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Favorites, to battle! - 3

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#278
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03.10.10 Piterius (red, Conf, random, Brissa) def FAVorite (blue, Rampart, Kirry, Kirry), 2sm4d(3), 135, SoD

Won on a gut feeling. When I got a scout of the upgraded earth territory, I saw that I only had 2 entrances to treasure zones, and one was very questionable (a narrow slit in the rock, like in Scorp's puzzle :D), while the second led into narrow labyrinths; I decided to break the ГО because Kirry is not someone you want to outrun in a long game. As it turned out, I wasn't wrong.
On the first day, I see two paths to secondary towns — both Barbarian, armies aren't thick, I fight through with significant losses, but on both paths there are immediate blocks in the form of a lizard tray and an horde of earth elementals. For the sake of tempo, I push through a demon tray for metro to the third secondary town and am left with 3 fires and 4 earths at 115... In the underground, there's a magog tray:(. At 116, I set up psychics and use them to take two crypts at 2000 and max; psychics rule :), I finally slot in birds at 116, which made it easier. I was actually missing one mercury, there's no market, and without the birds at 116, it wouldn't have been possible to break through to the money at 117; everyone would have just stood still. Looking around, I noticed an untaken mill, nearby some scouts that hadn't left yet, and then exactly what I needed—the same childishly immense joy :D.
117 info-secondary, birds are home in the citadel
122 +1 angel, +8 ducks
123 +6 ducks
124 +2 angels
125 take first strong
126 +8 ducks, take second strong
127 +2 angels, air and earth at Brissa exp (she's in folders), a blue scout pops up in the corner of the barb respawn; I don't see a road there with scouting, most likely a teleport, making a note of it. The scout circled around and retreated, probably didn't notice the speed boots :). But running there is oh so far, and hauling an army—you'd have to connect all the idiots—all maneuverability would go down the drain.
Studying the map and thinking for a bit (Briska-kitty's parameters are only 2-2-7-6), I decide to pay a visit (the tavern shows my army is stronger), and from there, seize the treasure zones.
131 starting from stables and full buyout with 44 champions; they fall quite easily and I enter the opponent's respawn. The blues moved for about thirty minutes (playing on unlimited), they took out a scout near my main town, so I had to personally approach the observer near the road at 132. Capital is on ones, I take it; growth on a scout on the way — can't reach it, I see a teleport not far from the ГО and a path to the last secondary town in the other direction.
Both days I wondered what to do next — the secondary town or the (cleared) teleport. A scout just happened to run from another barb-secondary to a passage into a grass treasure zone that was questionable — turned out it was indeed a passage; moreover, right there on the barb-earth territory is metro to another treasure zone, and on the grass I see a teleport! But what a pity, I can't see what color it is, only the edge is lit up; no matter how I moved the scout, I couldn't see! Immediately thinking that this is the one near the ГО, I ignore the secondary town and go with my main army toward it, especially since movement is visible there. But it turned out to be a teleport to another barb-secondary where the scout was spotted. Oh well, I build a chain, break through to the right spot, because giving up two treasure zones at once is too critical. In the end, it worked out as needed — right by that teleport are two Dragon Utopias on both sides. I spend the night at the teleport, bring in fire and earth, take the first one; parameters immediately grew, I spend the night again at the teleport, planning for the second, but then Kirry attacks with ones and self-destructs under an Armageddon. As it turned out, I had cut off the father from the army and was the first to reach the utopias. The blues decided not to continue.

Thanks for the game!
Хаос - это порядок, которым сложнее управлять.

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