After reviewing practically all the maps I have, I came to the conclusion that only a few are acceptable for a tournament. From those few, I chose the map called NEIGHBORS.
Now directly about my walkthrough:
This map can be completed in 3 different ways, using different completion tactics!
The 1st method, called "passage through portals," was discarded immediately, as this strategy ensures victory in the best case after 1 game month, which is unacceptable to me.
The 2nd method, called "Magic of my Castle," received my approval. In fact, it was according to this strategy that I completed this map twice.
The 3rd method, called "Just a boat," proved to be the fastest and most optimal for this tournament map.
1st run
2nd run
To this end, all heroes were thrown into a high-speed capture of mines, followed by resource collection!
I calculated that the minimum time for resource collection, with simultaneous magic construction in the castle, is 14 days! But this is achieved only if one neglects buying 1 genie (-1 gemstone).
3rd run
This method also turned out to be the fastest in real time, i.e., I spent only 1.5 hours on it (but, of course, I already knew the whole map inside and out)!
So, the main points:
1. Taking the village with the boat on day 5 seemed like an unconvincing argument to me, since the computer doesn't build the 4th level of magic before day 12 anyway. Therefore, I considered it optimal to take the village on day 6.
2. Battle with ogres on day 4 while preserving all archers (without archers, pikemen will not join).
3. Collecting all genies.
4. One of the most important points. WE DO NOT TAKE THE BOOTS, ACCORDINGLY WE DO NOT LOSE GENIES AND ARCHERS!
5. Join gargoyles without leaving the boat (in principle, they are not needed)!
6. Land on day 10 not at the castle with dragons, but at the castle with phoenixes!
7. On day 11, capture the phoenix castle and pursue the computer on the same island.
8. Landing on day 12 by the centaurs (dragon castle island), who join.
9. Buying only Wizards and Sorceresses in the dragon castle.
10. Assuming that many will have such a result, it is necessary to make sure that the main (leveled) hero attacks last.
11. Take the mercury mine as quickly as possible. Which in a few days would add some mercury (or flasks, my good old slang) to the treasury.
Main walkthrough via 3rd method
Day 1 (111)
Arturius with army:
5 archers, 45 peasants
takes +14 ore and a chest +1500 gold. Takes 1 step left.
Day 2 (112)
Dmitry is purchased with army:
5 archers, 35 peasants
Dmitry transfers his entire army, except for 1 peasant, to Arturius.
Arturius joins a good 29 fairies!
Dmitry takes all the army from Arturius, except for 29 fairies; turns end here.
Arturius visits the gazebo (attack +1) and, paying no attention to gemstones, runs up. Falls asleep 2 steps from the casket.
Day 3 (113)
Since I calculated that ogres should fight the next day, Dmitry must transfer all army to Arturius as his last step the next day. For this, the following decisions were made:
Arturius takes the casket +1500 gold and runs toward the Ogres, but NOT completely spending all his steps! Exactly one unused step must remain (day 113)!
Dmitry MUST take the ore mine (stones will be necessary for building the castle), and, paying no attention to gemstones, runs after Arturius.
In the BAYWATCH castle we buy Sorceress Ariel with army:
12 fairies, 3 dwarves.
We direct her to catch up with Arturius. Sleeps two steps from the gemstones.
Day 4 (114)
Ariel visits the same gazebo (knowledge +1), collects +5 gemstones and transfers all her army, except for 1 fairy, to Dmitry.
Dmitry, in turn, does the same toward Arturius, leaving himself a similarly small fairy.
Arturius increases luck in the ring of faeries (quite a strange name) and attacks MANY OGRES:
Battle 1
Arturius's army:
10 archers, 83 peasants, 2 dwarves, 39 fairies.
Enemy army:
20 ogres. 5 stacks of 4 each.
Troop deployment before battle:
Since random chance in battles is widely developed in Heroes 1, it is practically impossible to fully restore the entire confrontation!
But nevertheless, I will try.
