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Heroes 5.5 WarGame Edition - Tactical Edition.

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It is planned to change the ratio of the strength of units of different tiers. There are 2 main points here: 1) realism - the strength of knights was excessively inflated; neither the 1:5:12 ratio as it was in WGE (knights:swordsmen:archers), nor 1:13:21 as in the original (based on prices) reflects the real strength of a cavalryman relative to an infantryman. 2) reduced numbers improve gameplay, making it more discrete, and therefore more skill-based (with smaller numbers, you don't just need to deal more damage, but also make sure that this damage kills someone). According to the new standards, the ratio is 1:3:4:6:10:12:16 (dragon, knight, griffin, monk, swordsman, archer, militia). The 1:16 ratio of a dragon to a militia may seem strange, but here the militia is not peasants with pitchforks, but a normally armed unit, like spearmen/halberdiers from Heroes 3. There is no doubt that 5 such halberdiers can easily take down 1 knight without any problems. And 3 knights can take down a dragon (according to the original), so there are no contradictions here. As a result, for WGE, I will try the following format (increase/unit, where unit = 1 dragon): TIER 1 8/32 goblin 7/28 fairy 6/24 imp 8/24 skeleton 5/20 gremlin 4/16 militia (the peasant visual has been replaced, closer to a spearmen from Heroes 3) 4/12 guard 3/12 assassin TIER 2 6/18 zombie 5/15 demon, gargoyle 4/12 archer 4/10 dancer 3/9 javelin thrower, brute (orc) 3/7 beast TIER 3 6/12 ghost 5/10 cerberus 4/10 swordsman 3/7 golem, shaman 4/6 hunter 2/5 berserk 3/4 minotaur TIER 4 4/8 succubus 3/6 druid, monk, vampire 2/5 centaur 3/4 mage 2/4 bear, lizard TIER 5 3/4 nightmare, griffin 2/4 leader, priest 2/3 unicorn, witch, lich 2/2 djinn TIER 6 3/3 knight 2/3 wyvern, balor 2/2 ent, than, reaper, rakshasa 1/1 hydra TIER 7 1/2 necrodragon 1/1 dragons, cyclops, titan, angel, devil The ratio of a tier 7 creature to a tier 1 creature is thus about 1:20 (up to 1:32 dragon/goblin). Compared to the original, the following are significantly improved: centaurs (from tier 2 to tier 4), bears (from tier 3 to tier 4), griffins (from tier 4 to tier 5), hydras (from tier 5 to tier 6). Scaling the hero's attack power across tiers (from 7 to 1) kills: 1/2/3/5/8/12/20% of (hero level + 2) creatures. For example, an 8th level hero kills only 20% of a knight with one attack (tier 6). Equivalent units by troop groups: CASTER 1 angel 2 djinn 3 balor, lich, witch 4 priest, mage 6 monks, druids 7 shamans 8 succubi ARCHERS 1 titan, cyclops 3 lich, witch 4 priest, mage 5 centaurs 6 monks, druids, hunters 8 succubi 9 javelin throwers 12 assassins, archers 20 gremlins 24 skeletons CAVALRY 3 unicorn, knight 4 lizard, bear, nightmare 5 centaurs 10 cerberuses GIANTS 1 northern dragon, cyclops, hydra, titan 2 ent, than, reaper, rakshasa 3 balor 4 leader FLYING UNITS 1 light dragon, dark dragon, devil, angel 2 necrodragon, djinn 3 wyvern, witch 4 griffin 6 vampires 12 ghosts 15 gargoyles 28 fairies INFANTRY 4 minotaur 5 berserk 6 vampire 7 golem, beast 9 brute 10 swordsman, dancer 12 guard 15 demons 16 militia 18 zombie 20 imp 24 skeleton 32 goblin Centaurs are moved from tier 2 to tier 4 (orcs from tier 3 to tier 2, shamans from tier 4 to tier 3), and in general, non-human cavalry becomes comparable to knight cavalry (centaurs, bears, lizards). This can only be a good thing, because the superiority of a knight over a white bear by a factor of several times seemed at least strange, considering that a bear can easily break any horse, let alone the rider.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат