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Tactics for Dungeon.

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KostyaN;203040
Well, I can make a "chain," albeit clumsily, but how do you use it to defend something else (the most pressing question: where do you get so many troops and gold?) and what else can it be used for (e.g., do you need to defend and regularly visit various "discos" and mills?) - :smile32:, they can just "graze" in one place for a few days after passing the troops...

The idea of the chain is to create a kind of carousel. The army fights, and 3-4 heroes take turns each day, passing the army to each other. This way, the army's efficiency is many times greater.
Of course, the main hero handles the difficult battles, while the others scout for resources, dungeons, and so on.

Added 5 minutes later
Dirty_Player;203015
Let's discuss this a bit... Why has Gunnar's (Kirr, Dessy) logistics suddenly become overpowered? There's only a 600 MP difference between a regular hero and a level 20 Gunnar, which is 6 steps (4 diagonally), and that's a bit more on the road...

BUT IS THIS CHEATING????
If this is cheating, then what about Tazar?

P.S.: In TES, it would be like this: 2600 for a regular hero and 2700 for Gunnar... only 1 step advantage!!! This is called depriving a hero of their specialty, not balancing!
12 steps on a "paved road." Is that a little? And that's every day!
Over a month of gameplay, that's an extra 3-4 game days. And if you need to chase after a logistics hero in the late game with a larger army, it's simply impossible. That's why Kirr wasn't allowed to visit stables in the late game in the Chaos League!

Regarding logistics heroes in TES. Kirr is still used by all the top players. This means he's good. In the early game, the bonus is even greater than in SoD
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