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Tactics and strategy in Heroes of Might and Magic V.
Oh, there are so many debatable statements here; it's impossible to cover everything! Let's go through them in order.
1. Economy. Pro players play on high difficulty levels, which means there won't be many resources at the start.... First, you need to estimate (or calculate if you're a genius – I'm not) how many resources will be needed to build a town.
Most often, they play on Veteran, and there are definitely resources there. And even on Hero, things aren't that bad. An experienced player knows exactly how many resources are needed for optimal construction, depending on the time frame, the starting level of the Castle, and the race. They also know the ranges for creatures and dwellings, with only a slight adjustment for random chance.
!!! Also, it is important to capture mines in a timely manner (especially gold mines). If possible, equip as many heroes as possible with gold sacks (even if you have to buy them) – they will pay for themselves....
The sacks pay for themselves in 10 days (!!!). On what day are you going to start buying artifacts, and how many days are you going to play?
About treasure chests. At the beginning, it's worth taking experience from them – as this will significantly increase the hero's growth (obviously, the starting hero), but at a certain stage – it's worth switching to money (this stage is different for everyone – for me, it's level 20)....
Sometimes it's really worth taking treasure chests for experience if you urgently need to get a specific skill. But in most cases, money is taken, and certainly not after level 20. Besides, this is a wasted turn for the main hero.
I don't think I need to remind you about building profitable buildings in the town; they need to be built as quickly as possible, even at the expense of everything else.
Only on extremely poor maps. In all parts of Heroes, troops are built first, bought with money from buildings and treasure chests, and then help the hero gain experience in battles, and not experience (almost always less) from treasure chests, and we build money and sit without an army.
1) Don't take Logistics – грамотный control of the map will more than compensate for it! And you'll save one slot!
Not really: think about when you take Logistics. The skill is, of course, not as must-have as in Heroes 3, but it decides the game on many classes of maps. For example, with a large center that can be captured in a couple of days, and the opponent is left out in the cold. The opinion that Logistics is not needed in the final is extremely wrong. A Logistics hero not only chooses the time to attack, i.e., can gather bonuses for Luck, Morale, and 10% HP for the final battle, which more than compensates for the loss of a slot in battle, because the enemy will not have these bonuses, but statistically has more artifacts. Moreover, there are Native Lands for warriors and Spell Power for mages – awesome things.
And finally, "Banshee's Cry" – already at the beginning gives you a very good advantage over neutrals (-2/-2/-20%), and with a good selection of artifacts – even better... In the final duel, there will be no trace of the opponent's morale and luck (with a rare exception).
Dreamer, not 20%, but 10% (or did they change it in 3.1?). And considering that Luck and Morale now increase by 10, the Daedra specialization is useless.
I advise you to take the perk that grants mass Stone Skin.
If you are going to fight defensively in the final, maybe it is better to level up to Readiness, especially if you have Vampirism?
And by the way, 34 druids break through on the fourth day of the game.
Can we stop talking about this cliché? Yes, I break through sometimes, in some cases, but not always and not with everyone. This is скорее an exception than the rule.