I noticed that you have a topic on "Offline Basics," but I didn't see one for online. I decided to fill this gap, especially since I've already shared my thoughts on this subject in the School for Heroes II, because online is no less wonderful than offline, and in my view, even more interesting.
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I will try to start by talking about the skill of playing online.
First of all, it must be understood that online differs greatly from offline, which fundamentally changes the approach to the game strategy itself. In online, you have no right to make a mistake; there is no possibility to load! The ability to balance on the edge, conduct the most complex battles, and anticipate the opponent's moves is only a small part of what a good online player must possess. :-) Avoiding mistakes is perhaps the most important rule of online, as banal as it may sound. Most games between excellent players, so-called "fathers," end precisely at the moment when one of them makes a mistake!
First and foremost, you need to realistically assess your chances; in some places risk makes sense, while in others it is absolutely unacceptable. You can take a risk if, after winning the battle, your position will be significantly better, and in case of loss, you don't end up in brutal conditions of lacking breakthrough power (i.e., army, which will be especially noticeable in case of failure at the beginning of the week when it's still a long time until the next growth), money, etc. But if you are not sure of the outcome of the battle, or if you will suffer excessive losses, it is better not to get involved and continue playing calmly without creating problems for yourself; perhaps your opponent's nerves will fail and they will mess up. You shouldn't play on that, but sometimes it turns out to be the only option, especially when equals are playing! It is important to understand when it is worth taking a risk, when the risk is justified, and when it is not. Many times you read reports and see—"threw the game at the mine on day 2," one asks why? After all, so much depends on the first week; the outcome of the entire game is decided by the decisions made and how correct they are. Well anyway, before talking about who has the right to "drink champagne" ;-) you need to learn the basic things.
First of all, just as in offline, speed is important in online (whoever captures the area faster, control, powerful artifacts, etc., gains an advantage), so a skill like Logistics carries extraordinary weight, and 3 artifacts: Boots, Compass, and another pair of red boots have the highest priority! You could say these are ultimate artifacts for online. But this is all somewhat random—luck—whereas what depends on you and should always be in your arsenal is written in this article in the turn management section! Everyone must be able to carefully and competently calculate their movement reserve! Based on the fact that a straight move is not equal to a diagonal move, with correct planning, you can scrape together those precious steps from which the overall advantage is then built (*small tip: try to make your last step specifically diagonally;-))! It is also very important to know (which has already been mentioned) how this movement reserve is formed. We won't get into various formulas and calculations; it's only important to understand one thing: the faster a unit remains with the hero at the end of the turn, the further it will run the next day, the more opportunities it will have, more options for maneuvers, more it can visit and collect, etc. You can and should "speed up" at any convenient opportunity; for example, a "sleepover" in the castle—leave the entire slow army in the garrison and leave only the fastest troops with the hero; similarly, the Main hero should be sped up by other heroes, i.e., the same manipulation: at the end of the turn, only fast units remain with the main hero, while the auxiliary hero takes all the slow ones. The more often you can perform these operations, the more successful and mobile your Main hero will be, which is undoubtedly one of the components of victory. The only limitation on using such a manipulation is caution: do not do this while in potential proximity to the enemy—keep an eye on that—but in all other cases, try not to miss this opportunity!
Also, always try to pick your army "by speed"; it's not always possible to "speed up." Never run, for example, with a Phoenix, fast elves, and dwarves—it's very incorrect. Better give the main hero the fastest army that will perform the primary, most important tasks, and give the other hero the rest—perhaps powerful but slower troops! Don't be afraid to become a bit "weaker" due to the absence of, say, Hydras; believe me, mobility here is far more important than having even such a powerful troop as a Hydra in the rear.
Learn to follow at least these simple rules as often as possible and you will already be a head above players who neglect or do not know about these basic tenets. :-).
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Main hero.
It is no secret that map resources are limited—the amount of money, resources, and of course experience that a hero can get is limited. Therefore, in most games, you have to level up by focusing on one single hero, i.e., collecting chests, trying to conduct battles where the maximum amount of experience can be obtained specifically by one hero. In this way, we concentrate "power" in the hands of one commander rather than scattering it across 2 or 3, which would be more convenient and mobile, but in this case, mobility most often takes a back seat.
So, from the first days of the game, every player faces the question: who is better to take as Main Heroes!? (bosses, fathers, etc.—whatever they are called ;-) ). Although this question should have been asked before the start of the match, a good player should make this choice before loading the game. Thus, the hero is typically chosen depending on the tactic that the player will adhere to throughout the entire match. Furthermore, the size of the map to be played on, the resource density (rich or poor map), and undoubtedly the race you are playing as have great significance!
