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The buffs are on turns 1, 3, and 5, which isn't great for an Orc, but at least it's not turn 4. In the very first generation, Garun got Machine buff on level 3, and I didn't have the option to restart. In the second week, there was a -Initiative buff for the Dark faction, which hurt both of us, but Dima lost, and I managed to keep my core alive. In the third week, the Sword buff completely finished off Dima. Thanks for the game.
That's what happened.
We played without loadouts. I guess I didn't adapt to the difficult map and the weekly buffs. I immediately went for a two-hero strategy. The terrains were a mix of snow and desert, and both were quite poor, so in a situation where Grok wasn't getting Machine buff, and Jeze wasn't getting Machine buff, I didn't see any other option. Grok was progressing very slowly; it seemed like 16 upgraded horses with regeneration and Light magic should be enough, but the -20 Initiative buff for the week severely hampered him. As a result, I lost in the middle forest, even though 30 blue Ents would have been enough to hold out if they were at least half as strong. I bought Grok back and waited for 3 Devils to be delivered so I could clear the map with regeneration, but the week brought a +50 Physical Damage buff, and Grok, after 15 levels, has 0 defense. I lost on guard duty, which would have been a normal loss with a different weekly buff, but I was already taking risks, and I understood that Grok wouldn't go far with that kind of buff.