Wlk777 (red, swamp, Tazar, Tazar) def Lider1 (blue, Castle, Valeska, Valeska) 2SM4d(3), 137.
I want to draw Wlk777's attention to this for the future.
A point from the rules:
5.12. It is forbidden to enter neighboring territories without breaking through the guard standing at the passage (i.e., if it is moved). If two or three guards are scattered along the road, any one can be broken through.
In the ABSENCE of a passage guard, including a moved one, it is allowed to freely move from one spawn to another.
That is, the dendroids should have been broken through not on the fifth day after capturing the secondary castle, but on the second!!! At the moment of entering the next spawn.
I want to draw Lider1's attention to this for the future (C): if you see an enemy unit of 20-49 units, I don't see anything strange or terrible about there being 30 of them (in this case, another 8 went for an upgrade; in a day or two, there would have been even more). However, after "revealing" the situation and discovering that your hero's level is 12 against my 18, with corresponding skills, I would say that I probably would have needed only half of my troops to win in this situation. To be honest, I didn't expect an attack (otherwise, I would have split up the flies). But in principle, I don't argue; given the situation, I would have had to really mess up to lose.