Roughly speaking, Heroes are divided into 2 camps: warriors (Barbarian, Knight) and mages (Warlock, Wizard, Sorceress, and Necromancer). Each hero has their own peculiarities that help unlock the map and the chosen race.
For example, a Mage Main hero will feel better with fast troops such as Phoenixes (first move in battle, ability to cast Storm of Elements), Black Dragons—Armageddon, Knight Cavalry—first move-cast magic. And for instance, Necromancer troops are more suited to a Warrior, and even specifically a Knight warrior (since the troops of this faction are characterized by slowness and must withstand the first strike); similarly, Barbarian troops will feel "cozier" under the care of a Knight, Sorceress troops—a Barbarian or, as already mentioned, a good Mage. For the Wizard faction, a Mage Hero is suitable (Titan Restoration, presence of a Library in the castle), but a Barbarian with shooting is also not bad for managing Titans, who do not have such high damage as, say, Black Dragons.
But even more attention should be paid to the map!
Suppose the map is Small and very poor in money; it's hard to build troops, especially if the opponent is playing a heavy, resource-intensive but strong race—you can also show some cunning ;-) The opponent, having chosen a heavy-to-lift race, might agree to play not at the highest difficulty level, logically thinking that it will be easier for them to start development with all resources available in small amounts, but that's exactly what you need—you level up a mage, build the 2nd level while the opponent is puffing over "dragons" and a beautiful future in the form of late-game units led by a Warrior! And meanwhile, you visit them with frequent raids using a minimal army and wipe them out after the 2nd or 3rd raid. But this is a simplistic version; a good player will never allow such a layout. If winning before the game didn't happen ;-), you must think, look around in search of the minimum amount of resources for each to quickly build the 2nd level of magic and quickly visit the opponent—meaning again, it's worth choosing a Mage-Warlock (possibly Wizard) as the "boss."
You chose a medium-sized map, there are plenty of resources, the path to the opponent will take a week or more... here you can think about the standard choice of a Warrior, trying to build high-level troops on the second week (no later!), gathering forces into a fist and deciding the outcome of the match in one battle. But this is the simple version. Much can depend on the map here too; if there is room for maneuver and a mage can wiggle out, run away, recover, and build 4-5 floors of magic, then it might not end so cheerfully. But to be honest, this happens rarely; a mage in such a situation exists in a suspended state, much depends on luck and skill. Therefore, choosing a mage in standard conditions is likely not profitable, or only players with great experience and rich knowledge of the map can afford it. Perhaps by using the fact that a warrior cannot level up Wisdom, over time a mage can scrape together (thinning out the warrior's troops with Higher Magic) an advantage.
The map is huge, there's tons of everything: villages, resources, and experience. The Warrior has an enviable lead; not only will he gather a huge number of troops by the time the mage comes to visit him, but there is also the possibility to learn the basics of magic himself by leveling Wisdom. Magic such as Mass Haste and Slow in the hands of a warrior, even one without great Spell Power, will decide the outcome of the battle. Here the only chance for a mage is building the Dimension Door and Town Portal (with subsequent "nerve-playing" with the warrior ;-), which is most often forbidden by the rules. Therefore, the chances of a correct mage against a correct warrior on such maps are very small!
Now a bit about the Heroes themselves:
Barbarian—an excellent attacking warrior! The chance to level Attack at every single level up is his highest; this says that his element is attacking actions in battle and dealing maximum damage in the first few rounds, after which the opponent will no longer be able to do anything. Based on this, the troops that suit him best "in spirit" are Sorceress troops: Phoenixes, Elves, Druids, and Unicorns. But a Barbarian will also feel best surrounded by magic-immune troops, which forces the opponent into hand-to-hand combat, and against such a skilled warrior, this is very difficult to do. The Barbarian usually has a useful skill at the start—"Pathfinding," which allows him to move quite well across rough terrain. Also, among his pluses, you can include a high chance of getting Logistics; the importance of this skill was mentioned in the previous lesson. The downsides of the barbarian are the minimal chance to level Wisdom, general weakness to own-damage magic and in using a spell like "Dimension Door" (but since some online tournaments forbid the use of the latter spell, this makes the Barbarian one of the best heroes).
