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One save, one world, one family – ROUND 2 – Red Castle vs. Blue Rampart.
There was no save at the end of the first day for red, so I'll start with blue. Briefly about the map: both have good resources – red has two Krush lairs, and blue has an elf lair and horses. Now, about how the game went. Castle quickly decided on its main hero – Gurnisson was in the tavern, and thanks to the infantry, he quickly started leveling up. 111 Blue – 4 heroes, upgraded centaurs, 5000 gold on hand at the end of the day, Kir is not going the right way... Although, right next to the castle, there is a free lookout point and a stable is visible, and it's along the way. One battle – a group of wolves was defeated for 2 chests. In my opinion, what should have been done: after defeating the wolves, Kir should have rushed through the +1 knowledge to the stable, given the bag to a weaker hero who would clear the path to the left, where there are only two groups of ordinary harpies, and captains with a supporting squad of gnoll pawns can easily defeat them. And don't be stingy with money for heroes, 5000 on hand at the end of the turn... In my opinion, it should be spent. 112 Red – 4 heroes, both Krush lairs were cleared, the main hero was at the stable from day one, visited the arena, and defeated a +1 armor and a +4 chain. Not bad, but there is no money to buy swords right away, and these 2 lairs are not useful yet. The downside is that all the heroes went in one direction. In my opinion, on day 1, a weaker hero should have been sent to the right; he would have had time to grab the sawmill and a couple of gold piles, which, combined with scouting the resource, looks better. It's not too late to clear the lairs by the end of the week, especially since their guards are weak – any weaker hero can defeat them. 112 Blue – 4 heroes, Kir turned towards the stable, but didn't make it (to be honest, I didn't understand why she went down on day 1). Jem is on a flying unit and, along with the stable, moved along the road, reaching a fork: one way leads to a Grand Order, the other to the unknown. No battles. Again, 6000 gold on hand, and still 4 heroes – not good. Building an elf. 113 Red – due to lack of money, there are still 4 heroes, the main hero hasn't fought once; he went to the right and captured the sawmill. The bag is with Sylvia, who is heading towards the lookout point for the sword guard, which guards the Hive – will she attack? Building a house – swords. I didn't find any advantages; the day was wasted. 113 Blue – 4 heroes, Kir dove into the stable, the elf lair was cleared, Jem reached the neighboring resource – barbarians, the house is upgraded to elves. Home units are bought and upgraded; they couldn't be brought from the lair to the house – they are basic units. Kir is on ordinary elves; obviously, she couldn't speed up, although a scout is standing face to face. The only plus is the fast scout on the edge of the resource; Kir had one battle, but she didn't speed up. I think upgrading to elves is unnecessary, if it's for clearing the wolves at the lair, then the captains can easily handle it (especially since the same guard was defeated from the start), so it's a waste of building time, which is bad. 114 Red – 4 heroes, the swords are intact, the lookout point is inaccessible, the bag is with the main hero; he had one battle, defeated a telescope for a group of hobgoblins, and didn't speed up. In my opinion, it's not worth fighting at all if you can't speed up the main hero in the first week – it's better to stand next to the guard with a faster hero and defeat it on the next turn than to defeat it and be left with a speed of 4, that is, lose movement points. Another point – familiars and flying units along the way were not touched; Gurnisson already has advanced artillery + a group of marksmen and 12! attack – that's a serious force. Building – a stronghold... a very controversial move; there is no money yet (no crypts, no chests, no gold piles); it's clear that he doesn't want to lose building momentum, but will he be able to manage?
114 Blue – 4 heroes, 7 grand units and captains are defeating the crypt; a scout is standing nearby. Kir, with the bag, is in the medusa lair near the house; the scout ran into the guard in the snow and got stuck. Apparently, the guard wasn't defeated to avoid losing momentum, although it's next to Kir's night camp. A stronghold and 6000+ gold. A few words about the first week. Both played with 4 heroes (red due to lack of money, blue – I don't know why) and therefore couldn't do many things. Castle lost momentum by rushing to the Krush lairs (note that they weren't bought out, which means all the benefit from them is +2 swords) and barely managed to get to the horses in the stronghold. Rampart left Kir without a stable for 2 turns, and that's a huge bonus for her, and she could have done a lot on that resource. I noticed (as Forrest already wrote) a certain fear of neutrals; for example, red could have easily defeated a group of skeletons near the castle on the first turn and still made it to the stable, and that's a lot of free experience; I already mentioned the group of monsters – that's also a big chunk of experience, you can't just pass by. Ideally, the main hero should put something useful in his piggy bank every day (experience, stats, artifacts), and the more he puts in there, the sooner he will be able to do truly heroic things, and the greater the chances of winning.
Attached is Mizrael's walkthrough of the first week for Castle; after downloading, change the extension to 7z
Первое правило форума : "Хвалу и клевету приемли равнодушно И не оспаривай глупца" (с)
Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу): Правила онлайн игр