The game has been out for a long time, and people are still arguing about game tactics.
Which is not surprising, considering how many possible game scenarios there are in "Heroes," as well as the large amount of randomness involved.
Actually, the first point is still manageable – although the number of combinations of castles, heroes, and maps is enormous, various tactics could still be anticipated and calculated... but the randomness in skill acquisition and monster placement on the map always introduces an element of surprise. That's why statements like "if you really want it, you'll get it" sound so ridiculous. It's more like, if the computer wants to, it will give you a certain skill, but otherwise, there's always a chance of getting nothing, and this is easily proven by mathematical statistics...
By the way, what I've always disliked about "Heroes" is precisely this last point – because it often happens that the opponent's luck negates all your calculations. :) Of course, this is assuming equal skill levels, but in this case, you can't always talk about skill, because the game is turn-based, so if the map isn't random, you can play according to pre-planned strategies.
In general, I'm saying all this because when I read such arguments, I always notice how pointless they are, because when proving the importance of something, the authors forget to mention the conditions under which it is actually important. And they don't provide examples...
Wüst und leer und ohne Segen.
Hier bin ich durch dich gefangen,
Muss für dich durchs Feuer gehen.
Du siehst mich in Flammen stehen,
Glühend will ich dich empfangen.