| We started playing on slow roads. Mine are very long, but there are two crypts and I try to grab as much money as possible with all heroes. By the end of the week, Torgrim became the main hero, cavalry in the citadel, an external dwelling of Knights was captured. On the second week I go for the green player and take his castle. There are no cavalry there, but the archers and pikemen are not hired, Knights and Griffins are built. I also build Griffins in my castle. I don't have any particular problems with the green player, but Torgrim's development is weak; I take crypts and the dwarven treasury with secondary heroes. Torgrim goes in the direction of the opponent's respawn, it seems... End of the week. In the main town: 1-6 in the castle and municipality, in the secondary town: 1-5 in the castle and capitol. The archers' external dwelling at the green player's respawn is captured. On the third week I try to hire as much army as possible and transfer it to Torgrim. He takes a Pandora's box for 10,000 experience and has had expert Earth magic for a long time, but still hasn't learned Slow at all. I restore mana in a Conflux dwelling, learn Blindness there, take a beehive with 6 Wyverns, and move in the direction of the opponent's respawn. Along the way, I learn Armor in the university. I take the Golden Bow, and on the next turn Tazar attacks. I blind the Lizardmen and kill all the Gogmagog. I was afraid he would dispel the blindness, but that didn't happen. The cavalry killed two Wyverns. I was thinking about where to move the horses in the next round, guessing what spells the opponent might have, but the red player decided not to continue. |
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Hermit(blue, castle, Rion, Torgrim) def Logisti k(red, fortress, Tiva, Tazar) 8mm6 137