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I agree that the experience turned out to be specific and these alliances are unnecessary, in the end. But we play as we play.
No. Alliances here are the foundation of foundations. For such is the format. SSSK (Strongest Squad Syndrome) we used to call it... Another thing is that the "squads" here are... "artificial." Let's finish and I'll explain everything later. What about your "bride" there? Tarantos is hitting, I suppose?
It would have been better to put a limit on the number of people in a squad. Or make regional ones right away, but with a ceiling. We have players used to teamplay.
Apparently, we should have made it with real squads. I don't know... North, South, West, East, Center... 4 characters on average. Then the leader's elimination wouldn't have been so... so what it turned out to be. Neither Geroist nor Astral had practically any chance. The leader is candidate number 1 for "taking out," no matter how you slice it. No matter how Geroist twisted and turned there, Ferlyuts and Avesom would have gotten him anyway. If not on turn 2, then on turn 3. If not on turn 3, then on turn 4. Not the chocolate box, damn it, that you were afraid of for some reason, but those two. And not Yashchur, damn it, going after Geroist, but Ferlyuts and Avesom going after Alsira. Because that's, damn it, the enemy leader!!!
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).