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"Fathers and Sons"

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Entomb (red, Castle, Valeska, Valeska) def invisible (blue, Rampart, Kirr, Kirr) 2sm4d(3) 121
Took all the rests and got a hard start; only 4 heroes on day 1, but stables, dwarf mine, medusa mine, and an elf cache were spotted (there was a pegasus cache, but it was far and heavily guarded). 3 elves from the start, no wood visible anywhere so far. Kirr beats zombies, visits +1 attack, visits stables.
On 112 I buy a 5th hero, a lackey finds a sawmill, Kirr beats a crypt for 5 souls, positions herself near the elf cache; the troops rode off with Korbak for scouting and hit a wall of storm giants.
On 113 Korbak grabbed some money on the way back, troops are handed over to Kirr; she beats 10+ buratins for the elf cache, visits an experience pillar, pushes through a horde of harpies with a graded unit for entrance to the teleport; at the exit, she beats nearly 50 gold worth of dwarves and hits a block of archers, zero screen, 9 grands and dwarves left (didn't buy from the cache because there was no money). I turn back, Alagar checks the dwarf mine, which turned out to be mini. Kirr is already level 5 with expert logistics, advanced archery, and basic earth magic.
114 - I buy elves from the cache, upgrade them, build pegasuses, buy 2 pegasuses with the last pennies and take the dwarf mine without losses I think, then push through a wolf horde for +1 defense and resources. Kirr spends the night on the dwarves because there's no one else to give them to ((. Korbak scouts another road, still broke, barely managed to slot in the buratins this turn.
115 - Valeska appeared on the other side of the archer block, takes the terracotta cache and bails. Damn, I don't even know what to do, because it's only one move from the archer block to my castle, Korbak hit a Guard Post, there's no point in running to the storm giants because I'd hate to lose the grands, and I'm worried about the castle, and there's nothing worth crashing for. Bought more pegasuses and troops were handed over in a chain to Christian, who takes the crypt (got dragon bone greaves). Building horses. Not sure what Kirr is doing, she's just running back and forth.
116 - Christian beats a few gold piles, Korbak waits for troops at the other end of the respawn to beat a few more chests, as every cent counts; the greaves were passed to Alagar.
117 - Kirr spends the night at the stables, Korbak and Ignissa cleaned up everything they could. Alagar refilled mana and stood near the medusa mine. 6k gold, but I'm not placing the citadel so I can buy properly on 121.
121 - Alagar visits +1 spell power, takes the medusa mine for 20, I pass the troops to Kirr, who breaks the archer block and on the last cell attacks the enemy conflux, which has 4 terracottas...
Then the opponent says I broke the rules because I attacked on 121. I say that in principle, this restriction was made to limit players who play with a closed map. So that in the 1st week you could scout peacefully without fearing being attacked by the enemy on 112. But formally, I am wrong. I ask what to do, the opponent replies that he will post the victory for himself. I replied that he should post it to his heart's content...
Formally I lost, but I still can't understand one thing: this isn't a tournament, it's more of an educational/entertainment event. So what if the opponent posted a victory for himself, what's the point?! What interest would he get from that? Playing for the win? Again, I repeat, this isn't a tournament at all. If there's no interest in seeing how opponents play with an open map, then why sign up here in the first place? Entomb didn't post the win... I'll post it, as I won't participate in such events anymore. Pit was probably right when he spoke out against such a tournament. I saw no interest from beginners... After the map was opened, I realized the opponent had zero chance, that's why he wanted the win. He didn't even put up horses in the 1st week, went off-road with Valka to this conflux, I have no idea why, since there was no leveling, few troops, no money... I didn't analyze his actions further, too lazy.
Good luck to everyone and morale +3/3!

Added after 27 minutes
gen
First, about restarts... once again convinced of the truth of "a bird in the hand...". The 5th map was far from the best, but I felt the urge to take a restart given a good layout.
On 1.2.5 I captured the opponent's main castle.
On 1.2.7 another one of his castles.
Of course, I could have won by trickery. But such a victory in a learning game is worth little, I think. Wait a few more days, because with a 4 castles to 1 layout, the advantage was clearly in my favor - primarily in money and army. But I didn't want to drag it out; first, I sent a scout to the army to check strength and stats. Then I attacked with the main force - needed to wrap it up quickly, didn't want to postpone it to the next day.
And in the final battle, the archers reflected Magic Bolt 3 times in a row (they were standing next to the units, you experts calculate the chance of blocking 3 spells in a row, it's negligible), which really threw me off.
As for the game: I noted first the setting of priorities - where the main hero goes and why, and second, the acceleration. It is truly necessary.
However, I occasionally glanced at the opponent and can now conclude what a normal game "tempo" is.
Thanks for the game.
I liked the focus on the rush, although maybe that's because of the cartographer. Indeed, with expert logistics and stables after capturing castles, Tazik could and should have played less linearly.
С уважением, Деконтаминатор.
Hello from ancient novice!
ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.