Turn 1
Fairies pass, archers shoot at the first ogre slot.
Peasants stand in front of the archers. Dwarves also move up, to defend the archers.
Turn 2
Fairies pass. Archers shoot at the first slot, taking out 1 ogre.
Peasants, dwarves – pass.
Turn 3
Fairies pass. Archers shoot at the first slot, taking out 1 ogre.
Peasants finish off 1 ogre slot. Dwarves pass.
Turn 4
Fairies fly to the far lower corner. The 2nd ogre slot hits 37 peasants, who in turn respond but do not take out a single ogre. We shoot at the second slot with archers with LUCK, taking out 2 ogres in the second slot. Peasants hit 1 ogre from 2 slots, who in turn strike 7 peasants. We pass with dwarves.
Turn 5
With fairies we kill the 2nd ogre slot. The 3rd ogre slot attacks the dwarves, killing one. We shoot at the 3rd slot with archers. With peasants at the 3rd slot, taking out 1 ogre; they respond and leave only 14 peasants on the battlefield. We also attack the 3rd slot with the remaining dwarf.
Turn 6
With fairies we attack the 3rd ogre slot in a straight line, as shown in the figure:
We take out 2 ogres, they respond and kill 5 fairies; fairies in response finish off the 3rd ogre slot.
With archers we shoot at the 4th ogre slot. (And for some reason the fifth ogre slot goes around the stone). With peasants we attack the 4th ogre slot, killing 1 ogre; they respond by killing the last peasants and attack the one fearless dwarf who withstands the onslaught of the 4th slot and responds. The fearless dwarf again deals an unanswered blow to the 4th ogre slot.
Turn 7
With fairies we hit the 4th ogre slot, taking out 1. With archers we shoot at them, taking out another one. 2 ogres attack and kill 5 defenseless fairies; they respond without hesitation and kill the 4th slot. Dwarves move 1 cell forward.
Turn 8
With fairies we fly to the far lower corner. Ogres hit the dwarf. Archers shoot at the last slot.
Turn 9
With fairies we attack the last ogre slot, killing 1 ogre. Ogres hit 13 fairies; they in response take out another ogre. Archers with LUCK take out 1 ogre.
Turn 10
Unsure if the fairies can kill an ogre (remaining health is not written in Heroes 1), we fly away with fairies to the standard corner.
Ogres, of course, do not reach the archers. They in turn shoot and achieve victory!
It should be noted that on turn 8 there was a completely unnecessary sacrifice with dwarves (in this case it was done intentionally). If you move back with dwarves on turn 8, the ending would have had more fairies. But I tried to get close to the result I got from the 2nd time of the main run.
After battle:
When writing description - 10 archers, 16 fairies.
When completing - 10 archers, 11 fairies.
Arturius takes only 1 genie from the lamp, no more money. He rests there.
Day 5 (115)
Ariel pursues only one goal: grab nearby lumber and move toward the village. She was 2 steps short of the same lumber (which is near the obelisk).
Day 6 (116)
Battle 2
Arturius's army:
10 archers, 4 genies, 22 pikemen, 11 fairies.
Enemy army:
8 peasants, 2 swordsmen, 6 archers.
Tactic:
Battle only with genies.
After battle:
No losses
+1 attack
Day 7 (117)
Battle 3
Arturius's army:
4 genies.
Enemy army:
20 ogres (5 slots of 4 ogres).
Tactic:
"And the ogres only move 1 cell"
After battle:
No losses
+1 knowledge
Day 8 (121)
Battle 4
Arturius's army:
4 genies.
Enemy army:
24 swordsmen (4 slots of 5 swordsmen, one of 4).
Tactic:
We pass the first 2 turns; on the third turn we attack the first group of swordsmen, then the second, and then the third.
After battle:
No losses
+1 spell power
Day 9 (122)
Day 10 (123)
I also draw your attention to a particular oddity of the computer. As seen from the screenshot, yellow is clearly aimed at attacking centaurs (who join!) and that's how it goes if you land on his island. If you land on the island with phoenixes, as shown in the screenshot, the cunning computer for some reason runs away from the free centaurs.
