8
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Opening and composition
Starting situation
More creature types are available than the commander can carry. Some are slow and some are present only in small numbers.
Decision sequence
- Choose the main damage source and the stack that keeps it safe first.
- Assign remaining slots to concrete jobs: extra shooting, fast contact, drawing an attack or supporting a required fight.
- Before leaving, consider the travel cost of a slow addition. A creature with no useful job can consume both tempo and a slot.
How to choose
Recruitment available across several towns is not the same as one usable army. Include transfer and assembly in the plan.
When to reassess
A seven-stack arrangement from Heroes III does not fit Heroes II.
Magic and resources
Starting situation
One enemy stack is much more dangerous than its support. You have Blind and enough force to finish the smaller targets.
Decision sequence
- Check that the main target is valid for the spell. Disable it, then focus available attacks on its support.
- Plan every area attack so it does not wake the deferred target early.
- Reposition and prepare follow-up attacks before waking the target. Check retaliation for the chosen way of waking it too.
How to choose
Blind is valuable through the time and action sequence it creates. Without a follow-up, it may only postpone the same problem.
When to reassess
Do not assume Heroes III Expert Fire Magic conditions; Heroes II uses a different skill system.
Adventure movement
Starting situation
Three expected fights and an important objective lie ahead, without immediate safe mana recovery.
Decision sequence
- Assign the minimum necessary spell to each fight and use its actual cost from your spellbook.
- Keep a reserve for an unexpected fast threat or the need to finish a damaged stack.
- If the sum fails, reorder guards, bring reinforcements or include recovery. Do not postpone the problem until the last objective.
How to choose
Available magic must be assessed alongside the losses your army takes under a cheaper spell plan.
When to reassess
Recalculate after every unplanned cast. The original plan may no longer match your remaining spells and mana.
Construction and recruitment
Starting situation
A new dwelling would expand recruitment, but you also need money for troops to capture a scarce-resource mine.
Decision sequence
- Identify every dwelling prerequisite and the days needed to complete them.
- For the combat route, include recruitment, expected losses and mine output earned by capturing it sooner.
- Keep gold to purchase the growth itself. A larger pool without money will not appear in the next battle.
How to choose
Compare growth offers with the army you can actually recruit and deliver by a specific day.
When to reassess
A hall payback example is neither a dwelling price nor a universal build order.
Construction and recruitment
Starting situation
Rare resources are limited and you are considering another upgrade in the dragon line.
Decision sequence
- Separate the building cost from upgrading already hired creatures. Check which dragon form you currently have.
- Follow the actual dependency chain; the Black Dragon is not a separate seventh base recruitment line.
- Choose the upgrade for the next objective and its magic. Losses avoided must justify the reinforcements postponed elsewhere.
How to choose
Improving a small pool’s quality can matter less than increasing its size; conversely, the right ability can change the entire fight.
When to reassess
Do not infer coloured dragons’ magic properties or prices from their names in Heroes III or V.
Neutral fights
Starting situation
A fast stack can engage the enemy shooter but must leave the space in front of your own ranged troops.
Decision sequence
- Check how many enemy shots the dive actually prevents. Merely reaching the target is insufficient.
- Cover the newly opened approach with another stack or control the threat with magic.
- Track which side gets the first effective follow-up attack.
How to choose
Compare both sides’ shooting actions. Blocking a weak shooter at the cost of your main damage source is a poor trade.
When to reassess
The shooter’s numbers and abilities may change the plan. Contact does not automatically eliminate the whole stack.
Sieges
Starting situation
Your army wins field battles, but the defender can use fortifications and concentrated shooting.
Decision sequence
- Separate the plan against defending troops from the plan for entering the town. Each needs a specific available action.
- Arrange follow-up support for the priority target. Do not send your most expensive stack inside without a connection to the rest of the army.
- Reserve remaining mana for the obstacle your physical force cannot bypass cheaply.
How to choose
Town defense changes the conditions for safe contact. A force built for easy pickups may not be ready for a castle.
When to reassess
Do not expect one expensive attacker to solve every shooter, wall and defending stack at once.
Adventure movement
Starting situation
Rewards and external dwellings refresh in a safe rear area, requiring detours by the main hero.
Decision sequence
- Check whether each dwelling offers free creatures, paid recruitment or a one-off pool.
- Connect the collector’s route with a reinforcement handoff. Troops stranded far away do not help the main battle.
- Compare reinforcement types with the main army’s five slots. Decide early which creatures stay behind.
How to choose
A helper’s benefit combines collected rewards and saved main-army travel, minus hiring and protection costs.
When to reassess
Do not assume all external dwellings refresh identically. An Ancient Lamp is not planned like ordinary weekly recruitment.
Edition and scope
PC Heroes II / Gold. The Price of Loyalty objects and its Shrine are distinguished from the base game.
These editorial plans are based on the cited rules. They are not reports of personal playtesting or one army for every map.
Rule references