Knight—Knight heroes are skilled primarily in defense; for this type of hero, the chance to raise it is the highest. Defense is generally a useful skill when talking about battles between armies of great power with a huge number of "Hit Points"—lives. If the Attack skill is more useful from the very start because it contributes to easier and faster killing of neutral monsters, then the knight reaches his full strength after some time. For example, with the appearance of Dragons, Titans, or other high-HP troops like Ogres in the army. Among the Knight's pluses, you can also undoubtedly include that the chance to raise Wisdom is higher than for a Barbarian, which most often becomes the main argument for choosing this specific hero!
It should be noted that by choosing a "warrior" hero, you must understand that the strength and power of this class depend directly on the number of troops under his command. I.e., the faster you build the highest level of troops, the more army you accumulate overall, the stronger you become. But here you must understand and accurately catch the moment of attack. You shouldn't drag it out either, because by being without wisdom or higher magic and giving your hesitation a chance for the opponent-mage to build it, you lower your chances of a successful outcome. If we are talking about who is better suited for the role of mage-killer, I think—the Barbarian looks more preferable here; a mage won't be able to deal serious damage even to a defense-poor Barbarian, but the latter, thanks to his attack, will be able to deal with the mage faster, since any prolonging of the battle plays into the mage's hands (Resurrect, Summon Elementals, etc.). But at the same time, using a Knight will likely prove profitable specifically against a Barbarian. Defense will absorb the first desperate bursts of attack, and in a prolonged battle, it will work and give a slightly greater advantage to the Knight.
Still, I can say and note that on most maps, with a competent game strategy, the choice of a warrior hero is justified and gives the best chances for victory.
Mages. I won't describe all mages here; it seems there's no particular point. The best mages are Warlocks; sometimes you can choose a Wizard—all others, while they have a chance to exist, will likely be passed over in favor of the first two if there is a choice. So, Warlocks have the highest chance to raise Spell Power. This is their main weapon, and the higher it is, the stronger the hero will be. I.e., if for warriors the main indicator of "hero strength" is his troops, for a mage it is contained in his "hands," i.e., Spell Power and amount of mana, plus the presence of this or that spell in the book; thus, the mage's dependence on the army is not as strong, which allows them to win against armies dozens of times more powerful with minimal losses given good magic. The mage's tactic consists of not letting the "warrior" calmly accumulate a "critical mass" of troops. I.e., the mage must constantly disturb the warrior with raids and casting own-damage magic with constant thinning of troops. A kind of exhausting, strength-sapping tactic that is not always possible to apply. I.e., on large and huge maps, without such raids, a warrior will more likely accumulate a large army and crush the mage in one single battle, even if the mage happens to have something more serious than a simple Lightning. As you understand, there are many arguments against playing as a mage. One of the main ones is banal bad luck with the Magic Guild build-up. You get bad, useless magic—that's it, write it off—the game is over; the chance, as well as the presence of resources etc., to build another 4-5 floors will likely not be given by a good opponent. Also, the presence of such an annoying thing as Black Dragons and Anti-magic with the warrior makes the mage a punching bag. In such cases, only Resurrect can save you, which still needs to be built—i.e., resources accumulated—and pray that they "give it" ;-) in the guild. And in combination with an artifact doubling the effect of this spell (the Cross art, I don't remember what it's scientifically called :-( ), one can already talk about some superiority. It is also worth noting that the chance to learn Logistics for mages is lower than for warriors, and that is another minus for mages. In general, playing as a mage looks not so reliable, consisting of more complex combinations, but sometimes it turns out to be a beautiful solution on some maps in certain situations against Warriors.
I'll still say a couple of words about other mages:
Wizard—his plus is advanced Wisdom from the start, i.e., a clean skill tree not yet cluttered with unnecessary skills, which sometimes (on extremely experience-poor maps) can be an argument for it. Especially if Higher Magic floors are already built or will be built in the coming days.
Sorceress—Advanced navigation is rarely an important skill for the main hero; after all, most of the time the Main Hero spends on land, and if they have to sail somewhere, it's not in the first days of their life. The Sorca (sorceress ;-) ) has a higher chance to level Knowledge, meaning a huge reserve of mana, which can play a decisive role in using a spell like DD-Dimension Door.
Necromancer—His strength is in skeletons and the Necromancy skill; if there is a real possibility on the map to raise a hefty host of skeletons, then perhaps this hero is also suitable for the Main role!
In general, choosing a hero doesn't seem like such a difficult task; the main thing is to be able to use your choice competently and timely.
I wish you success, play and win. I hope this article helps and gives new knowledge to many forum members here. :-)