Skip to content

Summer Cup for HoMM 3 on the TE-lite version.

#39
Auto-translated
Medium_HP (blue, Rampart, Kyrre) def Alessandro (red, Castle, Valeska, Sephinoroth), 2sm4d(3), 124

After both of my resets and the opponent's 113, the start gave 6 elves, a road on dirt leading to the GO, a tiny respawn, 1 chest, 2 piles of gold and mines, there is another passage off-road onto grass through snipers and a block of many elves in the back, there should be another off-road exit there. On 112, upgrade elves and pass through pegasi onto dirt, Aine and Caitlin in the army, income 1200. On 113, an undead second-tier hero, Gelar bought, a witch with the +125 skill found, the scout hero diligently learns this skill, income grows, but there is nowhere else to go. From the dirt, exits into a swamp treasure zone and a rock one, cons, trees, no external dwellings. I spotted a passage through rocks behind the snipers onto grass, decided to go there. Caitlin in the max crypt on dirt lost two grand elves and a dozen Centaur, Kyrre lost the remaining Centaur while clearing passages into and out of the treasure zone. Total on the grass: 10 grand elves and horses. The scout hero had a view earth scroll; on this grass, mines are visible. Assuming the castle is between them, it seems close. Kyrre heads there but hits a dead end and camps at a stable on 117. Castle built, income 3125. On 121, Kyrre starts circling a mountain toward a Tower placed on the grass (we played with banned native secondary skills), receives reinforcements of 4 horses, 18 grand elves, and 15 Centaur, camps near the Tower. On 122, after moving a couple of tiles, Kyrre sees Sephinoroth with 5+ regular horses, 20+ marksmen, swordsmen, and pikemen. I think for a long time: attack or wait for another 10 silver pegasi, which can be brought immediately at high cost or cheaply next turn along with the dendroids. The magic power of 5 on Sephinoroth is concerning, but since red has no secondary skills, meaning no guild most likely, I decide to attack, hoping she didn't encounter any offensive magic along the way. After waiting the pegasi, the horse's turn, and the opponent surrenders. Kyrre still manages to enter the Tower, pleasantly surprised by the built Library (the castle was neutral before Kyrre arrived). I build a guild; useful spells are Arrow and Haste. On 123, silver pegasi are brought, upgraded dendroids, Centaur growth. In the Tower, a tavern, a scout hero bought who captures an elf external dwelling and returns troops to Kyrre. Kyrre takes the road toward the opponent, sees Valya off to the side with 1 pikeman, kills her, returns to the road, camps.
On the transition, Sephinoroth attacks. Her horses are now upgraded, slightly more swords and pikes, and she got an Ice Bolt for 110. Haste on grand elves, silver pegasi hit marksmen, grand elves shoot before Ice Bolt, and 40+ marksmen are reduced to 8. In the next round, Haste on unicorns, and 5 champions become 1. In the third round, champion finished off. Hasted dendroids hit swordsmen, Centaur ready to add, but before that, 5 pegasi hit 6 marksmen, and a desync occurs — on my screen, 1 marksman survived and it's his turn; on the opponent's screen, all marksmen are dead and it's the Centaur's turn. Unable to continue the battle, after assessing the situation, the opponent concedes defeat.
Thanks for the game.

P.S. I'll share some observations.
- In SoD, I never saw lich, minotaur, or behemoth guards on cm-ka [presumed "small map" — kept as "cm-ka"] passes; on Lite, they happen.
- In SoD, I played several hundred games, desyncs happened a couple of times. In Full, I played about a dozen games, no desync. On Lite, I first played several games normally, but this is already the third game in a row with a desync in the final. But maybe I messed up somewhere during Lite-Full transitions and back.