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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1477
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AndreyG
This approach, in a way, devalues low-level creatures. I remember you mentioning that one of the key ideas behind your mod was taken from chess – creating threats and countering them. And with this skill, it's unclear – there's a threat, but how do you counter it? It feels like such an ultimate skill doesn't fit into the overall concept.
Low-level creatures also have positive perks: battle frenzy, resilience, and troop gathering.
And high-level creatures have negative perks as well: deadly cold.
Artillery is at its strongest in the late game and weakest in the early game.
Furthermore, there's a way to defend against it by using rounding when splitting units: for example, splitting Knights into 9+9 instead of a single unit of 18.
Or you can focus on high-level troops and avoid losses using the method described above.
Does artillery seem so powerful that it needs additional defensive measures?
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат