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vitalic (blue, Rampart, Kir) def Sir Colorado (red, Castle, Valeska, Grindan) 2SM4D(3) 123
The roads are very fast, and there is a Flag of Unity near the castle, which, after the battle, gives morale and additional movement. I bought Ivore, and he attacks, buffs, attacks, buffs, and in one turn, he reached level 3. I didn't scout the area and went around, losing a day and a half, but it was in vain; there was a passage to the secondary castle near the road. Kir starts fighting from 113, takes the secondary castle Conflux by 117, and breaks through to the opponent's castle. On 121, I bring what I could buy, changing everything, and take the opponent's castle. Grindan, who is well-developed, doesn't risk attacking and retreats to my Conflux, but doesn't quite make it. Kir, having taken the opponent's Medusa Lair, catches up with the opponent, having previously attacked with two mages and archers from 36, bringing the opponent down to 19.
Kir 5 6 4 3 (primary earth and expert archery) with 18 Great Elves, a Dreadnoid, 14 Fairies, 39 Centaurs. 6 Unicorns, 11 Air Elementals, 1 Pegasus
Grindan 1 1 6 5 (advanced earth, spells of slowing, speeding, and joy) 19 Archers, 32+1+1 Pikemen, 5 Warhorses, 7 Swordsmen
The battered archers are no longer scary; the defense and attack of Kir played a role.
Thank you for the game
The roads are very fast, and there is a Flag of Unity near the castle, which, after the battle, gives morale and additional movement. I bought Ivore, and he attacks, buffs, attacks, buffs, and in one turn, he reached level 3. I didn't scout the area and went around, losing a day and a half, but it was in vain; there was a passage to the secondary castle near the road. Kir starts fighting from 113, takes the secondary castle Conflux by 117, and breaks through to the opponent's castle. On 121, I bring what I could buy, changing everything, and take the opponent's castle. Grindan, who is well-developed, doesn't risk attacking and retreats to my Conflux, but doesn't quite make it. Kir, having taken the opponent's Medusa Lair, catches up with the opponent, having previously attacked with two mages and archers from 36, bringing the opponent down to 19.
Kir 5 6 4 3 (primary earth and expert archery) with 18 Great Elves, a Dreadnoid, 14 Fairies, 39 Centaurs. 6 Unicorns, 11 Air Elementals, 1 Pegasus
Grindan 1 1 6 5 (advanced earth, spells of slowing, speeding, and joy) 19 Archers, 32+1+1 Pikemen, 5 Warhorses, 7 Swordsmen
The battered archers are no longer scary; the defense and attack of Kir played a role.
Thank you for the game