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Everything except for the 4th installment. Only in the 4th part does the hero participate directly in the battle, and it's possible to defeat all enemies without an army. This is already a different game; it lacks the spirit of Heroes.
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Are you talking about "Spirit of Heroes"?
And try, just once, to attack a Dragon city with a single Thief with maximum Stealth or a Knight with maximum Tactics...
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The spirit of Heroes is a special substance; there are many indicators, but the main thing is that the hero controls the army, while he himself only uses magic. Also, the spirit of Heroes is ingrained in the foundations of the game. The first three parts are very similar, with minor improvements and additions, but the fourth part is already an alien game in this series. In the fifth part, they had the sense to bring the game series back on track. In the sixth part, the spirit of Heroes was somewhat spoiled by reducing resources, but this is not as critical as the atrocities in the fourth part!

I have expressed my opinion, and that's it; you can love Heroes 4 and play it, it's your right.
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Substance? Here it is!
You can feel the heroic spirit here, it smells like heroes...
In reply to Torloff
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Torloff
The spirit of Heroes is a special substance; there are many indicators, but the main thing is that the hero controls the army, and he himself only uses magic. Also, the spirit of Heroes is consistent throughout the game. The first three parts are very similar, with small improvements and additions, but the fourth part is already a foreign game in this chain. In the fifth part, they had the sense to bring the game series back on track. In the sixth part, the spirit of Heroes was somewhat spoiled by reducing resources, but this is not as critical as the atrocities in the fourth part!
I have expressed my opinion, and that's it; you can love Heroes 4 and play it, it's your right.
It is in the fourth game that the spirit of the old heroes is present. But starting with the fifth game, the spirit was clearly spoiled. The actions of the monsters are more like combat than strategy. And if in the third and fourth games the names and terms are intuitively understandable, then the new world of the fifth game was clearly created in a hazy state. With a large number of newly invented names for monsters and spells, there was not enough imagination for various names for races.
And regarding playing as a hero without an army. What prevents you from taking one hero with an army and playing that way? For example, I prefer to play with an army, not with individual heroes. And the game mechanism is not too different from the third game, if only you understand it.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Recently, after a long break, I played Heroes 4. Impressions: the combat is the worst in the series. It's not even so much about simultaneous attacks (you can get used to that) or the presence of heroes on the battlefield (easy prey), but rather the grid-based movement. It's the grid that really sets Heroes 4 apart from the rest of the series. Instead of simple and clear calculations of who can reach where, you have to assess the situation and distances literally by eye. Will there be enough movement points to reach a target without exposing yourself? Or will a unit fall short by just a millimeter and miss its attack? Or will it be able to squeeze between bushes? Can it be blocked by a single unit, or will it have enough movement points to go around? Has the unit's retaliation been removed, and when will it be restored? Has the unit already moved this round? With this grid system, it's not always possible to determine if a unit has moved. You could read about waiting or defending in the log, but there wasn't even a log to be found. There are many complicating nuances, but they are more technical than tactical. The units are quite uniform in their physical stats and are tailored to a 1:5 template (damage:health). With this ratio, the dynamics of combat are too low, and more time is needed to assess the turn "by eye." As a result, battles are drawn out. The strength of the first and last tiers is related as 1:8, which is a huge difference, and the first tier becomes obsolete too quickly. As a result, the game is mainly played with tiers 3 and 4, plus tier 2 when external dwellings are available. The neutral creatures on the map are unbalanced. In reality, you can only progress normally on "apprentice" difficulty (the second difficulty out of five); everything else leads to huge losses in starting troops or wasted time waiting for reinforcements. Heroes level up extremely slowly. It takes about 4 battles to go from level 1 to level 2 (with a standard start of 2 heroes). Even the economy suggests: we're not in a hurry. Income-generating buildings pay for themselves in 10 days, and that's just in gold. So, we have an extremely drawn-out game, oriented more towards role-playing and leisurely playthroughs than dynamic Multiplayer. I played the version enhanced with Equilibris 3.51. But despite all those balance improvements, the new fairy growth rate caused, to put it mildly, bewilderment. With identical stats, the growth rate for imps is 28, while for fairies it has become 16 (it was 23). Why cut a perfectly adequate old growth rate? The lack of retaliation is far from the strongest perk. It doesn't weaken tricky units like fairy-zombies (it just slows them down), but it does turn combat fairy stacks into some kind of meaningless flies. With imps, you can deal much more damage by throwing a couple of units at removing retaliation, and at the same time, you have a chance of survival if you get hit. Moreover, since elves will still have to somehow remove retaliation to ensure that wolves can bite twice without taking damage. And the most interesting thing is that, for some reason, nowhere in these "tournament" mods do they write the reasons why they made one or another change.
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"Nargott"
