Auto-translated
Well, since discussion is encouraged, let's continue :)
A weak strategy? Four Phoenixes attack an opponent who, if he was foolish enough, went with only one Dragon? And especially if, after capturing a resource, the opponent runs around using teleports?...
The description of Gunnar doesn't say how the opponent will act... and he's unlikely to give such an advantage.
And about the Phoenixes... only magic arrows affect them – that's 10 rounds of combat! As a rule, after capturing the central resource, I move all my troops to the passage to the green area and transfer 1-2 Phoenixes to the left hero... he usually defeats even a Knight, who is already running around with upgraded Riders, without any problems... and I clear the mines, keeping an eye on the green area... as soon as it appears, 1-2 Phoenixes are easily transferred back to the main hero.
P.S. I also want to mention another bug with teleports – on one of the islands, one obelisk cannot be visited, and according to the rules, it should be impossible to dig up the Grail... but I've found the Grail there twice! So, future opponents, keep this in mind and agree in advance whether it will be allowed to dig up the Grail without one obelisk or not.
P.P.S. to Gunnar: What army usually breaks through the passage to the resource on day 6? Besides 50 Hobbits...
With me, and even when playing with Dust, it was rarely possible to break through the passage on day 6... usually there are about 20 strong monsters there... of course, the passage can be broken through, but:
1. There is no money to buy starting troops – you need to build Dragons or Phoenixes!
2. Such a victory can turn out to be Pyrrhic – there is a combat resource nearby with level 2 magic ;) even if you defeat it... it's very difficult to take the castle... and then your opponent will arrive on a white horse and wave at you with 4 Phoenixes ;)
There is another way – on day 7, land with a Sorceress near the resource ;)
I'll answer in order (I'm glad the discussion started)
1) By "weak strategy," I mean that breaking through the passage only in the beginning of the second week is too late, thus you are giving the opponent resources and money between him and the blue resource, but, worst of all, you are slowing down your own game, because at the beginning of the week, both your main hero and the secondary heroes should be in completely different positions than before breaking through the teleport (it's impossible to reach the blue resource in just 2 days, even with Phoenixes + you lose the bonus from the blue resource – and that's also important...).
2) I didn't write anywhere that the green player will let a hero with one Dragon through to you; it's absolutely unreasonable for him to do so, just as it is to capture the blue resource (I won't go into the details of his development in the second week now, as I'm late for work :), but capturing the blue resource is not in the green player's plans under any circumstances, even if it's his own Warlock). I wrote that it makes sense to let a hero with one Dragon through to the yellow player if the main hero has gone to deal with the teleport on his own territory. And the hero with the Dragon is sent more for reconnaissance, to intimidate the green player (he doesn't know how many Dragons your hero has, and 1 and 4 are written the same way), to kill the green player's scouts and even the main hero who came out of his territory with the army from the first week, to take resources and money from the red resource, and to take (if possible) the red resource. Well, if a hero with one Dragon is attacked by the green player with several Dragons or the red resource with an army that cannot be killed by one Dragon (although I managed to do this both times), then you simply buy your way out, because no one will kill your Dragon in the first round, and the hero will have already completed his mission of reconnaissance and breaking through the passage, which absolutely does not prevent the main hero from maintaining his pace and developing further (but this appearance of the Dragon could affect the opponent's plans and pace, as he might think that they are not coming with one, but with 4 Dragons, and that another army is somewhere behind with another hero, and if he cannot defeat the Dragons, he will not risk it and will retreat from his territory to the red resource and defend himself – which is exactly what you need so that you can calmly pass by the passage to his territory and start calmly taking money, resources, and the red resource, while the main hero is doing his job).
3) Ice arrows and ice rings also affect Phoenixes, and the red resource usually has a level 3 guild by this time, and even if the red resource's main hero has magic power of 5-7 in the second week, even two ordinary arrows will be enough to kill one Phoenix (and the resource's army is often large, and you won't be able to deal with it with only two Phoenixes in one or two rounds) (I barely defeated it with a green Dragon and upgraded Gargoyles, the Dragon had less than 20 health, although I was also taking damage from the Gargoyles and blocking the archers).
About the Grail – it seems that it is forbidden to dig it up in online games according to the Portal rules...
About the army that defeats the first guard of the passage (the second is much weaker) – it's Hobbits (the main attack force), Centaurs (the second attack force), and other troops that are taken depending on the guard of the passage (this is either Gnomes with a nearby ambush (a good combat force for the Barbarian), or Medusas with a nearby ambush (we buy them, depending on the need, depending on which guard it is, I bought them only once), this is a detachment of Butterflies in the beginning (also a powerful force) and Gargoyles + remnants from other heroes, if there are any. Regarding the point that it makes no sense to buy a starting army to break through the passage if you need to save money for building a level 6 building, the passage is usually broken through precisely for the sake of money, which lies between the guards of the passage and at the resource (including sulfur at the sulfur mine of the resource, if you are very unlucky), and so that you don't lose the pace of the game (this is no less an important reason for breaking through the passage early, I described above why).
The guard of the passage is defeated by the army that I indicated without any significant losses of combat forces (you can practice and check this yourself, I played a lot for the yellow color (much more than according to the reports) – that's why I can say this), except for the case when it is guarded by ghosts – you will not be able to defeat this guard in the first week, but this can happen very rarely (it happened to me only once in all the games for both colors) – consider that you were just very unlucky then...
The victory over the resource will not be Pyrrhic, because even if it comes out with a Lightning spell (and this is also very rare, usually it attacks you on the 6th day with an arrow, because in the castle at the beginning there is only level 1 magic – but they can give Lightning or Ice Arrow in a treasure chest of level 2 nearby), the resource is still defeated (although there are few troops left, but you will save all the Hobbits, as a rule, but the archers will be destroyed). But you shouldn't care about this junk from the ambush, because on the first day of the second week, you will already capture it with a Dragon without losses (instead of just coming out of your territory in the second week, as you suggest) and then you will defeat it.