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Reports on online games and their confirmations (Winter 2009 season).

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Mizrael (red, Rampart, Kyrre, Kyrre) def. BlackPoint (Dungeon, Shakti, Shakti) 2sm4d(3) 135

We started without restarts, control time 4 minutes, slow roads: in one direction is the guard, in the other direction is a pack of medusas.
111 - small crypt, 6 heroes barely scattered (only 2 paths).
112 - uneven terrain and the medusas literally rushing to petrify lead to half the Centaurs dying (good thing I took dwarves with me, the medusas happily fired at them while the Centaurs stood sleeping). I see a secondary, it's Conflux and there's a stable, plus the guard turned out to be the protector of an adjacent respawn (a lot of dwarves) and it's quite possible to quietly bypass the guard if needed. I decided I would play, but only if things worked out with the money for the uniques.
113 - secondary, Kyrre already has the stable, there's a crypt and a dwarf dwelling, I play.
114 - the battle for money begins, Torosar was the first to engage - with a ballista and archers, the remaining Centaurs take out the zombies without losses. At home, dendroids; in the secondary, a market - without trading, uniques definitely won't be affordable.
115 - Kyrre didn't risk attacking a crypt with 4 air elementals and 20+ Centaurs, she cleared the guard of the dwarf dwelling for now (15 per stack, nothing else), the money carrier went to a specialty wave of death hero, who, after teaching the archers a lesson, took down harpies.
116 - pegasuses and dendroids arrived, the crypt with relics and 6 sharpshooters are on Kyrre's account. On the last seconds of the turn, I missed the market and dumped 1000 gold; now trading is definitely unavoidable, and the prices aren't even reduced.
117 - 25 nomads for an attack and a scholar + passage to an unexplored part of the respawn (I was ready to give up all the Centaurs and half the pegasuses, but the terrain and maneuvers allowed me not even to lose all the Centaurs) and Kyrre spends the night at the stable. All first week battles went without elves (let them stay home, safer).
121 - the dwarf dwelling fell to the strike of 5 uniques, Kyrre rushes home. For clearing the Conflux respawn, two mages with 4 air elementals remain (thankfully a well is available).
122 - adjacent zone guard is broken, archers start a new battle for money.
123 - crypt, Kyrre is within easy reach of the swamp secondary. Right at the guard there's a scouting point: a significant portion of Shakti's respawn is revealed, no activity - only during the blue's turn I notice the water mill was already visited this week (one of the game bugs/features helped: during the opponent's turn, the visit counter works for him on many objects, you can even learn the spells in huts if he was there). The mages continue shooting small fry and diving into the well.
124 - grand elves are delivered, the swamp secondary, a warrior's tomb for 100 dwarves brings a Chain +4.
125 - a busy day, barely managed everything. Kyrre was 1000 XP short of a level, I wanted to feed her a chest but there was an artifact for morale, I gave the money carrier, dove into a well, and rushed home. The scout accepted the uniques, some harpies for sacrificing, and breaks orc chieftains (it went badly, wanted to save mana for later and as a result, an untreated horse kicked the bucket), gives the horses back and flies on 3 pegasuses towards the blue's respawn intending to steal a chest behind the butterflies (that's why I saved mana). I level up and fill the mage with mana before the final money battle. On his turn, blue Gunnar flies nose to nose with the money carrier, it was scary, but Gunny is empty.
126 - Pandora's box for 5k XP behind a lot of rocs and expert Earth magic, Kyrre flies to the stable. The snoop successfully steals the chest, and even cleans out a dancing dwarf :) On his turn, he gets killed, but the scout was angry and had mana - 2 minotaurs. The mages finished the harvest with two waves of death on upgraded wolves.
127 - Kyrre spends the night at the stable, all scouts are stationed at water mills.
131 - upgrade pegasuses and boost the mama on them before the guard (lot of black knights).
132 - Kyrre shot down the guard under oil, grabbed luck (in addition to the artifact) and an armorer.
133 - attacking Shakti in the castle with all the army and without mana is not wise at all, I head towards the Barbarian secondary (there are often mana waterfalls there) and stumble upon a scouting point, oops - there's a well right above the blue's castle and a scout is stuck there too. Killed the scout, stood at the well. Shakti doesn't attack, but slips away into the darkness.
134 - charged the mama with mana, obtained a Shield +4 and a morale negator.
135 - assault on the castle without elves, sent a wave of death before the pegasuses' strike and a couple of harpies survived, minus a few pegs. In the castle, I build an academy, just enough for a level and with the whole army for a search, grabbing an experience tree. On his turn, Shakti attacks, both with expert Tactics and mass slow, but the grand elves shoot noticeably better, especially under bless. There was no morale or luck for the first several rounds, but then it broke loose - they mowed down half of Shakti's army in one round. Thanks for the game.
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