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In my humble opinion, with two independent classes (1. archers + mages; 2. melee units) and the specific characteristics of the first class, which requires constantly choosing between attack and movement, it's impossible to talk about any special maneuvers in any case.
Much depends on how strong these archers or mages are. By maneuvers, I mean any move that prepares an attack. Whether they will be special or straightforward depends on the specific units. In any case, preparing an attack is an action that is an order of magnitude more complex than a simple attack from a turn. While approaching, you can be exposed to area-of-effect magic or direct fire, to powerful attacks from enemy units, or, conversely, too cautious an advance will allow the enemy to evade the attack, gaining time. In addition, the one who takes the initiative (attacks) loses time when approaching (the units that moved are reset to 0 on the turn order scale) and may fall victim to a counterattack if they attack too hastily (without using waiting tactics).
Added 17 minutes later "Dyrman"
Well, and of course, if you add even more conditions, you can equalize it to how it was, as in this case, and Nargott "got away with it."
And 3-8, and even 3-7, provides a wider range of speeds than 4-9, if we consider relative values. As for the possibility of attacking with half of the army on the first turn, this is definitely not "as it was."
Regarding large arenas, it was correctly noted that their advantage is the greater freedom in placing static obstacles, which on a small field too restrict large units. On the other hand, on a normal field with reduced speeds, the emphasis shifts to dynamic obstacles, i.e., units.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат