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Heroes 2: Beginner’s Guide

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Well then, let's talk a bit about the characteristics of various castles.
Let's start with the Barbarian.
First of all, I would like to note that this castle is often underestimated not only by beginners, but also by amateurs and even veterans.
Quite in vain!
On a significant number of maps, this castle is not only equal to the others but is one of the strongest!
Let's start with a brief description of the castle's troops.
So, the troops are: goblins, orcs, upgraded orcs, wolves, ogres, upgraded ogres, trolls, upgraded trolls, cyclops.
Goblins, with their average speed (4), health 3, and—importantly—the same "dwelling" frequently found on the terrain (a building where monsters are given for free), are a perfectly acceptable first-level unit, but only for a hero with good strength parameters. Attack 3, defense 1, damage 1-2.
Orcs, with their very low speed (2), relatively small arrow reserve (8), and health 10, are more like expendable material in the very first stage of the game. They can be interesting in number (since heroes often start with second-level units immediately), especially if there is a building on the terrain where orcs are given once a week to whoever wants them first. Attack 3, defense 4, damage 2-3.
Orc Chiefs: speed 3, arrows 16, health 15. Quite normal fighters for their level considering shooting and damage (3-4). Attack 3, defense 4.
Wolves: speed fast (6), double attack (damage from one "bite" 3-5), decent attack (6). The weak point is defense (2) and number of hit points (20). Nevertheless, at a cost of 200, the unit is quite interesting, particularly due to the ability to mechanically "cover" shooters BEFORE the enemies arrive/reach them, as well as for magical initiative in a number of battles.
Ogres. On one hand, 40 health. On the other, speed is very low (2). Practice suggests that this is not the most useful unit, although it possesses the best health-to-cost ratio. Attack 9, defense 5, damage 4-6.
Ogre Lord. Health 60!!! This is a record holder for the fourth level in terms of hit points. The rest is not as important; however, average speed (4), attack 9, defense 5, damage 5-7.
Advice for beginners and amateurs: the computer loves to blind this unit, keep that in mind!
Troll. Health 40, shoots, average speed. Attack 10, defense 5, damage 5-7. But that's not the point! It regenerates! That is, after each battle round ends, the troll has 40 health again!
Advice for beginners and amateurs: by using this feature of this unit, you can fight a large number of battles without losses in the early and middle stages of the game.
War Troll. Differs from the troll by higher speed (5) and a slightly increased damage value (7-9).
Cyclops. Speed brisk (5), health 80, attack 12, defense 9 (a bit too low!), damage 12-24. In addition to gold (750), it costs crystals (1). Distinctive features: hits two targets (like a dragon or phoenix), and in 20% of cases can cast the "paralyze" spell.

Now a few words about the specifics of building up this castle.
Guys, you need stone. A lot. Very much so. In addition to stone, you will need wood and crystals. And that's it; other resources are not needed (not counting, of course, the construction of the Mages' Guild).
Advice for beginners: when playing as Barbarians, capture stone mines as early as possible.
The main "highlights" among the troops are trolls and ogre lords.
Advice for veterans: think about whether it is necessary to build up cyclops?
Besides everything else, there is another interesting nuance that significantly affects gameplay with this castle. This is the presence of a special building within reach (the so-called "fort on the hill"), in which orcs and ogres are upgraded for FREE. The difference between upgraded and non-upgraded troops in this case is very great—health increases one and a half times, and troop speed also increases.
A couple of words about the native Barbarian hero.
Parameters: 3-1-1-1, but there is no magic book; secondary skill "Pathfinder" level 2. At first, attack is mainly leveled up, then attack and defense in roughly equal shares, and spell power and knowledge in slightly smaller shares.
For a Barbarian hero, it is extremely important to obtain wisdom. This is the main problem when playing with this hero.
Advice for veterans: consider whether you should level up wisdom above the first level early on.

