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#497
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2. Dirty Player:
What does offline gameplay look like now? 70% of the time is spent generating battles.
The final result of a strong player depends primarily on the amount of free time they have. With the new rules in difficult battles, if you really want to, you can achieve morale and luck dropping for the desired stack on each turn + the ability activating at the right moment. And the battle will be easy to reproduce...

There are many options for changing the battle map. And after tournaments, there will be descriptions like: "the first unit must move to the right so that the attacking stack gets morale." With this change in the rules, in order to compete for high places, you will still have to rely on luck and morale, but now in different ways.

The monotonous repetition of the same actions to generate the perfect battle map. As a result, battles become the key moment of the game: the most difficult, lengthy, discussed, and controversial. And thinking about the movement of heroes and developing a strategy for completing the game (which is what personally attracted me to offline games) become secondary.

As a result, the reason for refusing to participate in offline tournaments is often the lack of a free month for "full-fledged" work with the map. In my opinion, the originality of ideas and non-standard thinking should be what separates players in the tournament table, and not some other factors.
SoD 3.2, 2SM4d(3), Full random

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