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#9
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Well, I'll share my opinion about the first week of the game.
1. The player's skill level is not professional. Even when playing on a completely unfamiliar map, just for fun, without aiming for records, etc., the player's technical skills clearly show some shortcomings. Also, a number of inexplicable mistakes were made, which lead to this conclusion.
2. Inaccuracies in the first week of the game.
In addition to the above, I would add the following:
-) when building, troops are immediately bought. These troops do nothing; they just stand in the city. If this is to protect against a hero with the Dimension Door spell, it is clear that they are unlikely to be able to do anything against such a powerful hero. If it is done for some other purpose, it is unclear what that purpose is. I would like to remind you that in the second game, upgrading troops costs twice as much as the difference in price between un-upgraded and upgraded units. Thus, by buying un-upgraded units unnecessarily, the player loses a significant amount of gold.
-) timidity in the game. The player's strategy is clear: clearing the area around the castle and leveling up the main hero. But at the same time, when the second hero could easily break through the Mercury Laboratory, guarded by peasants, without any losses, he did not do so, as a result of which he missed out on resources.
-) lack of interaction between the heroes. When the secondary hero passed by the main hero, he could have transferred all the troops to the main hero, except for 1 pig, because it became clear that the player intended to fight only with the main hero. However, this did not happen.
-) playing with too few heroes. It was clearly possible to organize a third hero, which could have paid off with an earlier capture of mines. For example, on the second day, after building the birds, a hero could have been bought, given these birds, and even within the framework of the existing strategy of all battles only with the main hero, the third hero could have transferred additional troops to the main hero, with which it would have been possible to solve quite serious tasks. Moreover, an excellent necromancer hero appeared for recruitment, who is fast at the start, with archers, and with the scouting skill.
3. I liked that the player built everything that was needed. I was also very inspired by the rapid start with the purchase of all troops, although this faded somewhat later.
4. Second week. I didn't like that the main hero didn't break through the goblins before the stone mine. The battle was easily won with minimal losses, or even without any losses. Strange maneuvers at the end of the week. A hero who has pigs at the beginning of his turn moves 4 squares across the grass, which is more than a hero who has iron golems at the beginning of his turn. This was clearly not taken into account. Next. Battle with archers. With this number of units, the priority is the mage squad, so casting Stone Skin on the halflings is just a waste of 3 mana. And the mages received from 0 (with morale on their troops) to 2 (with morale on the archers) hits, that is, the mage was not targeted in any case.
5. In the second week, I really liked the choice of leadership for the secondary hero (instead of expert wisdom). The fact is that leadership is sometimes required to select artifacts, so this decision seemed very interesting to me. I also liked the typical maneuver: preliminary scouting of the hut with the secondary hero's scouting skill (so that if the skill turns out to be useful, send the main hero there, and if not, don't send him).

Орден Фениксахаризматический :) лидер

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