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Heroes 5.5 WarGame Edition - Tactical Edition.

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I have distributed the creatures into classes, corresponding to the racial characteristics (see the attachment). I managed to achieve 100% consistency across all creatures. Now, let's go into a little more detail about the racial characteristics. 1. Dwarves = PowerTank (low-initiative tanks). In the original game, dwarves were not characterized by low initiative. However, I wanted to particularly emphasize the dwarven "invulnerability," which is achieved in two ways: by reducing initiative (the lower the initiative, the stronger the physics) and by increasing tanking ability (that is, focusing physics on survivability rather than damage). There are no units with high initiative and damage (RusherSlayer, BattleSlayer, RusherFighter). 2. Humans = BattleTank (tanks with low damage). In the original game, humans did not have a clear direction, but specializing in defense is the most logical approach. Since humans have access to both Light and Dark magic, human combatants (heroes with spellcasting skills) have the greatest potential in a long game, and to realize this potential, a high level of survivability and the absence of too fragile units are necessary. There are no units with high damage (RusherSlayer, BattleSlayer, PowerSlayer). 3. Elves = RusherTank (high initiative, low damage). In the original game, elves had a pronounced preference for damage, which contradicted the low attack of the heroes. But since the elves' native school is Summoning, plus the physics of the heroes is focused on defense, it is logical to choose a tanking direction (having a super champion of survivability - the Ent). There are no units with high damage and low initiative (PowerSlayer, PowerFighter, BattleSlayer). 4. Mages = RusherFighter (high initiative, low power). In the original game, mages could not boast particularly high initiative without mini-artifacts. But it turns out that many of the mages' creatures simply lend themselves to high initiative (gremlins, djinns, rakshasas). And the physics of mages is traditionally weak, so the emphasis should be on initiative. There are no units with low initiative (PowerTank, PowerFighter, PowerSlayer). 5. Shadows = RusherSlayer (high initiative, low survivability). Like elves, they have high initiative, but with the opposite direction - towards damage, which perfectly corresponds to the character of the heroes of this race. The complete opposite of dwarves. There are no units with low initiative and high survivability (PowerTank, PowerFighter, BattleTank). 6. Demons = BattleSlayer (damage dealers with low survivability). The opposite of humans, focusing on combat damage. There are no units with high survivability (PowerTank, BattleTank, RusherTank). 7. Orcs = PowerSlayer (low-initiative damage dealers). In the original game, orcs were not characterized by low initiative. But, similarly to dwarves in defense, I wanted to particularly emphasize the super-powerful attacks of this race, which is achieved by reducing initiative and distributing all physical power to damage. The opposite of dwarves in damage, but similar in initiative. The opposite of shadows in initiative, but similar in damage. And finally, completely opposite to elves. There are no units with high initiative and survivability (RusherTank, RusherFighter, BattleTank). 8. Undead = PowerFighter (low initiative, high power). In the original game, the undead were characterized by low initiative, but also had a tendency towards low damage. Here, I wanted to focus on the maximum physical power of the undead, both in attack and in defense. So that the attacks of the undead, as well as its invulnerability, would inspire real fear in players. The opposite of mages. There are no units with high initiative (RusherTank, RusherFighter, RusherSlayer).
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Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат