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Fun in Michurinsk

#23
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Friends, I would leave everything as it is in the game. :) In Heroes of Might and Magic III, they reduced the excitement by 30 percent precisely because they simply made higher-level creatures have the same hit points. I don't accept the innovations of Town Enhancement (TE), War Tent (WT), etc., which further homogenize castles into a single template; that's why I stopped playing Heroes of Might and Magic III. After all, the whole appeal of heroes lies in the fact that the castles are different. The Romans fought with heavy infantry, while the Persians used light cavalry; English archers against Italian crossbowmen, Swiss halberdiers crush knightly heavy cavalry. The most interesting wars are when armies are fundamentally different, not necessarily equal in strength. I played three out of four games as the Knight castle, supposedly the weakest, but what prospects there were during the game: fast construction and expansion. If I had played as the Wizard, on the contrary, I would have chosen positional battles, fought for resources, and built Titans. The Sorceress and Necromancer each have their own advantages. On fixed maps, there is always a key point, capturing which gives an advantage. Later, I watched my third game against Horn; I should have immediately moved down with Phoenixes from level 131; then, at level 141, I took the Wizard castle with 4 unbought Titans and a magic tower. Afterward, I tried it again, and it worked easily. At the beginning of the fourth week, with proper play, I had 11 Phoenixes, 4 Titans, Sasha had 9 Dragons + a couple of Djinns, minor details don't matter. He got one Dragon in Dragon Utopia. I have a clone; I can clone a stack of Phoenixes. Hit single units of Dragons with a Phoenix, then with the main stack of Phoenixes, then with the cloned Phoenixes... after that, depending on how Sasha arranges his Djinns and Dragons, and how the Djinns attack, we could have had a big final battle. Or someone might make a mistake before the final battle. I will try to write a description of the fourth game; it was quite instructive. A draw was fair, but if we had more time, we would have fought even longer. Now about the results of the games: 1. There is no need to be afraid of large maps. Lost Continent is a huge map, and the games lasted two weeks; the longest one could have lasted up to four weeks. Teleportation maps were played for 2-3 weeks; 7 Lakes was harder to start, but only because there were two major setbacks, one by Sasha, another by me, otherwise, we would have finished earlier. 2. Something needs to be done about the connection when playing online. Either everyone should get the same English version or buy a disc with Platinum Heroes. If we all have the same versions, we can safely hold a tournament. 3. We can and should organize an online tournament. The main thing is that there are people who still care about the game – at least Dust, Queti, Horn, Nagan... even 4-6 like-minded people are enough. :smile13: Create a list of maps, 5 or 7, big and small, so that each person can remove three unwanted maps. Don't slack off; there aren't many of us, we all know each other, skipping games and throwing partners in such cases is almost impossible. Write reports. Detailed ones, so there will be something to read. I am ready to discuss this topic; IMHO, the second installment of Heroes has not lost anything over the years.

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