So, is the problem with the turn-based system in Heroes 5 its non-determinism, or, on the contrary, its excessive determinism? I don't understand... And what can be calculated in a classic turn-based system, like a creature getting a double turn after waiting? :D
Now, let's consider Heroes 5 with its Initiative system. Let's imagine that this "cheat sheet" is removed from Heroes 5. Will the supporters of the brilliant ATB scale be able to calculate the turn? In simple battles, yes, but in more complex ones, probably not.
The scale with turn orders is quite normal and convenient, but the initiative system itself is applicable, as in Final Fantasy, but not for the Heroes series. Traditions, or whatever you want to call it, is like a new Master of Orion from Wargaming, where they took and replaced the turn-based combat with real-time, and fans are outraged, while newcomers claim that there is nothing wrong with real-time. Here, the situation is the same: the Heroes series has always been about turn-based combat. What was in Heroes 5 was not a great idea, but simply not a very successful experiment, in my opinion, and I think that if Heroes 5 had a classic turn-based system, it would have many more fans now, although there are problems in it that are not only related to the combat.
What can be calculated in a turn-based system?
For example, the correct order of "waiting," splitting stacks, and positioning to remove retaliations. Heroes 7 is not a good example here, because for me, there was a slight paradigm shift when I, out of habit, split a stack into single units (yes, to remove retaliations, who needs that in the 21st century), and then, bam, for each lost unit, there's a morale penalty for EVERYONE.