Auto-translated
The mini-respawn gave up the ghost, but it did provide a decent adjacent zone with an overview. I decide that I shouldn't test the RNG and should just play. By the first week, I got off to a decent start. Captured a barbarian-company, a couple of villages, built bears in the fort, and necro'd about 100 bones. The situation with objects wasn't great; the second week's play was built around the Animate I found and re-learned. There's nowhere particular to run along the roads. The opponent's army was consistently showing as stronger, and from 124 they started showing very impressive stats. At the start of the third week, I take the only mini-Dragon Utopia with Boots of Levitation. Hope rests on building control via the Bible and prolonging the game.
Control comes fairly early, but the opponent is already running on foot to the key zones in the center of the map. Getting anywhere from my zones is extremely difficult, even with control. I can't drag the game out, and the feeling sets in that victory is unlikely. I'm forced to leave myself exposed on one of the turns to avoid losing access to the key zones.
Hope rests on implosion, resurrection, and animate (SP 9), and the opponent's lack of anti-magic and battle magic (SP 18). I have a relatively fat stack of bones and a few medium stacks, -3 morale. The opponent has 9 angels, medium stacks of champions and ducks, and much higher stats. He has no anti-magic, and his battle magic is a bolt for 460. As it turned out after the game, he also had Armageddon. Magic is carrying things overall; I feel like I can win. The battle itself, however, I'm playing pretty poorly. The main stacks regularly screw up, and on one of the turns I lose my cast, not noticing that the bears also screwed up. The opponent makes a mistake near the end too, allowing me to cast oil and finish off the enemy troops in two rounds. Almost from the very start of the battle, the opponent had the opportunity to kill both armies with Armageddon. After such an outcome, my side would have had full control and several supports, while his side would have had more money and a chance to dig up heroes.
Thanks for the game!
Control comes fairly early, but the opponent is already running on foot to the key zones in the center of the map. Getting anywhere from my zones is extremely difficult, even with control. I can't drag the game out, and the feeling sets in that victory is unlikely. I'm forced to leave myself exposed on one of the turns to avoid losing access to the key zones.
Hope rests on implosion, resurrection, and animate (SP 9), and the opponent's lack of anti-magic and battle magic (SP 18). I have a relatively fat stack of bones and a few medium stacks, -3 morale. The opponent has 9 angels, medium stacks of champions and ducks, and much higher stats. He has no anti-magic, and his battle magic is a bolt for 460. As it turned out after the game, he also had Armageddon. Magic is carrying things overall; I feel like I can win. The battle itself, however, I'm playing pretty poorly. The main stacks regularly screw up, and on one of the turns I lose my cast, not noticing that the bears also screwed up. The opponent makes a mistake near the end too, allowing me to cast oil and finish off the enemy troops in two rounds. Almost from the very start of the battle, the opponent had the opportunity to kill both armies with Armageddon. After such an outcome, my side would have had full control and several supports, while his side would have had more money and a chance to dig up heroes.
Thanks for the game!