Not tired yet?
Alright, let's continue for now.
I'll tell you about another power castle—the Knight.
A few words on player preferences. Yes, most players of all levels do not very much like playing with this castle. Most, but not all!
In this regard, I want to share a rather interesting observation with you.
There is such a thing in HOMM2 as the "oracle" (analogous to several thieves' guilds), where you can find out: who has the stronger army, who has more castles, resources, etc. Now listen! On most maps in weeks 1-4, the oracle shows that the strongest army belongs to the computer playing specifically as Knights! So let's not underestimate this castle!
As per tradition, we will start the description with a brief overview of the troops.
Troops: peasants, shooters, upgraded shooters (archers), pikemen, upgraded pikemen, swordsmen, upgraded swordsmen, cavalry, upgraded cavalry (champions), paladins, upgraded paladins (crusaders).
What catches the eye immediately? Of course, the large number of possible upgrades—5 (for example, in the Barbarian castle we analyzed before, there were only 3).
Peasants. By general opinion, the weakest unit in HOMM2. Speed is very low (2), health 1, etc. Distinctive feature—fixed damage (1), which makes curse/bless magic pointless.
Shooters. Health 10, attack 5, defense 3, damage 2-3, speed very low (2), they shoot, although... An important feature is that buildings where these shooters are given "for free" are found quite often on the map. Generally mediocre fighters.
Archers. Health is also 10, but otherwise... Speed is average (4), other parameters are like the shooter's, but they shoot twice!! A very decent unit; its health-to-damage ratio is amazing, but only when shooting! When blocked (that is, when an enemy warrior stands nearby, preventing them from shooting), it deals 4 (!) times less damage...
Pikeman. Speed average (4), attack 5, defense 9 (!), damage 3-4, health 15... Not super, in a word.
Veteran Pikeman. Speed brisk (5), health 20, other parameters are like the pikeman's. A mediocre third-level unit, although the relatively small number of hit points is compensated by a decent defense value (9).
Swordsman. Speed average (4), attack 7, defense 9, damage 4-6, health 25. Not the best option.
Master Swordsman. Speed brisk (5), health 30, other parameters are similar to the swordsman's. Normal, although honestly not great for a fourth level—too few hit points.
Cavalry. Attack 10, defense 9, damage 5-10. Speed fast (6), though health is only 30. However, the price is only 300! For a fifth-level unit, this is very cheap!
Champion. Attack-defense-damage parameters are like the cavalry's, but... Speed—very fast (7); along with phoenixes, the champion is the fastest unit in HOMM2 (some mistakenly believe that the phoenix has higher speed. This is not true.) Health 40, and the price is 375. Very good value for money. Due to high speed, having this unit in the army can unexpectedly decide the outcome of a doubtful battle in favor of the Knight.
Paladin. Hm... Speed brisk (5), attack 11, defense 12, damage 10-20, health... 50. But it hits twice. Definitely the weakest among sixth-level units. However, it is the cheapest—600 gold. And if it can deal an unanswered blow (and a double one at that), for example after a preliminary attack by cavalry or champions, then damage of 10-20 per each of the two hits will greatly impress the opponent! Thus, this unit (considering the double hit) is a record holder based on the cost-to-damage ratio.
Crusader. Attack-defense-damage parameters are like the paladin's. An underestimated unit for many! And many paid for this underestimation! Speed fast (6), health, alas, 65, but it hits twice, curse magic does not work, and no additional resources are required upon purchase. Very strong against "undead" troops.
Now a few words about the specifics of building up, while simultaneously discussing the troops.
Wood is needed. A lot. And stone is also needed. And crystals. Other resources are not needed (if you don't count the construction of the Mages' Guild).
Unfortunately, for the upgrade of many creatures, buildings of subsequent levels are required. Another very curious aspect: you can build the sixth level, bypassing the fifth. Beginners and amateurs, take note of this!
Furthermore, you may have the opportunity to upgrade some of your troops for free. Keep this in mind when considering whether it is expedient to build an upgrade in the castle. Such troops include pikemen, swordsmen (foundry), and cavalry (stables, only in HOMM2 POL—"The Price of Loyalty").
Now a "word about heroes". Initial parameters of a Knight hero: 2-2-1-1, but there is no magic book. At first, defense is mainly leveled up, and attack slightly less. At higher levels, all parameters are leveled up more or less evenly.
Leadership and Ballistics skills are given immediately. What does this mean in practice? It means that when a Knight attacks you, half of its troops start moving twice. And when these are crusaders, archers, or champions, it's no laughing matter...
Besides this, it should be noted that upgraded troops possess one of the highest average speeds among the top five troops (5.4). So before you can even look back, they have already reached you ))
And the question of wisdom is naturally relevant. If offered—take it!
Advice for amateurs and veterans: before building upgrades for cavalry, pikemen, and swordsmen, think and carefully examine the map.
Advice for beginners and amateurs: after building the first four levels, look closely: perhaps you can build paladins instead of cavalry?
Advice for beginners: when playing as Knights, capture a lumber mill as early as possible.
Advice for veterans: think about whether it makes sense to level up wisdom above the first level?
Warning to all: beware of the berserker!

Now let's summarize the initial overview of "power castles".
So, both Barbarians and Knights have neither a starting magic book nor normal initial magic parameters. That is why I conditionally called them "power castles".
Moreover, they have no flying squads.
From this follows the following:
1) storming castles is not very simple; it may make sense for a Barbarian to take the Ballistics skill if given the chance, and for a Knight to level it up once before the assault;
2) fighting strong enemy shooters is difficult;
3) and against an experienced mage with a substantial spellbook, things can get tough.
Conclusion: do not stall. Develop—and move forward! Time works against you, understand this! Mages are leveling up, titans and dragons are being built, skeletons are increasing!

Well then, today we have analyzed the basic features of "power castles". Now I suggest you try your strength in practice. Beginners should try a medium-sized map on the level indicated by the knight chess piece. However, no more than 3 games should be played at this level. By the second game, the superiority of powerful human intelligence will be clearly felt. Therefore, it is better to move to the difficulty level indicated by the rook chess piece, "hard," or as veterans say, on "hard," after the very first victory. Amateurs can certainly practice on hard on medium and large maps.
And veterans can easily gather in groups of four to six and launch a good old map like "Good and Evil".

Орден Фениксахаризматический :) лидер

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