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The “Farewell, Valya and Shakhter!” tournament (starting hero is chosen randomly).

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#73
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numOne
numOne (red, Castle, random, Rion, Edric) def PReDS (blue, Fortress, random, Broghild, Dragon), panic, 144

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Thanks for the game!
Confirmed. Not much to tell, as I was getting familiar with the template. Now I'm sitting here studying the red player's saves – gaining experience. :)
Thanks for the game.

P.S. We both forgot: numOne - PReDS 1:0.

numOne - PReDS 1:1

PReDS (red, Fortress, random, Bron, Alkin) def numOne (blue, Dungeon, random, Lorelei, Kyrre), 2sm4d(3), 144.
On the map pool were Dungeon, Stronghold, and Fortress. numOne, having forgotten that the hero was random and the rest was according to Shakhtyor, chose Dungeon, but refused the offer to redraw – he had long wanted to try Dungeon without Shakhti. We played with 3 rest points. As for the rests – 1 at the meeting point and both had 111 I think. It gave a great respawn with built-up Lizardmen, 2 native heroes (though Bron without Crocodiles), a pillar for 1000 experience, 2 Gnoll external dwellings right next to home in a cage by the road, a Hydra external dwelling again not far from home, and a bunch of gold. On 111, 7 heroes, including a silver specialist – so I'm already planning on Hydras in the Castle. The potential GG Alkin – because of the starting skills. He took either a max or pre-max Crypt, a corner of the Griffin Conservatory was revealed behind Fanatics, but the passage is blocked by the guard of the Hydra external dwelling from a group of Nagas – they are also guarding an artifact, so we don't touch the external dwelling on the first week. On 113, I took a Stronghold secondary, bought Alkin a spell book there, Aiden in the crosshairs, who was running the other way, revealed 2 Dwarf Cottages, 2 Medusa Storages, a Crypt – all along the road; armor +4 to magic behind a horde of Swordsmen, a small axe +2 behind a tray of Archers, GO from Archers – all on the road, but the terrain allows bypassing 10-19 Vampires guarding the passage to the grass. Broke through there on 115, immediately revealed a couple of Crypts. On 116, I took a Castle secondary and found an external market nearby. As a result, 1-7 without Bulls in the Castle at home, Birds at the Stronghold's, the humans have economy, in one of the Crypts I got the Spirit of Oppression. Everything is super, but no one has Log ((. On the second week, I took the Hydra external dwelling, 4 Hydras with the company took a level-3 Griffin Conservatory (the Basilisks suffered the most). Alkin on Greater Imps and 3 Angels dove into the subway: the number of castles is 3:3, so there must be a passage to the blue secondary somewhere here. Cuthbert, meanwhile, on Fortress's Pestilence went to clear Dwarf Cottages and Medusa Storages, Malekith on Roc birds and a spell from a scroll to collect freebies at the Stronghold's. In the subway, I saw a piece of Dragon Utopia and a Tree – maybe there's a hole into the treasure zone somewhere nearby! The entrances from my secondaries are a bit far. Around the middle of the second week, I saw Kyrre in the tavern – scary. The passage to the treasure zone turned out to be a dead end, the passage to the Necropolis secondary – also a dead end, I looked at it over the hill, but how to get there is unclear, I took a Dragon Fly Hive for 8 Wyverns and galloped back. On the bright side – Rozik picked up a spell from a scroll, Earth Expert, and it wasn't in the 3 guilds. On 133, Alkin is standing not far from the GO on Angels, having taken the small axe and armor, has basic Tactics. Scout heroes are recouping gold, including an untaken Naga Bank (minimum) – with the help of the external market, Gnolls, Lizardmen, Wyverns, Imp creatures, and Hydras are being upgraded. On 134, at the cost of a couple of Imps, a Basilisk, a machine gun, Lizardmen, a few Gnolls, and one shield, the Archers die – I forgot to put on the Spirit of Oppression, but only 1 stack suffered from morale failure, while 8 Greater Hydras ruled, then with Mass Slow, a horde of human Cavalry die at the exit of the elevator, this time with the Spirit. I manage to attack the blue castle at the 5-second mark with single Skeletons, I run in, but I only manage to drop Gnolls into the garrison, the Hydras spend the night with Alkin. Then there was reconnaissance of blue territory with skirmishes of mage scout heroes. At the Stronghold's, a hut that had been an eyesore for a long time was checked, and there was Log, which Alkin finally learns on 137! Bron, by the way, by that time, with 2 Cats from the camp, Archers, and Pikemen from the Castle, had explored one of the treasure zones, finding 2 Dragon Utopias, an Angel external dwelling, a Tree, a quest artifact, but it's a long way to go. However, from the blue territory, a passage was found to the Dragon Utopia that had been teasing us with its sight since the second week. I take it on 142, the dragons devoured 2 Wyverns out of 16((, gave armor +4 attack/defense, the Book of Fire, a Sphere of Permanence. I turn back thinking to bring up the growth and go to the Dragon Utopias scouted by Bron – chasing Kyrre without Control is hopeless. On his day 143, he shows up himself – chases off Cuthbert, and the only Angel resisted a Bolt for 220 and returns the starting one – here Rozik managed to kill 4 Greater Cats, the turrets damaged the Evil Eyes – parameters 2-3 times higher than Alkin's. On 144, I position Alkin in the elevator on top, bringing him all the resources from the Fortress: 35 Greater Lizardmen, 1+17 Greater Imps, 3 Angels, 18 Greater Wyverns, 12 Greater Hydras, 17 Greater Basilisks – Sphere, +1 Morale, has Expert Tactics. In blue's turn, first a scout hero on single Butterflies attacks, thanks to native ground and Expert Tactics I kill him without letting him find out about the TP. Then Kyrre attacks, fewer resources, battle stats something like 14-30 against my 9-14, but KS 20 with 100 mana on tilt. I also have 4 squads with abilities. In the first round, 9 Evil Eyes and 35 Lizardmen exchange damage for 20 each. Greater Imps weaken Greater Gogs, through a wait the Wyverns hit them, not taking off much, but poisoning, then the Angels. Well, 12 Chaos Hydras without magic are impossible to kill – Alkin's defense equals Kyrre's attack + Expert Armorer. Blue admits defeat.

Thanks for the game.