Auto-translated
Okay, let's make dragonfly units with heads, no problem!
Regarding 3D, I think I'll figure it out quickly. But it would be helpful to extract a few models from HoMM to understand how the developers did it.
Added 9 minutes later
I understand that the "Swamp" race being discussed is already established, and I want to express my respect for the work that has been done. However, what about adding the following creature properties to complement the picture, as options:
Evasion – 10% chance to avoid damage in melee combat, 20% chance to dodge ranged attacks (The abundance of trees, bushes, and various vegetation has taught the swamp dwellers to use the terrain to set ambushes or hide from the enemy).
Ambush – when an enemy creature passes by a swamp unit (to another target), there is a 15% chance that the swamp unit will attack the enemy, thereby stopping it in its current position (To survive in the swamp forests, the locals learned to unite in settlements. This made it easier to hunt and defend. Over time, this way of life led to perfect cohesion among all the inhabitants of one village. As a result, each inhabitant of the village instinctively protects his comrade-in-arms).
Knowledge of the Terrain – do not receive movement penalties on the battlefield on enemy territory (The harsh living conditions from childhood temper the inhabitants of the swamp forests. As a result, the locals gain the ability to easily find their way even in the most impassable terrain).
Exhaustion – there is a 25% chance that an enemy land unit, when approaching a swamp creature, will lose 20% of its attack for one turn (The swamp forests have long been known for their impassability. The humid climate and abundance of vegetation make it difficult for foreign troops to move around and exhaust the enemy so much that they need time to recover their combat readiness).
I want it to be a new race, with its own game strategy, its own characteristics, strengths, and weaknesses!