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Discussion about Heroes 4.

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Dagr
You can do the same with your own units...
All these basic technical nuances are known. The point is that this is not enough – the usual field control and chess-like calculation by squares are disrupted.
Make_macho_salad
The logs are certainly lacking, but you can do without them, knowing that units with higher initiative go first, and it's also not difficult to remember who has moved and who hasn't.
It's very easy to miss a unit's turn. Considering that the battle takes place with fast animations, the presence of logs is critical in such a situation.

In conclusion. The combat is very demanding in terms of attention and visual perception. It may have its advantages, but for a fan of the series who has played all the other parts (even a little bit of the first and sixth), it is uncomfortable. And here I am not only expressing my own opinion; because of the combat, no one in my circle wants to play this game, and that is the worst thing (personally, I could get used to it, because the fourth game has its strengths, such as magic and character progression).

P.S. Slightly off-topic, but in future installments of the series, it would be possible to use the advantages of the fourth game (multiple casts per turn) through caster units and a common spellbook for the hero and the army (with limitations based on the unit's skill). This could open up all the same interesting casting combinations, without introducing heroes that die like flies and take up an entire slot.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат