| Tough start without gogs, only 8 from the town. Second hero was a necromancer with skeletons and zombies. Roads were fast. On the way to the necro-respawn I had to go around many weakened gargoyles and break through many magogs. I broke through with 4 demons and pit fiends. Only 2 zombies survived, but Pyre advanced Artillery. The passage guard was free - many stone golems, almost 50, and the terrain was bad for splitting with walking troops... I lost a few and even one gog. The necro-respawn was tiny with imps behind a stack of monks, but all 4 mines were on the road behind slow walking guards, so I took them on the first turn and by the end of the game had no trouble building two M5s, which didn't give anything worthwhile, even though I had 240 mana points. On the second week I took 3 conservatories for a total of 5 angels and wanted to rush my opponent, but I got hasty and Pyre left without an army - I had to return, lost time, Nagash, and 2500 on a scout hero to merge the army with the angels, but I broke through the passage to my opponent's necro-respawn and skirmished a bit with him using scout heroes. Then I captured the gold mine, took a dwarf dwelling in a stone treasury, beat off resources and gold. I went to my home respawn, learned Earth Magic at the university, took medusa and cyclops dwellings, and near the end found another conservatory. I built two M5s, they had nothing in them, then went for my opponent, but he was coming himself. I upgraded Earth to Expert at the last moment and attacked. He had 40 wyvern monarchs. He cast Mass Slow on my army, I cast it on his. He had 40 wyvern monarchs, and I killed almost all of them in the first round. He surrendered. |