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#15
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Roland from Gilead (blue, Tower, Nella) def Nagan-4 (red, Castle, Valeska, Ivor), 125.

My opponent used all their restarts, I had one left at 113.
111. Ivor picks up Boots of Speed on his turn, giving Logistics, so I didn't bother deciding who would be the main hero. I build Archers.
112. External dwellings of Pikemen and Archers. I upgraded the Archers.
113. The respawn is in the very center, I've already uncovered a third of the map. I decide to play. I build a Blacksmith.
114. I pick up Necropolis as a secondary town, build Crusaders.
115. 8 heroes by day 5, Ivor's breakthrough power is excellent. How I could make a mistake – I don't understand. I want to build Griffins, but on autopilot I miss and upgrade Crusaders! This is ultimately what cost me the game; I didn't have enough meat for the final battle.
116 and 117. Citadel and Castle, level 1 Mage Guild in Necropolis, clearing respawns using several heroes.
121. Breakthrough power is good – recruited 54 upgraded Archers, 12 upgraded Crusaders, 70 Pikemen, and Gremlins. I take Tower, upgrade the Gremlins, there are already fifty of them.
122. I go into the treasure zone.
123. In the treasure zone, I take a dwelling of Horses and a Hive for 8 Wyverns guarded by a lot of Gold Golems. The vile flies ignored the Pikemen and persistently gnawed on one of the Horses. Now, if I break through to Necropolis next turn, I can use the Stables near the treasure zone to speed up and take another Horse dwelling in the treasure zone in two turns; all the monsters visible there are quite breakable.
At the most interesting moment, the boss of the blue player shows up.
Now either break through to the town, or clear the treasure zone.
I broke through to the town, but I should have cleared the treasure zone – on turn 125 I would have taken another Horse dwelling and a Pandora's Box with 40 upgraded Archers, after which I'd have nearly a hundred of them. Ivor has Expert Archery and Offense. With the Stables, Boots, Logistics, and on Champions – Ivor would have flown across the map, there was a chance to recapture the capital on turn 127 or even 131.
But it's a pity to give up the capital; Nella doesn't seem impressive in terms of stats, so I decided to defend behind the castle walls. My economy is better: 3 castles vs 2, three money heroes giving 350 gold each, and if I defend successfully – the blue player won't have funds to recruit an army, while I have a Black Market. This plan wasn't a mistake if I had built Griffins in week 1.

Final battle. Ivor level 9 (6,7,1,2), 20 mana – 8 Wyverns, 1 Horse, 7 Griffins, 12 upgraded Crusaders, 54 upgraded Archers, 46 blue Gremlins, 70 Pikemen.
Nella level 8 (6,4,3,3), 120 mana (!) – 2 Angels, 12 Master Genies, 16 Gargoyles, 7 Mages, and 239 (!) shooting Gremlins. Has Lightning Bolt dealing 95 damage.
The assault was intense, with an unclear outcome until the end. Neither side pushed forward, the Gremlins' ammo was depleted, all three castle towers were intact. A disconnect occurred at the worst possible moment, after many rounds when everything hung by a thread: Red had 5 Pikemen and a Griffin, with mana for one shot. Blue had 34 Gremlins, out of arrows, with a Ballista. The Gremlins have speed 5, the Pikemen on grass also have speed 5. It's hard for me to say how it would have ended, but if I'd had two dozen Griffins – I would have defended easily.
We decided to replay the final battle, since we didn't remember the exact turn order – we decided to play the battle as it goes. Unfortunately, the second time the Catapult quickly destroyed 2 out of 3 towers, and although the battle was again long – Nella's lightning bolts decided it.
The mistake with the Griffins killed me, just building on autopilot without looking, shame and disgrace.
Thanks for the game, Dima!