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You know, starting with the swamp is actually good!. Build up Wyverns - and half the map is yours ;) That's one
Second - creatures in the swamp possess special abilities - therefore, saying they are weaker is incorrect.
And finally - third - when playing against people, you usually only use level 1-2 magic. You simply don't have time to build more ;) And if you do, by that point you'll have captured a second castle anyway!
And last thing - why would the swamp need magic above level 3? At level three there's teleport for 3 mana (with water expert - and the swamp gets water expert oh so often!). Hydras teleporting into the thick of the enemies - and that's it =)) It's simple!!!
P.S. I love the swamp!
2. Elf creatures also have abilities, which I consider to be no worse. And all the annoying swamp creatures are blocked by blindness and picked off one by one without losses.
3. Hydras are also fodder + there are blindness and resurrect (restoration) spells
Added after 9 minutes
What's the point of competing with the Swamp in defense? The swamp-dwellers will have higher defense anyway because it's "in their blood."
And personally, I've very rarely seen Mephala as the main hero for the Rampart, and I wouldn't play her against the Fortress myself.
I'd say the strategy for Rampart is pretty standard and raises no questions: the main bet is on Elves, covered by centaurs, Pegasi, and Unicorns. i.e., a bet on speed and maneuverability both during battle and while moving across the map. Or do you always carry Dendroids and Dwarves with you?
And the swamp-dwellers, imho, have a very good chance of beating the elves in an open field. Dragonflies easily block the only shooters, and "flushing out" these pests can be extremely difficult, especially if they have good defense. Wyverns cause huge trouble due to their speed, decent damage, and defense (by the way, it would be interesting to calculate how much damage is needed to kill 1 creature - quite a lot, that's obvious).
Mighty Gorgons are a good counter to Unicorns and even Dragons, if they are bought out and present in the army. And, of course, Basilisks with the very unpleasant ability to turn opponents to stone, and Lizards, who are certainly not snipers, but hold their own due to good defense and health stats.
I don't know exactly what you mean, but in most games, the second castle is taken in the first or second week. Or do you manage to erect the 5th floor of the Guild in that time? :)
2. Explosion, blindness, restoration, mass slow, and so on, and the swamp is gone. The only thing truly terrifying in the swamp is the mighty gorgons. But one is not an army.
3. I only play on large maps; taking an enemy castle within 2 weeks is almost impossible, and as for neutral castles:
there might be none at all
they will be of the same type
the castle won't have a fort
the castle won't be possible to fully build up
and in 1 out of 5 cases there will be a normal castle, but the question is, if you level up magic there, what about the army? Anyone will sail or ride in and wipe you off the map.
Therefore, this is very unwise.
Added after 12 minutes
Well you know, I'd ask you not to slander the Stronghold. In my opinion, it's a very strong castle, my favorite in HoMM3. Very strong attack replaces magic at the start, and the spells above the third level can be leveled up in captured cities, which can be seized quite and quite quickly with such attack and such troops.
And here is why:
1. goblins-fodder
2. wolf riders-fodder
3. orcs-also crappy shooters
4. Ogres-slowness and we shoot them down
5. Rocs-already not bad
6. Cyclopes-try building them
7. Behemoths are real creatures.
Therefore, castles like the swamp and stronghold make sense to take on small or medium maps, where mages cannot develop to their full power.
Also, there is the Sphere of Forbidding artifact - oh, what a terrible artifact, how many nerves it's cost me :)