We agreed to play best of three.
First game:
Pit for LM (red, Castle, Valeska, Gunnar) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 134.
My opponent took all the restarts, I didn't take any. Archers not built, but there are two native heroes in the tavern, Gundula and Gunnar below them, plenty to choose from. I attack a horde of Pikemen for a crown +4 and lose almost 20 of my own Pikemen... Well okay, still alive for now. 112 — I realize I have 3 secondary towns — snow (Liches and Zombies), grass (Pegasi and Elves), and dirt (Dire Wolves). I push towards the last one, there's an external dwelling of Troglodytes there, quite handy, only 12 Pikemen left. Gunnar got Offense. 113 — Calth is in prison with Fairies and 5 Water Elementals, a Lookout Tower shows a swamp treasure zone with 3 external dwellings of Cavalry, on the road there is +2 Speed, +4 Defense, I beat +3 Spell Power, found a Griffin Conservatory and +4 Attack on my respawn. 114 — had to break through a block of 30+ Dire Wolf Riders on the road for a Cloak +2+2. Lost 9 Archers... Took a secondary Dungeon town, entered the Stable. Gunnar gained Earth Magic. I go to the snow, on 117 I take Tower, there's a Conservatory there, I stand next to it. Built Cavalry in the Citadel.
121 — buy everything and check the Conservatory — level 3, in no hurry to merge. 122 — check the Conservatory near the capital — level 2, excellent, heading there. Took a minimal Medusa Cache, nearby external dwelling of Pikemen. 123 — get 2 Angels and run to the last secondary town. 124 — take it, turns out to be native, nearby Hive with 6 Wyverns, I break back to Tower. Build a Mage Guild there, no Slow. 125 — build a Mage Guild in Dungeon, have Slow, break back there. Already end of the week, still no clear plan on how to break through the GO! 126 — beat Diamond Golems for a Cape of Speed, only 25 of them... Break through a passage into the treasure zone, get Expert Earth! The Portal leads to a dead end on the rocks, not a single object visible, but with Expert Slow you can already beat the horde of Death Knights. Heading there. 127 — kill the GO without losses, Tazar is holed up in the Citadel. He has quite some army, but I decide to attack anyway:
Gunnar (14, 8, 7, 7 (85)), Expert Tactics, Logistics, Offense, Earth Magic, Advanced Archery, +2 Speed, 5 Angels, 5 Champions, 47 Archers, 6 Wyverns, 24+1+1 Pikemen; Tazar (4, 12, 5, 2 (20)), Expert Armorer, Leadership, Earth Magic, Tactics, Basic Air Magic, Advanced Offense, +1 Speed, 58 Lizard Warriors, 8 Gorgons, 3 Angels, 9 Wyverns, 1+1+17 Serpent Flies.
After a long and difficult battle I had to retreat with 1 Champion and 7 Pikemen, Tazar has 32 Lizard Warriors, 1 Gorgon and 5 Flies left.
On 131 I sell all resources, almost enough gold to buy the weekly growth, go to a level 2 Chapel hoping for something useful, no luck (Visions), but I expert my Archery. I position myself to reach the swamp capital the next day. 132 — buy the rest (a couple Griffins and 6 Swordsmen). Tazar ran off somewhere, the town is undefended, I take it. His army is barely bought. 133 — take my opponent's swamp secondary town. 134 — open a Lookout Tower there, see no one. Send a hero in another direction — see Tazar with a flock of Wyverns and a crowd of Lizard Warriors in a treasure zone on the rocks. Send Gunnar after him. On his turn Tazar gets nothing useful and my opponent concedes the victory.
Thank you for the game.
Thanks for the game.
Added 23 hours 21 minute later
Medium_HP (red, swamp, Tazar) def Pit for LM (blue, Dungeon, Shakti), 2cm4d(3), 116
After all the rests, a loss and a surrender.
Thanks for the game.