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Strategy and tactics principles for Heroes of Might and Magic IV.

#4
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What I never understood was the advice to build Venom units while "producing" Vampires with Necromancy.
Why??? If Vampires are more advantageous, then focus on them, build them in the castle, and develop Necromancy, even neglecting magic. If the situation is such that Venom units are more effective, then build them in the castle and level up the Demonologist, not Necromancy. Why take both and end up with nothing good... I don't know.
This is only for fans of the third game who want to have "all" the monsters...(and here's one of them, confirming what the original poster said. How can this be called a "difficult" choice in building units when there is no such choice in the third game, and due to the separation of magic and classes, there is no "optimal development path").

And about heroes in the "Death" section... build undead, then take Chaos and Order mages, resulting in negative hero morale, so you have to develop Leadership... it's nonsense. Even with Leadership, the enemy's morale will most likely still be higher, and we won't be the first to attack.
It's easier to get the second school on level transition and switch to either Lich or Dark Mage without losing morale.
And why is it written that you need to take Order as the second school for Death? On the contrary, almost all Order magic duplicates Death... Chaos is much more beneficial.

Although, it turns out that if you play as "Hell," Order is preferable... Accuracy for ranged attacks and Teleport for Cerberuses.
But Cat Reflexes and Haste are the best for Vampires.

I also don't approve of Warfare when developing mages. The tactic should be built so that enemy shouts cannot reach the mage/tactician, not relying on their resilience... it's not their job to take the brunt of the attack. Of course, there can be different options, but to always advise taking "Warfare" as the second skill... it's just not right... it's better to either level up the mage or the fighter, rather than neither