Posts from What would you change in Heroes of Might and Magic IV?
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But isn't the market in the 4th game very cheap, allowing you to ignore some of its shortcomings?
That's the point. You can't get enough level 1 units.
Great, so you can have battles that last 20 minutes. Deliberately slowing things down, throwing arrows and casting spells.
For example, in the 4th game, every long battle was always enjoyable for me. They turned out to be important and challenging, and therefore very intense. Often, it was a close call.
+ it also forces you to carry a mage with you.
yes, but if you're playing a strength-based build, you can hire an Ogre in equipment and get the first strike.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
If you play with just one hero, then everything falls into place. :)
Let's analyze. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but at the same time, it is reduced by half, and 2-3 more similar enemy squads are approaching.
That's the whole tactic. Slow down and bombard. Without any infantry maneuvers. Otherwise, it will start dying. On the highest difficulty, you can't do without a mage at all because of the guards in unclear numbers. Thanks to the developers for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing Heroes 4, and I didn't understand it, but in any case, I will defend my point of view. And from my point of view, this ruined the game. Because I think it reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.
I usually go for two units at a time. But I like to get a rogue right away. Then I'll only get a mage after 7 days. It's better to get a mage right away, of course, but where's the variety then? And the simultaneous attack system actually reduces the variety of tactical options.
Let's count. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but at the same time, it is reduced by half, and 2-3 more such squads of the enemy are approaching.
That's all the tactics. Slow down and throw everything you have. No infantry maneuvers. Otherwise, it will start dying.
On the highest difficulty, you can't do without a mage at all because of the guards in unclear numbers. Thanks for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing the 4th game, but in any case, I will defend my point of view. Because I think that this reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.
Deep... :cool:
I usually go for two. But I like to immediately recruit and buy a rogue. I'll only get a mage after 7 days. Of course, it's better to get a mage right away, but where's the variety then? And the simultaneous attack system actually reduces the variety of tactical options.
Let's analyze. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but in the process, it is reduced by half, and there are 2-3 more such squads of the enemy approaching.
That's all the tactics. Slow down and bombard. Without maneuvering the infantry. Otherwise, it will start dying. On the highest difficulty, it's impossible to play without a mage due to the guards in unclear numbers. Thanks to the developers for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing Heroes 4, and I didn't understand it, but in any case, I will defend my point of view. And from my point of view, this ruined the game. Because I believe that it reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.
And "slow down and bombard" is by no means the only tactic. At least, healing and maneuvering in battle (say, blocking individual enemy squads) should be added to it. If you delve deeper, you can find many more options: breaking through with a "martyr," "flight," "cowardice," etc. Of course, it's comfortable to play with a powerful archer squad if the enemies can't counter it, but you can also break through with just infantry. Of course, having magic is almost essential, but no one is restricting you.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
But in H4, combat turns into a bloodbath, and to avoid this, you have to take warriors (e.g., Nomads) or spells (e.g., Serpent's Strike), although in reality, this only reduces losses, but rarely affects the outcome of the battle, as the damage isn't high enough, and you can't eliminate an enemy unit of equal strength in one turn. As a result, these "tweaks" only help reduce losses from neutral creatures, which raises the question: are they even necessary? In H5, it might still be somewhat useful: you fight neutral creatures, reduce losses, go to a mentor, and remove unnecessary skills, retraining warriors into alternative, more powerful upgrades, but without the first-strike advantage. But there's no such system here...
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This is by no means an indicator. The 5th and 6th games are aimed at the masses, and for the most part, they are infantile and simplistic. Is having 4 resources really an expansion of tactics? O_o
The creators of H5 managed to introduce innovations into the game without destroying the best aspects of the Heroes series. I won't even comment on the focus on the masses; just compare the number of fans of H5 and H3.
On the 5th level, the game is indeed very difficult, but not because of the combat system, but because of the 1.5x increase in enemy armies – you can't defend against all of them. Just like in Heroes 3, there were Pyrrhic victories when only a few level 1 units remained from a huge army + victory!
As for the game being geared towards the masses, Ment answered this question himself by supporting Zubr, even though he didn't fully understand it. Not amateurs, not professionals, but fans – those who are fanatically devoted to their faith, their idea, and don't think for themselves. Because the more limited a person is, the more they try to copy others, those who they consider smarter – and that's how a crowd grows. Heroes 4 is more complex than Heroes 3; you have to think more. But real life is even more complex; you can't replay it or change it like a game – you have to study the existing rules and live by them – or not live at all.
On level 5, the game becomes very challenging, but not because of the combat system, but because the enemy armies are 1.5 times larger – you can’t attack everyone.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
It turns out that these "exploits" only help reduce losses from neutral creatures, which raises the question: are they even necessary?
Those who know how to play try to complete battles with neutral creatures without any losses. Except for perhaps some key battles.
But if someone enjoys a bloodbath... if someone likes to accumulate troops for 2-3 months, then this doesn't apply to them...
Everything else is great!

