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The main problem with Heroes 6 (at least the original version) is the too linear encounter in the "center" at the end of the first week and the beginning of the second. After that, very often, whoever gets more powerful units along the way simply pushes the other player into a corner, and then the whole question becomes whether there is air control in that corner, so they can break through to new zones, bypassing the opponent.
Or maybe this isn't a problem with Heroes 6, but rather its unique feature? Maybe it's easier to slightly adjust Heroes 6, as Russel did in the MIX template? In the beginning of the second week, the encounters and wars involving both main heroes and lesser heroes introduce something new to the game, rather than the usual gameplay, as in Heroes 6LM, where you just pump up support units and start taking over cities; whoever has more support units and luck wins.