That's exactly what it's about – fighting against NEUTRAL factions. And if you encounter a well-developed hero, for example, from a Castle. On the first turn, Arhu casts Slow, and that's it (and the Swamp hero will be very unlucky if he doesn't have air magic with Haste, that's the only thing that can save them). By the way, Tazar has a very low chance of getting air magic (1, while mages have 6). But he has a higher chance of getting skills like Scouting, Pathfinding, Ballistics, Navigation, and Marksmanship (7-8).
Yes, cast Slow, and you'll have a significant advantage. But not a guaranteed victory. But I have a question for you, slightly off-topic: what's the point of Scouting? It seems to me that Scouting is completely useless, at least in "Heroes 3: Armageddon's Blade." What's the use of it? It reveals more of the map, so what?
And you're wrong to think that the Swamp army is weak. Oh, how wrong. They have many abilities. Just the Basilisks alone are worth something. Sometimes, half the army is paralyzed by Basilisks. And the Gargoyles, which tear through level 6 and 7 creatures like nuts? They'll kill even more with their gaze than they do with a normal attack. And the Wyverns, which poison? Your opponent will be happy when their, say, Phoenixes lose 25 health points each turn. You can take down those Phoenixes with them. And the Snake Spirits, which not only dispel spells but also inflict Weakness? And the Hydras, which attack everyone around (even if they are weak)? Well, I agree that the Archers are weak, but it's all compensated for (as someone correctly noted in a thread) by the army. Yes, they have relatively low health, but the defense skill of the heroes and creatures is very high. I used to think that the Fortress had the best defense. Look at how the hero develops in the skills that are given to him for each level (don't count the ones you choose yourself), look at the statistics of the creatures, at their defense. Everywhere, the defense will be very high. You may disagree with me that the Swamp is good, but believe in their strength. Even the Tower (which is the strongest in magic and has a good army) can't always cope with the Swamp. I really like the Swamp, but now I'm expressing my opinion about it independently of my sympathy for it.
Added 8 minutes ago
The Swamp is a race with weak defense and low speed (except for the Snake Spirits, of course), but with strong attack and good abilities. The Bull Warriors can easily take down level 7 creatures, but they become victims themselves. In general, Swamp units die too easily. Constant losses deplete the army and slow down development. In short, you can't get enough reinforcements. They should have had a growth rate like the Elementals (150%), then they could at least compete. In addition to all this, the heroes are also clumsy; they just can't learn magic properly. I think that the 3 heroes are more about melee combat than magic.:smile19:
You're wrong, my friend, the Orcs (Stronghold) have the strongest attack. Look at their heroes, and also look at the Swamp, as I said – most heroes-knights in the Stronghold get attack for each level, while the Swamp gets defense. The Swamp has the strongest defense. And it's not easy to defeat the Swamp. Only all creatures except Archers and Gnolls have it.
And you're wrong, man, to dislike knights so much. Yes, when the army is not yet developed and small, a mage is much stronger, but excuse me, when the armies are huge, magic can't really help much. Moreover, you can make a decent mage out of a knight, just as you can make a decent knight out of a mage. And when the game goes on for a long time, you can turn a once-ordinary Swamp hero into not only a great knight but also a mage, by visiting cities with level 5 mage guilds and taking mage artifacts. It all depends on the skill and dexterity of developing the hero. And even on a little luck.