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The ninth stage of the Kanigem Tournaments

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Fireball;123495
Why don't you just replay the Iron faction's turn management, and see how the hero's movement range changes when you add different units. The patterns are simple, and they're easy to spot. And at least, this question of yours will answer itself.
Yes, when watching a replay, press the spacebar more often and check the hero or unit window to see what happens to the remaining movement points of the units when visiting a particular object.

Added 5 minutes ago
LeSHiJ-MaX;123497
Well, it's always easier to ask if it doesn't hurt. If I don't get an answer, then of course I'll try some options. To go through it myself up to that point, I need to spend 1 or 1.5 hours, because there's a battle there, and I understand how to play that battle. Sorry for being so blunt.
Leshiy, no need to go around. Watch the replay and press the spacebar more often, and then use the mouse to check the fighters, the units, and the castles, etc. You can see almost everything during the pause. The only downside is that you can't save that moment, and therefore you can't load it. So, if you're interested in a specific battle (so that you can try to play it yourself), request a save from that turn, right before the attack on the monsters you're interested in.

Added 44 minutes ago
LeSHiJ-MaX;123480
If you don't mind, IronAxe. I'll bother you with small and silly questions, but they're important to me.
1. Why did you take the squire to the castle, then to the trough, then give him to the heroes to send to their death? Does this somehow increase the duration of the heroes' turn?
Absolutely correct.
1. In the castle, the stable gives +5 movement points. The squire will have 19+5=24. But the heroes have already visited the stable and have 27. Therefore, it doesn't make sense to boost the squire at the moment (but if there were another, faster unit, then boosting it would make sense even at that moment). If the total movement points (not the remaining ones) of this unit exceeded the total movement points of the hero (not the remaining ones). Therefore, the squire runs to the well: 24+7=31, but the game shows 32, probably something with rounding. Now, if the squire runs up to the hero and jumps into his pocket, the hero will show the same total movement points as the squire, i.e., 32. At the same time, it doesn't matter what the current remaining movement points are for the hero and the squire. Now it is considered that the hero moves faster with the squire until the turn ends either for the hero himself or for the squire. Well, if the hero's turn ends, that's clear :) But if the squire's turn ends? What needs to be done? You need to drive another squire to the well through the stable and to the hero, and then disband the first one. Now, since the hero has moved a little closer to the well with the first squire, the second squire will have more movement points left after visiting the well and joining the hero (because the hero was further from the well). Again, the hero will move faster with the squire.
Conclusion: ideally, the hero with 27 movement points will travel as if he had 32 movement points during the turn if he moves with the boosted squire all the time, i.e., further.
If he reaches the well at the last point, he will get another +7. In total, he will make 39 movement points during the turn!!! Often in this game, too, you have to sacrifice a sufficient number of units to get the hero to the well. See the Nature faction's turn on the first turn!!! He needed to paint the mill and reach the well. At the same time, he has 22 movement points because he didn't visit the stable. Now, if the squire runs to the stable, runs to the well, and runs to the hero, the squire will not only run out of movement points, he won't even reach the hero. So, what do we do? First, the hero goes part of the way with the squire who only visited the stable (because 24 with the stable is more than 22 for the hero). After that, as the hero gets a little closer to the well, he is boosted by squires who visit both the stable and the well. The first such squire, let's say, will travel 2 movement points with the hero, and the squire's movement points will run out. But the second squire will travel 4 movement points with the hero. And so, by sacrificing squires, we get the hero to the well, where he will get his +7. Now, after visiting the well by the heroes (who were already in the stable), further boosting with squires doesn't make sense (unless there was another oasis nearby, then think further yourself :). The hero who didn't visit the stable but visited the well should continue to be boosted by squires who visit both the stable and the well. And let's say this hero attacks someone on the last turn and RUNS to the castle :). See the Nature faction in the save. In the castle, he will get another +5 movement points from the stable because he didn't visit it. This is enough for him to touch the stone on this turn!!! In this game, he visited the dog (+500 experience) and the stone (+1000). He definitely leveled up and got the summoning skill. On the next turn, we get a fairy who visited the well: 29+5=34. The heroes from the castle will go to the fairy. Therefore, boosting with the squire 22+5+7=31 or 32 doesn't make sense because 34 > 32. Boosting with the fairy who also visited the stable and the well would make sense, but there are no more fairies!! Therefore, this single fairy doesn't need to show off, it's better to let the heroes ride it and protect it like the apple of their eye and make sure that the Nature faction doesn't summon another fairy on it, otherwise the boost from the stable will disappear. And so, it will work for a whole week if you ride this fairy, and the hero will have 34 movement points on this fairy. And if they visit the stable along the way, it will be 41-42. And if there were more fairies that would bring the hero to the well, and then he would continue to move on the fairy who visited the well, then the hero would make more than 41-42 movement points in a turn, probably about 48-49!! Compared to the hero's full "barefoot" 22 or 27 (with the stable). Almost twice as much!! Does it make sense to move like that and sacrifice units?? Or should I read the topic about the usefulness/uselessness of units in Heroes 4 :) My ears are ringing :)
LeSHiJ-MaX;123480

I think I'll have many such questions (can I ask them here?) and in general, can I ask them, because they are not relevant to checking the integrity of the game?:D Damn, there are such intricate moves!!!
You can ask any questions here. I'll try to answer. Damn, it's hard to be concise. Or maybe you should collect more or less sensible answers to questions in a file. And then open it and start a FAQ topic on Heroes 4. So that all simple or not-so-simple questions and answers to them are in one place on the forum. That would be a useful thing. What do you say? I can give answers, but I'm too old to run a topic, I'll get tired :)

Added 26 minutes ago
Undergrounder;123551

But who knows what the rules are here. Just in case, I'm posting...
The rules here are correct. You see, I'm still alive here :)
Undergrounder;123551

There's only one big mistake in these daily saves - there's one more than needed. :D
And maybe even two :) If you consider that 6(5) is theoretically possible :)
For you, the most difficult battle was probably with the Necropolis when you were playing?? Although it's not mandatory. Aha, I saw how the vampires made a cut in the desert. They walked for three days. And I bypassed the castle with the heroes on the other side. I think the path is longer there. But they reached it in two days.