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[ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.
2Vampir: A lot has been written about the advantages of Warlords, do some digging, I especially recommend reading Vik's posts if you're interested in this topic; by the way, at that time, I was seriously defending SOD against attacks.
In short, here's a summary of what was mentioned above:
1. What's wrong with having only one school of magic is not that Berserk doesn't work; in fact, it works quite well. The problem is that the main hero with mass earth magic and without it have completely different development paths in SOD in most cases. In Warlords, you can easily do without ANY school of magic and still be quite successful, or you can choose them according to your preference.
2. What's wrong with Necromancy:
- Templates, balance, and panic: Necromancy simply decides the outcome; whoever has more necromancers wins. Sometimes, even if you ignore treasure, you can win against an opponent with fifty-something Vivs.
- 2sm4d3, Jebus: There are no particular drawbacks here, except that Galtrain on a Colossus is unpleasant.
- HL+U templates. But here lies the problem in terms of scenario development. In most cases, in a final battle between good players, it comes down to 2-3K skeletons + the rest of their army against 2-3K skeletons + the rest. The rest usually plays a minor role in this scenario; I won't provide links to reports, but you can find them yourself if you want, at least in the last selection for the Bay.
By the way, raising skeletons is forbidden in European Heroes communities. It was also forbidden in the Chaos League since the release of the Chaos patch.
3. Buildings like the Cartographer and Hill Fort also don't add any meaningful value to the map.