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Heroes 5.5 WarGame Edition - Tactical Edition.

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It's always easier to break through slow-moving neutral creatures, and the archers + speed boost + tent strategy (considering the reduced number of shots) can be even more overpowered here.
Well, it depends. The tent has 3 heals. Infinite shots require a wagon. Speed boost is expensive (10 mana), level 3, and runs out quickly (duration = spell power / 5). Slowing, on the other hand, is long-lasting (duration = spell power / 2). But when there are many neutral creatures (if they have a strength advantage), there will also be many units. Mass slowing is very expensive (20 mana) and has an area of effect. It's hard to mess up. In any case, you need to combine something to achieve a super breakthrough. And not just grab 1 fairy and take down 100 zombies with a cockroach hero.

Based on my experience (I tried a couple of games on the map), it can be very difficult to break through slow-moving creatures. Often, it's harder than breaking through fast ones. Because they are more powerful, and if they are also heavy class, it's difficult to use the speed advantage.

Also, slow-moving creatures are not all the same. In the original game, the term "slow" included units with low speed. Their initiative was also correspondingly low. In WGE, slow doesn't necessarily mean low initiative. In fact, there are few slow, low-initiative creatures here. And even fewer slow creatures that are not heavy class. Specifically, there are 3 creatures (light, with a speed of 3, and an initiative of 8 or lower): cursed zombies, plague zombies, and defiler goblins.
Разработчик Heroes 5.5 WarGame Edition.
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