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Eliminate the guardians of the capitals.

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#8
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Hi everyone (even though no one has posted in this thread for a year :D). I'm currently playing Heroes on a tablet. I'm discovering a lot of new things for myself: I decided not to play according to the usual patterns, and now I'm playing as Humans, as the Guild of Thieves, on Impossible difficulty. My main hero is an Archangel with a staff. I thought I would make the game as difficult as possible for myself, but it turned out that already in the second scenario, I could take the capital city. The Archangel has 50 armor + a banner with 10 armor + a spell for 20 armor + a potion for 15 armor, and a second or third-level mage with a potion for 50 armor + a potion for 30 armor + a spell for 20 armor. Both have 90% protection; the defender deals 25-26 damage, the Archangel heals for 60, and I left them on auto-battle (fast battle causes my army to flee). After about fifteen minutes, the defender was defeated, and the capital was taken. The bonus from the Thieves (the "kill" and "forged letter" commands) turned out to be much more useful than the Warrior's life regeneration (especially since Humans have their healers), so for the most unfavorable starting conditions, I should have chosen a Warrior-Lord. Now I'm thinking of leveling up a Paladin or whoever has 30 armor; I have a banner with +15 defense and a spell with +20% - this gives the Paladin 65% defense and the Archangel 85% defense - all that's left is to find a couple of potions with +30 and a couple with +15 defense (or Gnome spells), and that's it; there won't be a single living creature left on the map. The staff-wielder is also quite powerful. Any capital city can be taken in two turns, even if there is a strong squad there besides the defender; they can be defeated and retreated (losing at most the Paladin), then the militia can be resurrected and sent back into battle. In general, there is one "iron" rule for taking a capital city: the squad must have 90% protection (banner + spell + elixir), and the damage should not exceed 30 HP. If there are not enough elixirs, leave two units (a healer (paralyzer) + a damage dealer (preferably with additional poison, fire, or frost damage) for Humans, Undead, Legions, and Elves). For Gnomes, use the thickest squad possible with frost and potions for HP or a hero with a paralyzing ability.