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This time I played like a scrub. For the first week, we were neck and neck in development. I bet on building up the library (and only realized at the end of the game that one-time upgrades were disabled), while the opponent was building the GM in the dungeon, where without upgrades (!!!) TP/RR + DD are available. In general, my tempo dropped, but the horses in the citadel were ready + all mines were captured.
The Necromancer entered, but specifically from necromancy I raised about 150-200 bones; it wasn't going very well, let's put it that way.
Three candidates for mains emerged: the Necromancer - Moandor, who grabbed Earth; Terek, who grabbed Air; and Iona, who accidentally ate an experience box (really misclicked :)) and got Intelligence and Earth.
The worst part of the game for me turned out to be the second week, where I spent most of my time running back and forth uselessly. I built TP and fly; in my army were 5 horses, 16 ducks, an angel, and maybe a hundred bones at most. Well, some archers remained too. Meanwhile, the opponent already had 7 angels and 43 ducks + angels were built (while I was still struggling with the GM). Basically, in a game like that, you should just concede, which is what I would have done if the opponent hadn't messed up on the timer.
On the third week, I get DD with Terek, a couple of boxes (Earth came as the 7th skill and Logistics as the 8th), and I plan to rush into the swamp, since the opponent was active there in his half of the map and I was terribly curious about what he found. The entrance there was awful; I didn't plan on venturing in without control (at least two days on foot to the town).
But my plans fell through: at 135, Alkin crashes into my dungeon adjacent to the swamp with a pack of angels and 83 (!) ducks (against my 37). I was a bit stunned, but then found out that I just needed to move around via teleports and I'd be set. In the same turn, the main is taken; Alkin is sitting in the town.
Terek is out of mana, I have no idea what to do since the stats are higher, and even with 500 bones I couldn't win this fight. I decide to trade artifacts, upgrade the GM, and buy boots + gloves. And, at the most critical moment, I build the Imp. Poor Terek with basic Earth quickly crashes into the Tower, learns everything he needs, and stands in the village for 3000 mp to take back the main.
At 136, the opponent flew somewhere, cast some spells, and returned already with a pack of archs + power. And here was my luck. He settled in the town, and I had a chance to pin him down.
I decided not to risk too much; I see the stats have decreased, probably AOTD. I crash in with the Necromancer and Imp: indeed, AOTD. But mana is less than 20! And then a cunning plan formed in my head.)) The Necromancer takes out 7 archs with the Imp, retreats, and Terek crashes in next.
The striking force was fire, of course; all the power dealt no more than 50 damage to any unit—only on 6 angels, 500 skeletons, and 37 ducks was there hope that they would pull through. With 180 mana, the Imp at 1600 should have carried it.
After the AOTD casts, the ducks flew at me; two hits wiped out the skeleton stack, I already thought it was game over. But as the play unfolded, the opponent ran out of mana, and after that, it was just a matter of technique. Of my entire army, only 13 ducks on haste and a couple of eyes remained, but there was enough mana to finish off the opponent.
If:
1. The opponent had slightly more mana
2. There was anti-magic
3. There was enough timer to just fly to the dungeon and double up
Then I would have definitely lost this clash. But I got lucky. Thanks for your time!