Skip to content

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

User Avatar
#67
Auto-translated
We agreed to play until two victories.
First game:
Pit for LM (red, Castle, Valeska, Gunnar) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 134.
The opponent took all the restarts, I didn't. No archers were built, but there are two native heroes in the tavern, with Gundula and Gunnar under them – plenty to choose from. I attack an orcish spearmen horde for a +4 crown and lose almost 20 of my own spearmen... Well, okay, I can still survive. 112 – I realize I have 3 secondary skills: snow (liches and zombies), grass (pegasi and elves), and dirt (greater wolves). I break through to the last one, where there's a hidden troglodyte nest, which is very helpful; only 12 spearmen remain. Gunnar received an attack bonus. 113 – in the dungeon, there's Kalt with fairies and 5 water elementals; the watchtower shows a swamp treasure with 3 hidden rider nests; there's a +2 speed and +4 defense item on the road; I got a +3 magic power item; I found a consulate and a +4 attack item at my own base. 114 – I had to break through a block of 30+ orcish archers on the road for a +2+2 cloak. 9 archers were lost... I took the Dungeon secondary skill, entered the stable. Gunnar gained earth magic. I head towards the snow, and on 117, I take the Tower; there's a conservatory there, and I settle next to it. I built riders in the castle.
121 – I buy everything and check the consulate – it's a tier 3 building; I don't rush to take it. 122 – I check the consulate near the capital – it's a tier 2 building, excellent, I head there. I took a minimum stock of medusas, and there's a hidden spearmen nest nearby. 123 – I get 2 angels and rush to the last secondary skill. 124 – I take it; it turns out to be a native skill; nearby, there's a nest with 6 wyverns; I break into the Tower. I build a Grand Mage Guild there; there's no slow spell. 125 – I build a Grand Mage Guild in the Dungeon; there is a slow spell; I break into it. It's almost the end of the week, and I still don't have a clear plan on how to break through the Guardian! 126 – I fight diamond golems for a speed cloak; there are only 25 of them... I break through to the treasure, and I get expert earth magic! The teleport leads to a dead end on the rocks; I don't see any objects at all, but with expert slow, I can already attack the death knight horde. I head towards it. 127 – I kill the Guardian without losses; Tazar is holed up in the castle. There are many troops, but I still decide to attack:
Gunnar (14, 8, 7, 7 (85)), expert tactics, logistics, attack, earth magic, advanced archery, +2 speed, 5 angels, 5 champions, 47 archers, 6 wyverns, 24+1+1 spearmen; Tazar (4, 12, 5, 2 (20)), expert defense, leadership, earth magic, tactics, basic air magic, advanced attack, +1 speed, 58 lizardmen, 8 gorgons, 3 angels, 9 wyverns, 1+1+17 flying snakes.
After a long and difficult battle, I had to bribe with 1 champion and 7 spearmen; Tazar has 32 lizardmen, 1 gorgon, and 5 flies left.
On 131, I sell all the resources; I have almost enough money to buy the growth; I go to a level 2 chapel, hoping for something useful; I don't get lucky (visions), but I get expert archery. I position myself so that I can reach the swamp capital the next day. 132 – I buy the rest (a couple of griffins and 6 swordsmen). Tazar has run away somewhere; the city is unguarded; I take it. The army is almost not replenished. 133 – I take the opponent's swamp secondary skill. 134 – I open a watchtower there; I don't see anyone. I send the hero in another direction – I see Tazar with a pack of wyverns and a crowd of lizardmen in a treasure on the rocks. I send Gunnar after him. On his turn, Tazar doesn't get anything useful, and the opponent will give me the victory.
Thank you for the game.