2 has a little less of teh "build perfectly or die" due to the "Lords Hall" building that serves as a guild for up to 3 heroes you can "export" from older maps meaning you can get a lvl 20 mage into the field in the very first several minutes of the game.
The problem is that reviving GOOD heros costs too much.
The best use of the Lords hall I find is to take level 1 paladins from previous stages.
Though they may have been Nerfed, Paladins are outright the best unit in the game. They can actually gain health faster by leveling then some enemies can hurt them.
The biggest fault in the game in my oppinion is their obsession with boss battles and how the later ones outright negate the bulk of your army. I also HATE the nerf to the number of guilds you can make (It is pretty much an outright nerf to Rogues)
For example there is one mission where you are supposed to kill a dragon that just happens to be immune to just about everything and comes every few minutes over to destrou some of your buildings.
That alone wouldn't be actually that bad but there are also tens of beast dens spawning HUGE numbers of drakes ALL the time
This is actually a much easier mission then you make it sound. A lot of the secrets to maps is that they have a secret way they expect you to do it. (It is why I beat this on my second try after I found out the trick)
In this case what you want to do is build a fully functionioning guard towers in the dragon's way above the castle and to build things below your castle and around with possibly a "Don't go here" bounty at all times so heros don't fight the dragon (Though high level heros can survive it).
As well as with all missions you want to take initiative and destroy dens as quickly as possible OR keep them alive (in this case, you want them destroyed).
Using the right spells at the right time to improve the chances of your heroes coming out on top can be quite fun.
Yep, but you have to filter through the useless spells and REALLY useful spells. Of the useful ones is Resurection and I believe Shield of Chaos (for certain missions). The Repair spell, which I don't know if it can still be used to quickly build buildings, is one you get from the dwarves.
All other spells are pretty much useful but unneeded as some of the more powerful enemies outright ignore your spells. Plus some Temple heros are useless not because they themselves arn't powerful but because they won't wander the map or take anything but extremely high bounties (and bosses can kill them) unless you put them in a party.
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IMPORTANT TIP YOU SHOULD FOLLOW AND NEVER BREAK
Never EVER research potions at the Bazaar. If they patched this, fine.
But last I played the Bazaar will only serve to have your heros important life saving cash spent on these mediocre-useless potions when they could be buying healing potions. Plus they will often just use the potions immediately anyway and then buy another.
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Tip 2
When making parties the leader should be the one who you want the AI of. Rogues and Elves make excellent leaders because all they like to do is go into dangerous places and fight strong enemies (Elves have a problem with getting killed by seperating from their party). While Clerics make the worst leader because they don't want to leave.
The only time you really want to make a party is to get heros who don't do squat to actually do squat (Like Clerics)