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When I was talking about the combat mechanics, I was, of course, referring to the presence of heroes on the battlefield. And I only mentioned Horna as an authoritative example. I doubt there are any calculations on paper, although I don't think anyone would stop us from repeating them.
If we take a standard situation from the fourth game: 3-5 heroes and 4-2 monsters. Then, in principle, you don't even need to calculate much; the number of possible behaviors in combat is simply overwhelming.
If you have 4 heroes with magic and three types of monsters (and even better, each with their own spellbook), then it creates the illusion of a huge number of options, but it's only an illusion because, in reality, the choice for each unit will not be too great. When comparing the third and fourth games, it can be said that all the options from the third game are, in principle, also available in the fourth, but the reverse is not true. Compared to the fifth game, only various kinds of "potions" stand out, but the theory of combat in the fifth game is complicated by a much more developed system of skills. That's why I said that I don't know how to compare them in terms of complexity on the battlefield.