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your questions regarding the game rules (improving the interpretation).

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#175
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Gomunguls
Well, our game is called Heroes of Might and Magic. Both hit-and-run tactics and magic should be used equally.
If you're not sure you won't get badly hit by your opponent's magic, don't attack him unprepared. Who even introduced hit-and-run? Someone who often suffered from magic?
Here's an example that immediately comes to mind:
You have a strong stack in your army – for example, 50 Archmages. Your opponent arrives. You have the fastest unit speed... You attack with 49 units, and with the 1 remaining unit, you buy them off... I think it's not a problem to gather 100,000 gold in the game on a high-level map for buy-offs, especially if you level up diplomacy and have artifacts for diplomacy. You can do this trick many times.
So, this is allowed. What's the problem with magic?
Permitted hit-and-run tactics strengthen the defending side, thereby prolonging already slow games.

It also increases the importance of the Red Sphere spell; attacking without it becomes not a very wise move, which also prolongs games and reduces the number of final battles with magic (which are more interesting than final battles without magic).

A power-based hit-and-run is much more difficult to execute, so, despite its legality, it is used quite rarely. Has it been mentioned even once in reports in the last year?