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Three Questions of the Second Heroes.
Brief introduction.
At the moment, I distinguish three types of gameplay in the second heroes.
1. Offline tournament play.
2. Online tournament play.
3. Amateur play for pleasure.
The material presented in this article refers exclusively to amateur play for pleasure.
First Question.
1 or 7
("When we acquire castles...")
A situation quite often arises where you can take a computer opponent's castle on the seventh day or the first day of the week. Of course, if it is the last castle and there are no more heroes - you must storm it as soon as possible. However, if it is one of the first castles and many battles still lie ahead, it makes sense to think a bit.
Let's try to analyze the main comparative pros and cons of taking a computer opponent's castle on the seventh day or on the following first day of the week.
If we take the castle on the seventh day, then:
1. An additional 1000-1750 will be added to the treasury depending on the castle and its level of development.
2. POSSIBLY there will be a market in the captured castle or the ability to build one. And this may provide an opportunity, by exchanging resources, to build a necessary structure (for example, the highest level of troops) in ANOTHER castle.
3. POSSIBLY everything is ready for building the highest level of troops in the captured castle and we have the resources for it. Then we build these troops and go out with them the next day (more will be added during the week transition!!!).
4. Opportunity to replenish mana.
5. Opportunity to build the next level of the magic guild and another level of the magic guild the following day. Thus, the hero MAY BE equipped with powerful high-level magic (if you are lucky with spells).
If we take the castle on the first day of the week, then:
1. When playing on "Impossible" difficulty, we can get an additional creature growth.
2. POSSIBLY the computer opponent built a structure important to us specifically on the seventh day (for example, the last level of troops or another floor of the magic guild) and we will be able to benefit from this without spending resources.
Thus, based on the troops of enemy heroes and the castle guard, we can make a rough forecast of buildings and decide on the time to take the castle.
Second Question.
4 or 5
("What if they join?")
It is obvious that increasing the number of stacks (squads) of troops in an army increases tactical combat possibilities and very often minimizes losses (and in some cases, a battle can only be won by dividing into the maximum number of stacks).
At the same time, the joining of neutral troops is a serious reinforcement. In this regard, I have repeatedly observed the following moment among strong amateur players. Neutral troops are standing there. A strong amateur looks at them. Then he arranges himself into 4 squads instead of 5 and attacks saying "What if they join...". As a result of the battle, losses exceed those that could have been with five stacks by one and a half times.
How to try and reduce the number of such situations (remember that ghosts and elementals never join)?
1. Hero without Diplomacy.
Roughly estimate (or precisely, using a guide for the second heroes) the strength of your army from the computer's perspective. If it is twice as strong as the neutrals, think further. If it is less than twice as strong as the neutrals - arrange into five stacks: there will be a battle.
So, we have an army more than twice as strong as the neutrals (naturally, you must also try to estimate the neutrals). Try to remember if anyone has attacked them previously. If they did - arrange into five stacks (there will be a battle). If not - estimate possible losses in case of a battle with 4 of our stacks versus 5 of our stacks (it is preferable to "allow" for the possibility of an upgraded squad among the neutrals). If the difference in losses between different numbers of stacks is critical - arrange into five squads. If not critical - try to recruit them.
2. Hero with Diplomacy. First, the same estimation of your and neutral armies as in the previous example. If our forces are more than twice as large - think further. You need to estimate the approximate cost of the neutrals and compare it with your financial capabilities. If the neutrals cost more than the available cash - switch to the hero without diplomacy option. If less - evaluate the expediency of acquiring them, keeping in mind that for the cost of a neutral army we will get a full squad with Expert Diplomacy, half a squad with Advanced, and only a quarter squad with Basic. If the neutrals have previously participated in battles - they join only through Diplomacy. And then it is as in the previous example with one exception. A diplomat hero with an army more than twice as strong as the neutral one and with a sufficient number of troops ALWAYS recruits neutrals (except ghosts and elementals), but whether they join for money or just so depends on the specific save (more accurately, both on the save and the map) and whether the neutrals have had previous battles.
Third Question.
2, 3 or 6
("Who am I going on a campaign with today...").
One of the most difficult questions in both amateur and online play is which troops to buy under conditions of fund deficits.
Two algorithms typical for amateur play are:
-) buy archers with everything, and the rest as change;
-) buy the last level, and the rest as change.
These algorithms have a very deep justification, but they are not the only ones.
Why are archers so often chosen? Because they effectively attack without retaliation (until enemy troops enter direct contact with them). And this allows for minimizing losses.
Why are last-level units chosen? Because they are strong, they have many hit points, and this allows for minimizing losses.
However, today we will introduce a concept that has long existed in heroes: the "strike stack". A "strike stack" is a squad in an army that allows dealing great damage to the opponent and deciding the outcome of the battle. Examples of "strike stacks". The best example of a "strike stack" are skeletons for a Necromancer on an XL (very large) map. Other options: Ogre Lords, Vampire Lords, colored dragons, Titans, Dwarves, Grand Elves; in different games almost any unit can form a "strike stack" (for example, with several external dwellings - Halflings).
Now we can look at buying troops slightly differently. You need to think about forming a "strike stack". And it may well be that we buy not 4 Cyclops and 6 Ogre Lords, but 14 Ogre Lords. When forming a strike stack, you must absolutely consider the upgrade possibilities on the terrain. If a Fort on a Hill is visible nearby, you can buy many Ogres (only 300 gold), then upgrade them, and you will get a strike stack of colossal power. The same, but to a lesser extent, applies to the Foundry and Pikemen/Swordsmen/Golems. By the way, Golems as a strike stack against non-shooting squads (provided there is a Foundry allowing for free upgrades) perform very well.
The second parameter that makes sense to consider when deciding on army composition is the hero's mobility, which depends on the speed of the slowest creature in the army. It is clear that if there are many Halflings, Steel Golems will no longer slow you down. However, for an army of Grand Elves, Druids, Unicorns, and Fairies, it would be better not to take non-upgraded Dwarves (exception - if a Fort on a Hill is visible nearby or if the Dwarves themselves constitute the "strike stack").
The third aspect that is important to consider is the survivability of the "strike stack". It can be increased using:
-) a non-striking stack of archers, taking most of the hits;
-) the presence of a fast stack, allowing magic to be applied first;
-) the presence of flying troops that "plug" the opponent's archers;
-) the ability to "remove retaliation" by hitting an opponent's squad first with any unit and then with the strike stack (so it hits without retaliation).
And finally, one more way to preserve a strike stack.
Buy no more than 4 squads of troops. This will allow you, if necessary, to reform the army, separating single units to remove retaliation, splitting archers, etc., as a result of which losses may be lower.
Until next time!
Best wishes,
Qwerty

Орден Феникса – харизматический :) лидер