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Isn't the "hit-and-run" tactic in the world map based on Baev's interpretation, specifically direct damage magic? I think this approach is understandable and convenient. By the way, if you prevent the hero being attacked from using magic, it opens up possibilities for tactics like breaking up the enemy's heroes. Under certain circumstances, a logistics hero, for example, could become almost invulnerable.
In light of our last game, an idea arose on how to reconcile supporters and opponents of the "rest" rule upon meeting: as I understand it, the idea behind this rule is to eliminate early battles where some castles, like Castle, have a significant advantage. On the other hand, we'd like to have the option to initiate a rest if the situation is unfavorable.
So, here's the proposal: consider either capturing outposts, castles, mines, secondary resources, or encountering the opponent's main army as grounds for initiating a rest; contact between weaker heroes should not be a reason.
The rule sounds a bit complicated, but it doesn't need to be mandatory. If players don't develop well in the early game, this rule is unnecessary for them. However, if development is good, it's frustrating when you have to initiate a rest just because you killed a scout somewhere on turn 115; waiting until turn 117 is also not an option.
How do you distinguish between armies? Well, let's say we create a division based on 50 hit points; that is, if an army doesn't have 50 hit points, it's not considered a main army (a weaker army).
This rule is proposed as an additional rule, subject to mutual agreement.
There's also a simpler option: make it so that a rest upon meeting is only considered if one of the players wants it.