger, Wiz, Cleric groups. (2 w/War lead one with Ranger lead*. The rogues seem more willing to attack a den at lower flag prices which can be good or bad if the corresponding spawns.)
Later I like to add a dwarves, paladins and priestesses and at times another set of clerics and/or temple dps class. (*A Ranger,Dwarf, Wizard, Cleric group is very nice for searching areas where you know a high level mob will likely be encountered.)
I would not advise spawning a wizard before you have some clerics up at the start. One attack flag and then two on dens early on to get your heroes somewhat grouped.
I personally like to keep the number of towers I use to a minimum as they take potential experience away from heroes. two or three dwarvern towers with a regular tower near the castle and trading post work well (group them into a small diaglonal grid or adding points to make connected trangles); especially for the northern wave assualts later until you get steady elementals later by which time you won't really need towers. Might add a stray tower for a key building that seems to get too many rats etc at once.
Defense flags can work well but are clumsy(I especially dislike them for the hunt for donkey mission), I prefer getting a decent economy going and then relying on attack flags. For the waves with lots of mobs tag one of every 3-4 grouped mobs usually heroes will snag the others since they are close and attacked by them, but keep on eye a lose mob doesn't go off and snag a key building. The hunt for donkey I use lots of 200-500 attack flags by the time the the archers of helia and krypta priestesses come. When you have elemetals later on place the closer attack flags(one you want to kill first) with 500-1000g and the others with 300-500 this will tend to prioritize the heroes decently. (Make sure you have Statue of the King.)
Marketplace asap, one to two trading posts as early as safely possible. The southwest one does ok for a bit upgraded without a tower. Blacksmith once all heroes have one upgraded ability.(Wise for mages to have iceblock spell whatever it is called lvl 2/500g) All level one b/s then upgrade 1k for dwarves usually. I usually skip the magic bazaar unless I have a ridiculous amount of money to waste with 1-5k attack flags as heroes waste money on pots over equipment, think that is discussed elsewhere in the forums.
Just my 3 cents.
I like to try different strategies on this map and the donkey map just for kicks.
I am have beaten both of these various ways, for repetitive replayability.
The most consistent/easiest way of defeating this map for myself has been to clear the southern dens and get upgraded trading posts with one guard tower up. The positioning of the tower is helpful as the individual spawns from off the map that time could be attacked by both at the same time instead of just one or the other.
(Easiest clear order/monster den difficulty SW,SE,NW,N,NE)
The Southeastern den vampires are annoying early on use a high enough attack flag to get a lot of heroes on them at once. If you don't get the skeleton dens early enough there are too many for you to handle.
As you clear north I get the near imp den and then go northwest for the wraith dens. The northern trading posts seem to need a dwarven tower each and I would use a protect flag on the post until both are built in each spot.
I like to get a Warrior, Cleric, Ranger, Wizard, Rogue combo going ASAP. And group the rogues into a group of three or leave them solo for a while the War, Ranger, Wiz, Cleric groups. (2 w/War lead one with Ranger lead*. The rogues seem more willing to attack a den at lower flag prices which can be good or bad if the corresponding spawns.)
Later I like to add a dwarves, paladins and priestesses and at times another set of clerics and/or temple dps class. (*A Ranger,Dwarf, Wizard, Cleric group is very nice for searching areas where you know a high level mob will likely be encountered.)
I would not advise spawning a wizard before you have some clerics up at the start. One attack flag and then two on dens early on to get your heroes somewhat grouped.
I personally like to keep the number of towers I use to a minimum as they take potential experience away from heroes. two or three dwarvern towers with a regular tower near the castle and trading post work well (group them into a small diaglonal grid or adding points to make connected trangles); especially for the northern wave assualts later until you get steady elementals later by which time you won't really need towers. Might add a stray tower for a key building that seems to get too many rats etc at once.
Defense flags can work well but are clumsy(I especially dislike them for the hunt for donkey mission), I prefer getting a decent economy going and then relying on attack flags. For the waves with lots of mobs tag one of every 3-4 grouped mobs usually heroes will snag the others since they are close and attacked by them, but keep on eye a lose mob doesn't go off and snag a key building. The hunt for donkey I use lots of 200-500 attack flags by the time the the archers of helia and krypta priestesses come. When you have elemetals later on place the closer attack flags(one you want to kill first) with 500-1000g and the others with 300-500 this will tend to prioritize the heroes decently. (Make sure you have Statue of the King.)
Marketplace asap, one to two trading posts as early as safely possible. The southwest one does ok for a bit upgraded without a tower. Blacksmith once all heroes have one upgraded ability.(Wise for mages to have iceblock spell whatever it is called lvl 2/500g) All level one b/s then upgrade 1k for dwarves usually. I usually skip the magic bazaar unless I have a ridiculous amount of money to waste with 1-5k attack flags as heroes waste money on pots over equipment, think that is discussed elsewhere in the forums.
Just my 3 cents.