Alex_R (blue Necromancer Galtran, Galtran) def Mizrael (red Dungeon Shakti Shakti) 132 2sm4d
We used almost all restarts (the pair is somewhat unstable). In the last generation, I was born on top for the first time with 2 stacks, but zombies were not built. I took the crypt and spread out with 5 heroes on upgraded skeletons (on 112 I took another crypt and took the Fire Elementals scroll from the wood elves. I went behind the stable deep into the territory, though not without the fact that the only road on the way from the castle was blocked by monks. By 14-115 I had 14000-18000 gold, but I didn't buy additional heroes yet, found one in prison and there were 6 of them. On 116 I take a Naga Bank of 20 with an upgraded stack, lose 94 Skeleton Warriors, but now I have Sulfur for Liches. On 117 I take the external dwelling of Necro Knights, which I was aiming for, and there was also a pile of lumber I was counting on to build the Necro Knight building in the fort; I had only 3 lumber by 117, as the lumber mill was not found, and it was behind the mountains. Well, about 20000+ gold at home, 1-5 in the citadel with skeleton guard and transformer and external dwellings of skeletons and knights. Though instead of the expected 200-250 skeletons, 90 remained. On the second week I broke through near the Medusa dwelling at home and went to kill the monks. On the way I also met a couple of Medusa dwellings and finally the goodies… 2 Griffin Conservatories, a bit further a third. The time limit was tight — I attacked the first Conservatory in the last seconds … without setup, and it with 30 with an upgraded stack.
I lost 3 Liches, 4 Vampires, 5 Harpies, 3 Water Elementals, and the skeletons got pecked.
Next turn I take the Conservatory, a level 1 dwelling, and then next turn a level 2 … and I run to the fork, there's a portal and another path, I run along the path for 2 turns and before reaching the Dungeon town on 127 the red player appears, but I managed to take the Shackles. At home, 1-7 in the Castle + knight upgrade, though the mage guild is only level 2. On 131 I split up to go home, transfer the army and see that I can't reach Shakti, although there is a pack of Angels and a bunch of Troglodytes + level 1s … I don't buy everything, only the main ones, since 600+ Skeleton Warriors already inspire confidence + 11 Dreads + 6 Angels + 3 Bone Dragons and 17 Mighty Liches (on 127 I took their external dwelling and with the buyout of the 2nd and 3rd weeks transferred them to the capital). The opponent also brought the rest of the meat and attacked. (Thank the Chinese, otherwise it would have been a back-and-forth, but now I was calm about the Force Field, even the attack and defense parameters that were almost double didn't scare me, only an Implosion or Meteor Shower could be stressful).
Shakti's 10 Angels, 160 Troglodytes, and the rest of the crew could not storm the castle, and the Shackles made this attempt the only one.
Although special thanks to the opponent for not dragging it out and deciding to storm; we were playing, as always, at night. Thank you for the match!
That happened. The template is interesting, the zone filling is not great and there aren't many tier 3/4 units (there were 3 Conservatories per player and a Dragon Utopia, which I didn't take, really wanted to finish quickly). First week: Minotaurs in the citadel, secondary Tower, no external dwellings. On 121 — a level 3 Conservatory, then another 4 Angels, I split up in a freshly captured secondary town and nearby another 3 Angels. According to the template scheme from the site, I found where to go, but the visible passage to the underground turned out to be without a connection — a loss of 2 days led to the rush failing; the opponent managed to buy the week 3 growth, plus an external dwelling of knights. 10 Angels with an advantage in battle parameters could have decided it, but unfortunately Gosha had Mass Haste, which he cast after Mass Slow — goodbye to the fly-ins with Wait of Angels into the city. He blocked the castle with Harpies, but there was too much power with the Necromancer's growth, and I was too hasty with the first Angel strike; I knew I needed to dispel Haste after one round and only then fly with Wait, but it was clear I wouldn't break through and I was sleepy :). It's a shame that everything seemed logical, but the impassability of a seemingly passable spot ruined the entire game.