Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
I enjoyed reading the additions written yesterday. Everything is almost a page-turner, although, of course, almost nothing is new to me.
In practice, it often turns out that (we take a growth of 1-2-1 or 1-3-1; it's pointless to sit longer if there's nothing to attack with; it's better to start over), the entire knight's army is shattered against the Castle and its heroes, and only a few remain, just enough to repel and defend the captured Castle. You can't even dream of Paladins surviving; the computer will eliminate them completely, or leave 1-2 if there's someone to cast a more interesting Lightning spell on. Even a single Warlock can free us from a dozen pikemen with one spell. So, capturing an enemy Castle is simply vital for us. Therefore, if there's a choice of who to capture first, the Warlock is the best candidate. If we managed to build green flyers, adding the remaining dozen pikemen to them doesn't make much sense – they will all fall from spells without having time to harm the enemy. It makes sense to take a few Centaurs, a couple of split Gargoyles, and 4 green units. Titans are also quite self-sufficient, and the option of 4 Phoenixes with upgraded native archers looks solid. But if we captured a poorly built Castle and cannot improve its army by day 6-7, then the game essentially ends for those who enjoy it.