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Tactics and strategy in Heroes of Might and Magic V.

#8
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RAMSnake aka Satanyst;201981

2. In the late game, it's beneficial to give chests to collectors to gain Logistics.
RAMSnake aka Satanyst;201981
1) Don't take Logistics - proper map control will more than compensate for it! And you'll save a skill slot!
There's some inconsistency here, don't you think?
Regarding Logistics.
Without the skill, a hero has 2500 MP, with Expert Logistics - 3249 MP. Plus 250 MP after each battle. Prowess allows you not to spend movement points when visiting various structures on the map. Pathfinding reduces movement penalties.
In total, a hero with Logistics travels much further in a day than their counterpart without it, engages in more battles, finds and captures more artifacts, mines, and structures, attacks utopias first, and gains more experience. Ultimately, they decide when to initiate the final battle.
RAMSnake aka Satanyst;201981
2) Magic - don't take more than one, you won't use all the spells in a battle anyway (except in rare cases).
But do we have a tome of the magic we need in every game? Where do you all get all those spells? And why use all the spells? 2-4 is more than enough. Mass Haste and Slow, Mass Stone Skin and Crushing Blow. We can cast them in time. And the effect of speeding up your troops and slowing down the enemy's troops will be much greater than that of any one of these spells.
RAMSnake aka Satanyst;201981
And try to take the school that your opponent least expects from you... I'll write more about magic later....
I can imagine the surprise of an Orc who has developed Anti-Chaos when a Warlock with Expert Light Magic (didn't expect that, did you?) and low-level spells (because high-level spells weren't available in the Utopia, and they can't be in the city) comes to him. The Orc will probably surrender from surprise and laughter.
RAMSnake aka Satanyst;201981
3) Defense - it's a must for everyone, without exception. Fewer losses on neutral creatures - more troops in the final duel! A Mage should take Defense - it's a MUST! The longer your army lasts, the more spells you can use!
I would gladly give Defense to the Mage and Warlock, but there's a problem: only a 2% chance of it dropping. And how great it would be to have BDP (Bonus Defense Points) in every game. *dreamily closes his eyes*
RAMSnake aka Satanyst;201981
4. Army control....
I am considered a great player (this is not true!)...
He said it so modestly:rolleyes:
RAMSnake aka Satanyst;201981
I don't attack Druids/Mages and other casters unless absolutely necessary - only if there's a valuable artifact or VERY needed resources nearby - because I know there will be losses.... When I attack strong neutrals, I know their weakness, and if I don't have a way to exploit it, I don't attack.... Of course, tactics in battle are also very important - I'll write about it later (but it depends more on experience)...
I remember that on AG (Armored Games), they suggested a tactic: first, accumulate dragons (or someone else) for six months, and then leave the city and destroy everything. No Druids can withstand such a tactic. :smile13:
And by the way, 34 Druids can be reached on the fourth day of the game:p