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Neoandy (red, swamp, Tazar, Tazar) def Loi (blue, castle, Valeska, Shakti) 2SM4D(3), 135
I spent all my rests, and the last generation was excellent, but I took Necromancy from the monk with Tazar, and for some reason, I didn't like it. I thought my opponent would take 111. I also got distracted in real life and didn't even finish my turn, which I later regretted. On the respawn, I found a hidden stash of cows, broke into the money basement, and found a cloak of speed, but losing a day of tempo really upset me, and with that mindset, I would have made stupid mistakes, so I reluctantly took rest 113. The start was initially pleasing with a hidden stash of cows and wyverns behind the mountain, but then it disappointed me with a block of air units. After breaking through to the secondary Inferno, over 100 orcish warlords were guarding the Spirit of Despair. There are no trees. I return, go around the air units on the dirt road, and take the gnomish building for 100 - I have money, but no trees, and no wyverns. The entrance to the basement is behind the mages. Day 117, I have 1-4 in the castle. But then things started to improve! I found a wood mine that day, Tazar is developing logistics, and hidden stashes are appearing one after another on the respawn. I've never seen so many! 3 gnoll stashes - that happens sometimes, +1 lizardman - also not uncommon, +1 bulls at the start - I've seen that, and +1 wyvern - that's already an unusual setup, but then another gnoll stash, +1 wyvern, +1 basilisk, and another +1 wyvern. That's just ridiculously many. In addition, from the overview, 2 treasure pieces were revealed, where 3 utopias are visible, and the desire to take them by the middle of the 3rd week made me play, despite the late hour. I broke through the orcs and took the Inferno and the dungeon in the basement on the 1st turn; there's simply no point in building a portal - the economy won't handle it. The opponents rushed, and on the 3rd week, I started building the Capitol, as I thought the game would be long - I wasn't going to rush and wanted to enjoy the game. But that wasn't the case! On day 134, I spent 15,000 on the economy, contrary to all my principles, and on the next turn, I received an attack from Shakti on the Garrison of Orcish Ivrit (there are angels in the army). The roads are fast, Shakti has a speed boost on a griffin; if he was standing in front of the Garrison and visited the stable, he could have taken the castle, even if it wasn't nearby, with the Capitol and unredeemed cows, lizardmen, and gnolls. But again, I got lucky, and Shakti didn't reach the capital. The chain is, of course, in place. I cut off Androy's chain of 3 opponents to the blue player's home, we redeem, we buy, and we attack without fear. It turned out that Shakti had lost all his archers, not noticing how the slow effect on the ifrits was removed. I, in the last turn, maxed out mass haste and attacked. 4 angels, 9 monks, 10 champions, and other powerful units among the archers, I decided not to wait for the slow effect and the champions and angels to enter the lizardmen, so I cast haste and attack myself. For the next one and a half rounds, the slow effect battered the wyverns and basilisks, but then mass haste and slow on the angels ended the battle in favor of the swamp dwellers.
Thank you for the game!
I spent all my rests, and the last generation was excellent, but I took Necromancy from the monk with Tazar, and for some reason, I didn't like it. I thought my opponent would take 111. I also got distracted in real life and didn't even finish my turn, which I later regretted. On the respawn, I found a hidden stash of cows, broke into the money basement, and found a cloak of speed, but losing a day of tempo really upset me, and with that mindset, I would have made stupid mistakes, so I reluctantly took rest 113. The start was initially pleasing with a hidden stash of cows and wyverns behind the mountain, but then it disappointed me with a block of air units. After breaking through to the secondary Inferno, over 100 orcish warlords were guarding the Spirit of Despair. There are no trees. I return, go around the air units on the dirt road, and take the gnomish building for 100 - I have money, but no trees, and no wyverns. The entrance to the basement is behind the mages. Day 117, I have 1-4 in the castle. But then things started to improve! I found a wood mine that day, Tazar is developing logistics, and hidden stashes are appearing one after another on the respawn. I've never seen so many! 3 gnoll stashes - that happens sometimes, +1 lizardman - also not uncommon, +1 bulls at the start - I've seen that, and +1 wyvern - that's already an unusual setup, but then another gnoll stash, +1 wyvern, +1 basilisk, and another +1 wyvern. That's just ridiculously many. In addition, from the overview, 2 treasure pieces were revealed, where 3 utopias are visible, and the desire to take them by the middle of the 3rd week made me play, despite the late hour. I broke through the orcs and took the Inferno and the dungeon in the basement on the 1st turn; there's simply no point in building a portal - the economy won't handle it. The opponents rushed, and on the 3rd week, I started building the Capitol, as I thought the game would be long - I wasn't going to rush and wanted to enjoy the game. But that wasn't the case! On day 134, I spent 15,000 on the economy, contrary to all my principles, and on the next turn, I received an attack from Shakti on the Garrison of Orcish Ivrit (there are angels in the army). The roads are fast, Shakti has a speed boost on a griffin; if he was standing in front of the Garrison and visited the stable, he could have taken the castle, even if it wasn't nearby, with the Capitol and unredeemed cows, lizardmen, and gnolls. But again, I got lucky, and Shakti didn't reach the capital. The chain is, of course, in place. I cut off Androy's chain of 3 opponents to the blue player's home, we redeem, we buy, and we attack without fear. It turned out that Shakti had lost all his archers, not noticing how the slow effect on the ifrits was removed. I, in the last turn, maxed out mass haste and attacked. 4 angels, 9 monks, 10 champions, and other powerful units among the archers, I decided not to wait for the slow effect and the champions and angels to enter the lizardmen, so I cast haste and attack myself. For the next one and a half rounds, the slow effect battered the wyverns and basilisks, but then mass haste and slow on the angels ended the battle in favor of the swamp dwellers.
Thank you for the game!