Day 11 (124)
Battle 5
Ariel's army:
9 genies, 22 pikemen, 10 archers, 31 fairies.
Enemy army:
7 unicorns, 8 elves.
Tactic:
Genies deal with unicorns in 1 turn (from the first hit -6 horses).
Fairies attack archers.
Losses after battle:
10 archers, 5 fairies
Battle 6
Gem's army:
9 genies, 41 fairies.
Enemy army:
30 fairies, 13 dwarves, 9 druids.
Tactic:
Lightning on Fairies, Genies on druids. Dwarves are powerless.
After battle:
No losses
After an unconditional and obvious victory, Gem gets into the boat.
Ariel with 22 pikemen makes her way to Muddlegate village.
Day 12 (125)
Let's watch the computer's greed during turn transition:
was:
Day 13 (126) – last.
became:
No comments…
Battle 7
Gem's army:
9 genies, 41 fairies.
Enemy army:
15 fairies, 3 dwarves, 4 griffins, 2 minotaurs, 1 hydra.
Tactic:
Lightning on Fairies, Genies on Griffins; Minotaurs got a response from genies, fairies and shooters hit dwarves. Lightning on hydras.
After battle:
No losses
Then attacks Agar:
Battle 8
Gem's army:
9 genies, 41 fairies.
Enemy army:
14 centaurs, 2 gargoyles, 2 hydras.
Tactic:
Blindness on gargoyles, Genies destroy hydras and centaurs. Fairies hit gargoyles.
After battle:
No losses
And finally in auto-battle mode takes the dragon castle ALAMAR without losses (defense 3 hydras).
In ALAMAR castle, Karlawn is hired.
Who takes all 9 genies from Gem and flies to battle with the last yellow using portal magic.
Battle 9
Gem's army:
9 genies.
Enemy army:
8 griffins, 17 gargoyles, 13 centaurs, 1 hydra, 15 dwarves.
Tactic:
Storm, resurrection, antimagic
After battle:
No losses
(see screenshot in the one following №6)
(see screenshot in the one following №6)
(see screenshot in the one following №6)
Battle 10
Atlas's army:
83 fairies, 4 genies.
Enemy army:
21 goblins, 8 orcs, 8 wolves, 5 trolls, 21 dwarves.
Tactic:
1st turn Genies on trolls, fairies on goblins.
2nd turn Genies on trolls, fairies on dwarves.
3rd turn Genies and fairies on dwarves.
Losses after battle:
4 genies, 9 fairies.
Battle 11
Crodo's army:
8 centaurs, 2 gargoyles, 24 goblins, 5 orcs.
Enemy army:
5 archers, 47 peasants.
Tactic:
Everyone on archers, peasants don't count
Losses after battle:
1 orc, 1 goblin.
Battle 12
Artirius's army:
5 genies, 5 centaurs.
Enemy army:
11 orcs, 12 ogres, 2 trolls, 11 goblins.
Tactic:
AUTO-BATTLE
Losses after battle:
1 genie, 5 centaurs.
So all heroes used by me:
Arturius (Knight) -> last blue castle Xabran
Dmitry (Knight) ->
Ariel (Sorceress) -> phoenix castle Blackbridge, hero Rebecca,
Luna (Sorceress) ->
Gem (Sorceress) -> hero Trojan, hero Astra, hero Agar, dragon castle ALAMAR
Karlawn (Sorceress) -> last yellow
Barok (Warlock) ->last red
Natasha (Sorceress) ->
Astra (Sorceress) ->hero Lord Kilburn
Atlas (Barbarian) ->hero Sundax
Crodo (Warlock) ->hero Lord Haart
TOTAL:
Days 13
ARTURIUS has the following characteristics:
attack +3, defense +2, spell power +2, knowledge +2 total 9.
Mercury 11.