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

#69
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Pit for LM
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.
In the first generation the road goes only to the GO, I took 111. In the second there are 2 roads, I went along the edge of the map and hit a dead end at the GO, on the way to the center of the map a scout reveals the edge of a lift, guards not visible yet, little gold, mines behind the mountains, I took 113. In the third there's one secondary town again, total for three generations only 2 roads to secondary towns, but at least this one is native. On the first turn I gathered all the freebies from two respawns, a Crypt and a Dwarf Cottage of 20 each on the secondary town, 1-6 with a Citadel at home, Wyverns, Serpents, and a Marketplace in the secondary town. On 123 at home Dwarf Cottages of 10 and 20, the Conservatory is a triple, can go into the treasure zone, but I need to buy more, also a Ring of Speed is revealed behind a hundred Serpents and a bit further a Pandora's Box behind a pack of Demon Fanatics, I decided to go there hoping for gold. On 125 I got experience from the Pandora's Box, the question arose where to break back — home with the intention of hitting the GO on 127, or to the secondary town to go into the treasure zone. I chose the second, and it was a mistake, on 126 near the GO Gunnar caught up, I was confident I could defend the castle, so I pushed Tazik back, as a result wasting 4,500 gold for nothing, because I built a Guild in the secondary town for replenishment. If I'd stayed the night at home, bought up better, I'd have defended the castle with fewer losses, maybe I could have launched a return visit on 127. But as it was, after the battle I had barely any gold, nowhere to get it, both respawns cleaned out completely, nothing to kill the red's growth with, and nothing to buy my own. I tried to go into the treasure zone, took a tree for 12 Wyverns, only 30 Lizardmen survived from my army, further on a Pandora's Box behind 90 Gold Golems, experience in it, finally by level 17 I got Logistics, but Gunnar catches up the next turn, had to surrender.
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.