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

#8
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dnaop-wr
I read the introduction, and it was full of rhetorical questions.
dnaop-wr

Now imagine a situation where vampire construction is disabled by the map creator, but Venom spawners are allowed. And you don't get Nature Magic, and you won't have a Demonologist. But you will definitely max out Necromancy. And how will you fight then? I wasn't considering the option of the only and best development path – rather, the opposite: how to get out of the bad situation you're in. And anyone can get out of a good situation.
Why Necromancy to Grand Master is a must? A Death Mage doesn't necessarily need to develop Necromancy. And if you start with a Tactician, it's not a given that I'll even take a Necromancer.
And as for how to play... I'll take Order Mages; if I can't get a Demonologist, at least I can cast Illusions. After all, that combination is better than maxing out Necromancy.
Although, I don't understand what the advice about choosing creatures has to do with situations where there is no choice.

And I didn't mean that building Venom spawners and developing Necromancy is a bad strategy. I meant that it's not a strategy at all. It has nothing to do with it. One doesn't complement or enhance the other in any way. Therefore, the advice is essentially absurd. If you were to advise developing a Tactician (to enhance Venom spawners), or an Order Mage (for accuracy and other spells), or even Chaos... the logic would be understandable.
That is, it's just that "some" people like having both.
And this is evident in the "advice" itself (especially if you say that Grand Master Necromancy is our default): build Venom spawners in the castle, and you'll create vampires with Necromancy. This isn't even advice; it's a fact.)))

Added after 10 hours and 12 minutes
And don't use German expressions with me.