Wait or Guard New to Heroes III combat are the wait and guard function. These bump the simplified tactical combat of Heroes III up a few notches. Previously, you simply could attack, cast spells, or end your turn. Now, you don't have to just attack or hold still. Wait The wait function is very important for setting up attacks. Your ranged units can often wait for enemy units to get within closer range so they can fire without range penalties. If the grand elves had fired first, instead of waiting, they would only strike at half strength. However, if the grand elves wait for the skeleton warriors to move before they fired, they would be able to strike for full damage. You might also choose to wait if you wanted a slower unit to attack first. Let's replace the grand elves with centaurs. You could have the centaurs wait for the battle dwarves to attack the skeletons first. Why? That way, the skeleton warriors' retaliation is wasted on the more durable dwarves. Then, when the centaurs attack, they won't suffer a counterattack. You should always have your ranged units and weaker attackers wait to strike melee units, unless you suspect you have to attack before the enemy can unleash a spell like blind or berserk. You also don't want to wait during sieges when the enemy isn't going to move anyway. But in open battle, where enemy melee troops have no choice but to rush your ranged units, you are better off waiting for the units to come to within range before firing. Of course, when engaged against other ranged units, you still want to attack first. But against melee units, waiting could make the difference between a half damage sortie and a full assault. As for your weaker troops, such as serpent flies or pegasi, it's a good idea to wait for your more durable attackers to suffer an enemy counter attack and then strike after the enemy stack has expended its one retaliation. Guard
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