Impressions: combat is the worst in the series. Not even so much because of simultaneous attacks (you can get used to that) or the presence of heroes on the field (free loot), but because of the grid. It is specifically the grid that makes Heroes 4 clearly stand out from the series. Instead of simple and clear calculations of who can reach where, you have to assess the situation and distances literally by eye. Will there be enough movement to reach and not leave yourself exposed? Or will a unit miss a single 1-millimeter cell and simply waste an attacking turn? Or will it be unable to squeeze between bushes? Can it be blocked by a single unit, or will it have enough movement to go around? Was the unit's retaliation removed, and when will it be restored? And has the unit already moved this round? With such a grid, the fact of movement cannot always be established. One could read about waiting or defending in the log, but I couldn't find a log. A multitude of complicating nuances, but technical ones, not tactical.
On the contrary, I liked that in the fourth game, unlike previous parts, you can move more freely across the battlefield, unit sizes have become fundamentally different, and the surface has become uneven and hilly. Regarding calculations: first, when hovering over any part of the field, the number of moves required to get there is displayed. Second: you can also see the moves of an enemy squad by right-clicking on it. Third: you can enable the combat grid, which clearly shows where a unit can squeeze in and where it cannot. Furthermore: a retaliatory strike is restored after a full round, meaning if there are 14 squads on the field and your unit has used its retaliation, it will appear again after 14 squads have moved. A log is certainly missing, but you can manage without it, knowing that units with higher initiative move earlier, and it's also not difficult to remember who has moved and who hasn't.
"Nargott"
Units are quite monotonous in terms of physical stats and are trimmed to a 1:5 template (damage:survivability). With such a ratio, the combat dynamics are too low + more time is needed to assess the move "by eye." As a result, battles are dragged out.
For many units, damage varies greatly, to the point where the minimum is three times less than the maximum, so there's no hint of 1:5 here. Moreover, attack, defense, and speed also play a major role; for example, 60 brigands, whose total health is 600 and damage is 60-180, cannot handle one black dragon, which has 400 health and 55-110 damage. And the so-called "by eye" battle assessment exists in almost every tactical game, even in chess; it's just that everything is harder to plan perfectly in the fourth.
"Nargott"
Neutrals on the map are unbalanced; essentially, you can only push through normally on "Apprentice" (the second difficulty out of five), everything else is fraught with huge losses of starting troops, or time lost waiting for growth.
As in any game, a beginner cannot simply start playing on the highest difficulty without any problems. You need to learn how to fight through large neutral armies with minimal losses, and that takes time.
"Nargott"
Meanwhile, heroes level up extremely slowly. It takes about 4 battles to go from level 1 to 2 (with a standard start of 2 heroes).
Chests and various buildings that give free experience help with this. And if they aren't on the map, it's not the game's fault, but the map maker's.
"Nargott"
Even the economy says: we are in no rush. Income structures pay for themselves in as many as 10(!) days, and that's only in gold. That is, we have an extremely drawn-out game, oriented more towards slow role-playing walkthroughs than dynamic Multiplayer.
I agree about the income structures — they cost too much; they should only be placed when there's nowhere else to put resources. But everything else can be built quickly and without much trouble on the highest difficulty if you learn how to do everything correctly.
In reply to Make_macho_salad
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Make_macho_salad
I actually liked that in the fourth installment, unlike the previous parts, you can move more freely around the battlefield, the units have drastically different sizes, and the terrain is uneven and hilly. Regarding calculations: firstly, when hovering over any part of the field, the number of turns required to reach that point is displayed. Secondly, you can also see the turns of the enemy unit by right-clicking on it. Thirdly, you can enable the combat grid, which clearly shows where a unit can fit and where it cannot. Furthermore, the retaliatory strike is restored after a full turn, i.e., if there are 14 units on the field, and your unit has used its retaliatory strike, it will reappear after all 14 units have taken their turns. A log is certainly lacking, but you can still manage without it, knowing that units with higher initiative go first, and it's not difficult to remember who has gone and who hasn't.
Unit sizes are even more pronounced in Heroes 5. As for the calculations, it's all known, but it's still inconvenient and doesn't help. Perhaps such technical requirements would be justified if the game consisted of 1 battle against an opponent, rather than a series of numerous battles with neutrals.

Practical example: you need to calculate what area a unit will control if it moves to a specific point. In Heroes 4, this simple action is very time-consuming, so you have to rely on guesswork, and every mistake can lead to a major failure (loss of a turn).
Many units have significantly different damage values, to the point where the minimum is three times less than the maximum, so it's not even close to 1:5. Moreover, attack, defense, and speed also play a big role; for example, 60 rogues, with a total health of 600 and damage of 60-180, cannot cope with a single black dragon, which has 400 health and 55-110 damage.
I assessed it, of course, taking into account the parameters. The stats in this part are worse than in all the others (except for the Sixth). Mainly, it's 1:5 (damage:health), and approximately the same damage ranges, with the biggest differences only in level 1 units. Starting with this installment of Heroes, there have been equalizations in the balance, but it's most noticeable here in terms of stats.

