McDon: Just a fan of the HOMM and wondering if 6 is any good?
It's been streamlined somewhat but I really enjoyed it. There is now a greater focus on battles
and becoming a non unit losing steamroller of death. All the units for a faction complement
each other and can be more effective if used together. Having a high tier unit isn't an instant
win. HoMM6 has strengthened it's RPG elements in that you are now allowed freedom to select
your Heroe's traits and abilities. Surprisingly, I found this less interesting than the old
system of random development. It's very tempting to build a cookie cutter overpowered hero.
I was initially repulsed by Sanctuary (Japanese fish town) due to their use of Engrish in
cutscenes, but they grew on me. The Kenshi and Kappas are a lot fun to use. Beware, HoMMVI has no
Academy (wizards), Sylvan (elves), or Dungeon (dark elves) factions.
I found enemy hero chasing A LOT easier than HoMM V where I was constantly abusing teleport
spells to close the distance. If you're having problems in HoMM VI you can give your heros
traits that give them more movement points. In HoMMVI you need to control a territory's fort or
town to capture its resources so you won't find yourself having to chase down weak heros. If no
hero will attack you, expand until they are corned and you win.
HoMMVI is not my favorite HoMM, but it makes for good comfort food.