Sold the castle choice for 2200 and the color for 1100. Took RE 111 on double, the opponent took both rests. An external dwelling of archers spawned right next to home and a view tower — that's what I fell for. Although on 113 I considered resting due to overly long roads, but by my estimates, the cavalry would be in the castle, which was already good.
Right from the start, I run to the computer (or wherever I can) along the path, while the scout heroes scatter in 4 directions. Despite a handicap of 3300 gold, I even borrowed 1500 for a sixth hero. But it was worth it.
On the second and third day, I just ran along the road, while the scouts explored. Near the castle, off-road, they found a green teleport. The road to the center is guarded by an Evil Eye lotza, so I dive into the underground and can't reach the cell to the view tower.
On 114, I light up the view tower, see a green teleport along the way and a Necromancer two and a half moves away on the ring road; I decide to send the main army to the native respawn through the teleport, while Christian takes on the Necromancer with the goal of getting him on 117-121. Next to the Necromancer is a Griffon Conservatory, and Tyris will run there after Christian on 122.
115-116 The army travels through 6 heroes across the whole respawn and back, clears everything possible, and returns to Christian, who on
117 runs to the Necromancer and reveals another conservatory, clears the guard.
121 Rush into the empty Necromancer, built 1-3 up to castle. Turka stands on the conservatory — a Tarrasque with upgraded. I build a second floor in the Necromancer — there's a Blind Gutter.
122 Christian checks the nearby conservatory, a single one, sleeps on it. Tyris in the Necromancer buys a spell book and returns to the conservatory-Tarrasque. I set up a chain for delivery from home.
123 +1 guy with Christian and Tyris +3 guys, but I lose the first one, and in a completely optional situation at that — could have flown away, but for some reason I didn't watch the health and it got pecked. Lost a horse, a couple of griffins, 21 zombies, a dozen pikemen, 52 remained — I still don't understand why they didn't peck them. Turka's stats were only 3-3.
During the transition, a red flag surfaced from the metro to the center and dove back in. What an ambush — no more roads! The army goes there, I break through the Eye, see two enemy scout heroes, reach only one with the angel, one cell short of the second. The army moves further home, the main hero breaks out of the castle, picks up the +4 Naga's Bracelet and the Golden Bow for a maximum pack of cyclops guards.
125 My scout on the angel gets chased off, and Tir takes his place with unclear intentions. Reveals a lotza of wolves, a lotza of goblins, a few angels, 5-9 birds. I head to meet him.
126 Tirik goes off-road, and Turka takes his place, having bought and upgraded (except for a dozen griffins) everything at home.
127 I observe maneuvers with the scouts picking up the +3/+3 shield, taking a hive, Papa emerges on 5-9 angels already and doesn't reach me; in turn, the scouts from the hive can't reach Tir to give the army; as a result, I'm attacked by a scout with the shield and all the power.
I trap 49 archers tightly in a corner and methodically shoot them with the Golden Bow. 5 angels, 7 ducks, 45 wolves, and 5 rocs killed my angel, 3 horses, 10 griffins, and 20 pikes. The scout redeems on 1 angel, 1 bird, and 1 duck.
The next day — surrender.
Thanks for the game!
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