It's precisely with those random units that you mentioned that you can see: the black dragon has stats of 40/40, damage to hit points = 82.5/400 = 20% (approximately). Rogues: stats 9/9, damage to hit points 2/10 = 20%. Why, for example, couldn't they have made the rogues more interesting, for example, with damage of 3-5 or 2-6 per 10 hit points? Especially since this is a unit without combat abilities, and its physical stats are standard.
And the so-called assessment of the battle "by eye" exists in almost any tactical game, even in chess; it's just that in the fourth installment, it's more difficult to think everything through perfectly.
In chess, there is no assessment of the battle "by eye" if we mean calculating distances. Everything is clear and specific there.
As in any game, a novice cannot simply take and play without problems on the highest difficulty. You need to learn how to break through large armies of neutrals with minimal losses, and this takes time.
However, I am not a novice, and I can give tactical advice to many. This is not about the highest difficulty; it was unplayable in the previous Heroes games (i.e., you can play, but with meaningless time wasting). But about difficulties 3-4, when the minimum number of neutrals is higher than the starting army (with purchases from the city).
Chests and various buildings that give experience for free help with this. And if there are none on the map, it's not the game's fault, but the map creator's.
Chests are usually taken for gold, which is always in short supply. And the game should provide that the main source of experience is battles. Apparently, the rate of experience gain was tailored for various single-player games and campaigns, where the player can afford to play for a long time.
But everything else can be built quickly and without particular problems on the highest difficulty if you learn to do everything correctly.
According to the standards of the Third installment, quickly means top-tier on week 1. Even with a 5-turn payback, the economy is often not built.
Разработчик Heroes 5.5 WarGame Edition.
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According to the "Troika" community, "fast" means reaching tier 7 within 1 week.
To be fair, reaching tier 7 in the first week only applies to the Stronghold. Otherwise, "fast" would be reaching tier 6 in the first week, I'd say. ;)
I largely agree with Nargott. Especially the observation regarding the grid cells on the battlefield. I hadn't really thought about it, but it's indeed a significant problem for planning. And, most importantly, it's poorly implemented, tactically speaking; it doesn't offer any particularly new tactics, just inconveniences...
 

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In reply to Ment
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Ment
To be fair, reaching tier 7 in the first week is only possible with the Stronghold. So, "fast" would be reaching tier 6 in the first week, I'd say. ;)
I largely agree with Nargott. Especially the observation about the grid on the battlefield. I hadn't really thought about it, but it's indeed a big problem for planning. And, most importantly, it's poorly implemented, tactically speaking; it doesn't offer any particularly new tactics, just inconveniences...
As a rule, yes. The Hydra also often appeared if Gorgons weren't preferred. It wasn't uncommon to see level 7 reached in the first week for other factions as well. I'm talking about 160% difficulty, of course (no one plays on 200%).

Yes, the grid is a critical issue. Theoretically, everything else can be fixed in a mod if desired, but the grid cannot. It's even possible to argue, based on the grid, that this isn't a "heroic" battle system, because it roughly violates the principle of discrete movement (a unit is a cell).
Разработчик Heroes 5.5 WarGame Edition.
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Make_macho_salad
You can also view the moves of the enemy unit by right-clicking on it.
You can do a similar trick with your own units...
In reply to Niemand
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Dagr
You can do the same with your own units...
All these basic technical nuances are known. The point is that this is not enough – the usual field control and chess-like calculation by squares are disrupted.
Make_macho_salad
The logs are certainly lacking, but you can do without them, knowing that units with higher initiative go first, and it's also not difficult to remember who has moved and who hasn't.
It's very easy to miss a unit's turn. Considering that the battle takes place with fast animations, the presence of logs is critical in such a situation.

In conclusion. The combat is very demanding in terms of attention and visual perception. It may have its advantages, but for a fan of the series who has played all the other parts (even a little bit of the first and sixth), it is uncomfortable. And here I am not only expressing my own opinion; because of the combat, no one in my circle wants to play this game, and that is the worst thing (personally, I could get used to it, because the fourth game has its strengths, such as magic and character progression).

