Home / The campaigns
What's inside
Each campaign gives you that faction's upgraded tier 2–6 creatures at ten weeks of growth and six levels against stronger enemies. There is no kingdom and no map: every level is one battle, fought by hand.
In the game: New Game → Battle Campaigns.
Two modes
Six campaigns of six levels, one per faction, each with its own story and a fixed army.
An editor in the game for your own campaigns: both armies, terrain, objective and enemy hero for every level.
Faction campaigns
A holy order marches into an undead tide — bandits give way to vampires and bone dragons.
Grand Elves and unicorns hold the wood against corrupted beasts and warlock legions.
A warlord binds the rival clans, then wars on a lowland wizard enclave of golems and titans.
Hydras and red dragons burn through the green kingdoms — until a rival Dragon Master answers.
A stolen codex looses the elementals; a Titan-heavy enclave stands against every power at once.
The dead war on the living, from village militia to a crusader church and a grand coalition.
Before every fight
Each level opens on a pre-battle screen: study the enemy stacks, reorder your fixed army, then spend Hero Points on primary skills, secondary skills and spells — buy with a left-click, refund with a right-click.
A one-line objective says how to win the level. The enemy army is stronger on paper.
In Custom Campaigns you pick the faction, set both armies for every level, choose terrain, objective and enemy hero, and can play the campaign straight away.
A campaign is a plain text file. Export in the campaign's menu downloads it; Import adds one that someone sent you.
Either way the Heroes II data downloads in one press — the free demo's, about 20 MB.