271200,
I still can't get over the excitement of mastering new tactics after reading your post about the Fire Wall. I'm talking about the tactic that essentially dictates the path of neutral creatures. And thanks to this tactic, I've seriously re-evaluated the value of the Mine spell. I tried 2 test battles with Expert Mines at Cold Power 4. My army consisted of 2 Efreet and 7 Imps. Battle 1 - 15 Gnomes. Battle 2 - 5 Naga units of 2 each. Both battles were won, and all 16 Mines exploded. In Battle 1, both Efreet survived; in Battle 2, only 1 Efreet survived.
You should direct the regulars of the tournaments to your wonderful section on custom maps – for skill improvement!
The Fire Wall is also good because it has no resistances. It works great against Gnomes, for example.
It's interesting to watch when, for example, three or four units walk in a row across three squares of fire.
By the way, when using the Fire Wall, it's often better not to use Slow. The turn length is reduced, and in one turn, the enemy unit doesn't have time to pass through all three squares at once or gets stuck halfway, blocking the path for other "kamikaze" units.