P.S. Slightly off-topic, but in future installments of the series, it would be possible to use the advantages of the fourth game (multiple casts per turn) through caster units and a common spellbook for the hero and the army (with limitations based on the unit's skill). This could open up all the same interesting casting combinations, without introducing heroes that die like flies and take up an entire slot.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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Nargott
Recently, after a long break, I played Heroes 4.
Impressions: the combat is the worst in the series. It's not even so much about simultaneous attacks (you can get used to that) or the presence of heroes on the battlefield (easy prey), but about the grid. Heroes 4 clearly stands out from the series precisely because of the grid. Instead of simple and clear calculations of who can reach where, you have to assess the situation and distances literally by eye. ...
The neutral creatures on the map are unbalanced; in essence, you can only progress normally on "apprentice" (the second difficulty out of five), and everything else leads to huge losses on starting troops or wasted time waiting for reinforcements.
Heroes level up extremely slowly. It takes about 4 battles to go from level 1 to level 2 (with a standard start of 2 heroes).
Even the economy suggests: we're not in a hurry. Income-generating buildings pay for themselves in as much as 10 days, and that's just in gold. So, we have an extremely drawn-out game, more focused on role-playing and leisurely playthroughs than on dynamic Multiplayer....
You noticed many things correctly, but drew the wrong conclusions. I also didn't really like that you can't plan moves and attacks in advance, but then I got used to it and don't feel any discomfort.
The grid is like a stop sign for a rabbit. Learn to estimate paths and cover by eye (even without highlighting the movement zone). It's a little worse in a melee brawl – it's impossible to control all the attacks, who hit and in what order. But here, the main thing is not to count the attacks, but to destroy the enemy and save your own. So, act as in a normal fight.
Regarding neutral creatures – defeating a weaker enemy is not difficult. But try to defeat an enemy that is 2-3 times stronger than you. Here you need to choose the right tactic, the right battle location, prepare your army for battle, and apply the right magic at the right time. And a bit of luck won't hurt.
Leveling up is a different matter; the first battles are not for leveling up at all, but for opening paths to resources, artifacts, and... opportunities for leveling up. And the resources in the city are only to keep things afloat, to bribe the daily reinforcements. There are no starting funds at all on champion difficulty – however, the game does not become less dynamic.
By the way, regarding the leisurely playthrough – if you drag out the game, you might not complete it at all, because in the fourth game, neutral creatures grow like crazy (faster than a slow player can build up their army).
And as mentioned above, problems are created by bad map designers who don't think through and test the maps. Good map designers, on the other hand, can complete maps on almost any difficulty.
I can't evaluate the changes in the game balance for one simple reason – in most cases, I play the regular fourth game (for nostalgic reasons).
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to Torloff
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Torloff
Everything except part 4. Only in part 4 does the hero participate in the battle himself, and you can kill everyone without an army. This is already a different game; it lacks the spirit of Heroes.
And a completely different team of people made the game. Or is it still the same team that grew out of the templates of "only monsters fight," "armies only move with heroes," and so on?
Heroes of might and magic 4 on-line World Championships
In reply to Torloff
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Torloff
Everything except the 4th installment. Only in the 4th part does the hero participate in the battle himself, and you can kill everyone without an army. This is already a different game; it lacks the spirit of Heroes.
But for me, it's the opposite; this aspect is what embodies the spirit of Heroes. When he sits safely on his horse, handing out bonuses and occasionally casting spells nonchalantly, what's so heroic about that? A hero should be in the thick of the battle. Yes, a well-developed hero will kill "everyone without an army," but another well-developed hero, but with an army, will easily kill our overconfident adventurer.

And another point – it's a pity that, having outgrown the template of the "best in the series, the third part," the developers didn't outgrow the template of "we didn't finish it? We'll fix it in the next part." The game has very high potential, which... let's be honest, was ruined by a sloppy implementation. But even with what's there, it's enough for a lot.
The same heroes on the battlefield (now truly Heroes, not cowardly rabbits), and what heroes... Powerful wizards, brave warriors, skilled commanders, elusive rogues, and even high-ranking nobility, who don't amount to much on the battlefield, preferring to act outside of it.
A magic system, borrowed from the well-known collectible card game, and it fits perfectly.
A very important thing for me is the elimination of chain actions. In the third part, this flaw of the game was turned into a real art of professional play, no doubt, but watching a squad of troglodytes, having won in the sands of Bracadia and making their way across the land, now clearing out a dwarven stronghold somewhere in the south... My mind refuses to accept this and play in a similar way.
Of the other changes (simultaneous attacks, movement on the battlefield, castle sieges, combining "creatures/heroes" as you like), I won't dwell, but all of them were reasonable and organic, and if anything prevented the "Game of Dreams" (as Sir Kenegam wrote) from becoming one, it was only the all-consuming crudeness. Perhaps the original fifth Heroes from NWC, developing the established ideas, could have become a "masterpiece for the ages" for me, but... "a stroke of the pen, and another page of history is turned," as is the world of HoMM in my life.

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