There is some inconsistency here. Don't you think?
Regarding Logistics.
Without the skill, a hero has 2500 MP; with expert Logistics - 3249 MP. With Pathfinding, plus 250 MP after each battle. Marauding allows you to not spend movement points when visiting various structures on the map. Pathfinding reduces penalties during movement.
In total, a hero with Logistics covers a much greater distance per day than their counterpart without Logistics; they engage in more battles, find and capture more artifacts, mines, and structures, attack utopias first, and gain more experience. Ultimately, they decide for themselves when to fight the final battle.
2. I can't argue here - yes... with Logistics, you'll clear the map about 30% faster - with all the bells and whistles you wrote - maybe 50%....
Previously, I admit, I also thought that the faster you clear the map, the better - over time, I changed my mind.... One extra skill is a lot...
3. Yes, he "decides" when to hold the finale (but only if he is the aggressor) - but he gets wrecked in it)))
What, do we have a tome of the magic we need in every game? Where do you all get all the spells? And why use all the spells? 2-4 are plenty. Mass Haste and Slow, Mass Stone Skin and Punishing Strike. We have plenty of time to cast them. And the effect of hastening your own troops and slowing the enemy's will be much greater than from one of these spells.
P.S. I lost this battle (left 100 Arcanes/30 Unicorns), but the duel is still in full swing)
I can imagine the surprise of an Orc who maxed out Anti-Chaos when a Warlock arrives with expert Light Magic (didn't expect that, did you?) and low-level spells (since the utopia didn't give high-level spells, and they can't be in the city). The Orc will probably surrender out of surprise and laughter.
I said you need to surprise the opponent, do what they don't expect, but not to that extent))))))
Yes, I'd be happy to take Defense for a Mage and Warlock, but the problem is, there's only a 2% drop chance. How great would it be to have Defense in every game. *dreamily closes eyes*
And by the way, 34 Druids are broken through on the fourth day of the game :p
I have two questions:
1. On what difficulty?
2. Without losses?
p.s. Thanks for the questions!
Added after 9 minutes
1. Regarding magic - if there are 600 Zombies in the army, I think the battle won't end quickly and you can easily cast spells from two schools of magic. And sometimes you don't need that much from a single school of magic.
2. Is the Defense skill mandatory? How will it help me against a Dark Elf? A Mage maxed on Chaos? A Necromancer with a general Destruction beam and Weakness?
1. Against a Dark Elf... if you think the strength of a Dark Elf is only in magic or that he can only win with magic - you are a very weak player (just please don't throw stones at me!)...
2. If your army is strong in defense, and your opponent is any Mage, he will only be able to hit you with magic, and his army will do nothing to you - therefore you just throw your army at the enemy and kill them in 3-4 turns!
3. Regarding the Necromancer - you won't care about those casts... because Defense doesn't increase defense (indeed...), but reduces damage.... by 30%...
3. Again, they're talking about Logistics here and I agree. Far more battles are fought, and if the path of war is developed, you can get so much done on densely populated maps. The main character's level will end up much higher than an opponent without Logistics.
Since two guys are telling me about Logistics, then maybe I should think about it, right? To be honest - I'll think about it, maybe I'll even change something in the article.....