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The first Offline Tournaments for Heroes 5!

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I think Shoot-nike won't mind that, in addition to me, several other people will test his strategy, so I'm publishing his strategy (which will later be moved to another special topic):

Goal: complete the mission in the shortest possible time.

Main idea: DO NOT WASTE THE MAIN HERO'S TURN ON USELESS THINGS.

Abbreviations: Agr - Agrael (main/primary hero)
ger2 - second hero, bought in the tavern
ger3, etc. - third hero, etc.

Turn 1: 1. Agr IMMEDIATELY runs to the "+1 morale" flag and receives additional movement. (Note: Agr does NOT enter the Castle!!)
2. Tavern is built
3. Hero Marbas is bought (hereinafter ger2)
4. ger2 buys imps in the Castle
5. ger2 captures the imp pit and transfers all creatures to Agr
6. Agr fights Gilraen, after the battle there are: 51 imps, 42 devils, 20 hellhounds, 9 demons, 8 succubi, 2 pit demons.
7. +1 level: "Ghostly Luck" skill
8. Agr captures the garrison
9. Agr visits the witch's hut: improves spellcasting
10. Agr takes the chest +1500 experience
11. ger2 visits the flag and runs to the garrison, behind Agr.

Turn 2: 1. We build the Town Hall.
2. Agr kills the quarry guards (gremlins) (no losses). Agr DOES NOT CAPTURE THE MINE and DOES NOT COLLECT RESOURCES!!! (we follow this rule throughout the mission)
3. +1 level: "Efficient Logistics" skill (Agr becomes level 14)
4. Agr kills the dryads guarding the fairy trees (no losses). Agr DOES NOT CAPTURE THE FAIRY TREES!!
5. Agr visits the "Dolmen of Knowledge" +1000 exp
6. ger2 runs after Agr

Turn 3: 1. Agr captures the elf castle (no losses)
2. We build a market in the elf castle.
3. Agr defeats the beasts guarding the sawmill (no losses)
4. Agr runs further towards the unicorns
5. ger2 captures the quarry, picks up 2 piles of ore
6. ger2 runs to the fairy tree (failed to reach. P.S. I made a mistake here, you don't need to run to this tree at all and take the fairies, because it wastes a turn, you need to run further.

Turn 4: 1. Agr defeats the unicorns (no losses)
2. Agr defeats the ents (no losses)
3. Agr visits the tree of knowledge +1 level for 2000: "Mana Regeneration" skill (Agr becomes level 15)
4. Agr runs to the arena
5. ger2 visits the fairy tree /P.S. I repeat, this was my mistake.
6. ger2 visits the dolmen of knowledge +1 level: you can take any skill, because the hero is "useless"
7. ger2 runs to the sawmill

Turn 5: 1. We build the Town Hall in the elf castle.
2. Agr visits the arena +2 to attack
3. Agr defeats the earth elementals (losses: ballista)
4. +1 level: "Advanced Gate Opening" skill (Agr becomes level 16)
5. ger2 captures the sawmill, picks up a pile of wood.

Turn 6: 1. Agr visits the "Fountain of Eternal Youth" + to movement
2. Agr runs to the NW elf castle
3. ger2 picks up a pile of crystals, visits the windmill, takes a chest with gold (we choose money, of course)

Turn 7: 1. ger2 picks up a pile of ore to the east.
2. ger2 runs to the chest with gold (slightly north)
3. Agr captures the sawmill
4. Agr defeats the hero Ossir (no losses)
5. Agr captures the NW elf castle (no losses). WE DO NOT ENTER THE CASTLE!!!!
6. Agr runs from the NW castle along the road to the east.
7. We build a unicorn pasture in the NW elf castle

Turn 8: 1. ger2 picks up a chest with gold (we choose money)
2. ger2 runs to the windmill (the week has just begun)
3. We hire the hero Deleb in the NW elf castle (hereinafter ger3)
4. ger3 buys a first aid tent
5. ger3 hires 8 elf archers, 4 unicorns, 1 dryad
6. ger3 runs to Agr and an army exchange takes place:
from ger3 to Agr: 4 unicorns, 1 dryad, tent, cart, ballista
from Agr to ger3: 42 devils, 9 demons, 20 hellhounds, 51 imps, 8 succubi
7. Agr defeats the "Dancing with Death" (no losses)
8. Agr visits the "Temple of Magic Touch" and learns "Ring of Cold"
9. Agr defeats the hero Wingael (no losses)
10. Agr runs to the druids
11. ger3 runs to Agr
12. We click the "End Turn" button
13. The hero Ilfina attacks Agr (losses: 3 unicorns)

Turn 9: 1. ger2 visits the windmill
2. We remove ger2
3. We hire the hero Grog in the NW castle (hereinafter ger4)
4. ger4 runs to ger3 and gives him his troops (except for one imp)
5. ger3 runs to Agr and gives him 31 demons
6. Agr visits the mercenary camp: +1 to attack
7. Agr defeats the druids (losses: 30 demons, 1 unicorn)
8. +1 level: "Expert Chaos Magic" skill (Agr becomes level 17)
9. Agr visits the flag, + to movement and runs to the chest on the way to the Ents
10. Agr should not completely use up his turn, but "not reach" approximately 1-2 "movement points" so that on the next turn ger3 can reach Agr.
11. ger3 runs to the treehouse
12. ger4 runs to ger3 /P.S. again I messed up, ger4 should immediately be sent to the gold mine south of the NW castle.

Turn 10: 1. ger3 runs to the treehouse, hires elf archers
2. ger3 runs to Agr and takes 1 dryad and 1 demon, gives all troops to Agr
3. ger4 runs to the gold mine
4. Agr defeats the Ents (losses: 29 imps)
5. Agr defeats the Druids (quest) (no losses)
6. Agr runs to the SW elf castle

Turn 11: 1. ger4 captures the gold mine
2. ger4 runs to the treasure chest to the east
3. ger3 runs to the quarry
4. Agr runs towards the SW elf castle

Turn 12: 1. Agr defeats the "Dancing with Death" (no losses)
2. Agr runs to the SW castle
3. ger4 picks up the treasure chest (we choose money) /ger4 will be needed more
4. ger3 captures the quarry and runs to the pile of sulfur

Turn 13: 1. ger3 picks up the pile of sulfur /ger3 will not be needed anymore
2. Agr runs to the SW castle
3. Agr defeats the hero Alastor (no losses)
4. Agr captures the SW elf castle (no losses)
5. +1 level: "Magic Resistance" skill
6. Agr enters the castle
7. We click the "End Turn" button
8. Gilraen attacks the SW elf castle, we defeat him (losses: see screenshot "Victory Table")
9. We celebrate, drink beer, etc.

P.S. I'm shocked myself:)

Congratulations to Shoot-nick on his well-deserved victory!!!

With respect, VDV_forever