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Tactics for the Stronghold.

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Er@ser;130792
I completely agree. Ultimately, the game is designed to eliminate all sorts of "surprises," and trying to force Heroes (SoD, AB, 3.5) into the framework of a single tactic is simply a crime, although there is, of course, a foundation for development, but not a "universal tactic."
Hmm, let me put it this way so as not to be immediately attacked...
The point is not about a single tactic; rather, Gunar described not a specific tactic but the principles of strategy games.
And these principles, as described by Gunar, can be characterized by two fundamental ideas:
1. Rapid scouting.
2. Rapid, aggressive development.

Can these two principles be applied to all the versions of Heroes mentioned? I personally believe that they can. Moreover, these are the principles that underlie the vast majority of strategy games, both turn-based and real-time.

Of course, one can describe cases where the tactic needs to be changed, but isn't there an exception to every rule?

P.S. And regarding Heroes, I categorically disagree with Alex_R about the 75%.
And a big thank you to Gunar for his patience and willingness to do something for the people; such initiatives should not be discouraged.

Added after 9 minutes
Alex_R;130709
I'm telling you that it's not universal, or are you presenting your IMHO as an argument? I don't have "fresh examples" right now, but in ordinary random games with 200% difficulty, the monsters are strong, and there will be no easy pickings on any of the maps, and in the first week, there will be a maximum of 3 heroes - and even on the 3rd week, there may not be 8 heroes, etc.
And here, allow me to express myself in the style of one of our well-known humorists from a website that shall not be named: "Haha."
If we're talking about Fixes, then we can still have some kind of debate, because in Fixes, you can draw whatever you want, but in the case of STANDARD templates generated for SoD (I don't know if there were any other templates in Armageddon?), the situation is completely different. For random games, what Gunar writes is 200% applicable, and that's the only way to play most effectively. If there are a maximum of 3 heroes on day 1, then you can just give up :). If you want, search the internet and look for descriptions of games from Chaos tournaments, where the game was played at 200% on fairly difficult templates with strong monsters. By week 3, people were consistently breaking utopias, not just barely managing to buy heroes.
And there were frequent cases of breaking utopias on week 2.