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Perhaps it’s worth distinguishing between a chain and a combat unit.
A chain is a sequentially arranged group of heroes that connects a town and heroes operating on the front lines. They act like an umbilical cord through which troops are transferred.
A combat unit consists of two or more heroes clearing out a respawn point. One of them is the leader (the main hero), and the others are followers (less experienced heroes). Different types of objectives should be assigned: dungeons, respawn guards, resource nodes, and anything more complex – these are for the leader; simple monsters, crypts, small resource nodes, and anything easier – these are for the followers. The army should be transferred quickly from the leader to the followers and back for the best possible clearing of the respawn point.
At the same time, heroes from the chain may sometimes join the battle, while heroes from the combat unit should be able to quickly form a chain when needed.
In other words, the game should be evaluated dynamically. For example, a guard that a follower cannot defeat in the first week may become easily defeatable for them in the second week.