Woe to the fool who scoffs at the Necromancer's stack of 500 skeletons.ĪoW:SM relies on unit line-of-sight for battlefield intel. Units in HOMM3 have no upkeep costs, and lower tier units stay useful into the late game because they can be fielded en masse. Tier 1 units are next to useless in AoW:SM, even as cannon fodder, because of their high upkeep costs. HOMM3's combat has a random factor, but it influences victory is far less than unit position and spell choice. You can get absolutely boned by the random number generator in AoW:SM's combat. HOMM3 has utilitarian map graphics, but larger unit sprites with a cartoony personality to them. HOMM3 focuses on the Tactical combat.ĪoW:SM has absolutely gorgeous map graphics, but plastic figurine-like unit sprites. There is more to tell about it, but I wrote just the biggest differences I could remember.ĪoW:SM better touches on all the traditional elements of 4X gameplay. Only way to defeat a hero (save for his surrender or fleeing from battle) is to kill all his units. Only units fight, heroes just cast spells (one per combat round, until their mana lasts) and add his attack/defense skills to those of their creatures'. Towns have some upgradable defenses, heroes have catapults to break walls. They have 4 primary skills (attack skill, defense skill, spell power and knowledge) and secondary skills (up to 8, so you are forced to choose).Ĭombat. Only they lead your armies and only they can cast spells. Want new spells? Visit shrines on the adventure maps (if the map has them) for level 1-3 spells, or conquer new towns. Every town has Mage Guild, which can be upgraded up to 4 times and each upgrade adds new spells of higher level. Speaking of towns, they do not grow (there is nothing like population in AoW), also you cannot migrate them to other race (since there are no races, only town types, 4 in HoMM1, 6 in HoMM2 and 8+1 in HoMM3). You cannot create new towns, only fight for those existing ones. HoMM has 7 resources (gold, two basic and 4 precious).
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