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#17
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I'll take part in the gathering.

Oelm (blue, Dungeon, Shakti, Shakti) def Mee (red, Inferno, Marius, Marius), full-vt, Jebus Cross 132

My toughest game as Dungeon so far. Before this I lost the same matchup without leaving the respawn, so I was set on revenge. In short, I offered the same towns without bargaining, since Mee wanted Inferno anyway, and gave away color for 2400, which I was happy about, because Dungeon with a good start is strong. I had been wanting to play Jebus without upgrading Troglodytes for a long time, and finally managed it.

D1-1 — I scatter in different directions; straight up there's a block of Vampires, but guarding a Dragon Utopia. Nothing megasuper stood out, but among the heroes there's Tazar, which is an instant +1 to morale, and I spotted an excellent artifact +2 to speed behind upgraded Centaurs. Also, the edge of an external Minotaur dwelling is visible, though there were still two days of rest, so I decided to wait a day and see how things go. The scout hero, for some reason, goes off-road around 50+ Walking Dead with basic Troglodytes. I built the "Eyes."

D1-2 — I liked that the opponent made his move quickly, meaning he probably doesn't have anything devastating at the start (and Mee had no more rest left). Freed a Warlock from an unguarded prison, passed the Gremlins, and kill 70 White Centaurs without losing any Trogs. Alamar appeared in the tavern — one of my favorite heroes — so I decided to take the risk and play, even though the situation seemed unclear. The scout got Earth magic on level-up, scouted a Griffon Conservatory guarded by Nagas, so I could potentially level up on the first week if I wanted.

D1-3 — Another fast move from the opponent. Can't take the Minotaurs because there are 50+ Dragon Flies there, so I capture the mercenary camp and the Dwarf Cottage. In the camp: Genies — somewhat mediocre. Tazar found another Dragon Utopia, and it's nice that there's a decent amount of gold lying around. Yona advanced with Medusas and Eyes toward the secondary town, fell a bit short, but scouted a Dwarf Cottage and a Griffin Conservatory. Scout heroes found 4 external Troglodyte dwellings. All scattered. Also spotted a stable near the swamp secondary — haven't decided yet how to play it most advantageously.
At the Griffon Conservatory, scout heroes found 4 Dragon Fly Hives and an external Dragon dwelling; I decide to go for them.

D1-4 — In the secondary town I build the Mage Guild immediately — might be wrong, but it has Bless. Now it's clear I need to take the Conservatory; I scout it: 2-4 Angels, no "Griffin Statue." Don't know if I should go in without scouting. The scout levels up a bit. I collect Troglodytes, which saves moves since I don't need to travel to upgrade them — saved a good amount of movement points.
Tazar took an off-road route around a block guarding a Dragon Utopia, found a Pandora's Box behind Trolls and a Shield +6 behind 50+ upgraded Medusas.

D1-5 — I decide to play it safe; have almost 20K gold. Check the Conservatory with a scout hero — it's maxed out. I devise a plan: the scout hero, after visiting the stable, breaks into the secondary, and takes the Conservatory immediately with 13 mana. There's a pillar +1 Attack nearby. That means 4 rounds under Bless. But the catch: I have 147 Troglodytes — rank 2 at end of day. To get their damage to 4, I need to give them 118 experience, but I don't know how that's calculated or how many monsters that requires to kill. No tempo.
There are upgraded Lizardmen guarding a mine, but if it's not enough — it's a total disaster. Anyway, I spot Josephine in the tavern, buy her in the main town with Cats, Minotaurs, and a couple of Gnolls, and attack the prison guard. In the Mage Guild level 2 I get Lightning Bolt, and I take out the upgraded Lizardmen, losing a Minotaur and a Cat. I level up — get Literacy. I free a level 5 specialist in Healing. With this junk and Lightning Bolt, he takes a Crypt with 5 Vampires. Hooray — the Trogs leveled up.

D1-6 — I calculate the damage. It turns out the Trogs can't kill 40 Griffins — Attack is only 4. I come up with a formation, attack — and here's a major screw-up: when only 2 full stacks of Griffins remain, I split them incorrectly. Now I either have to hit one stack with Bless, but then the other will hit me, or retreat but hit without Bless. 80 Griffins. I decide to do it this way. And of course, the damage goes to 500 immediately. In short, total disaster for the Troglodytes — I buy them back, 18 Griffins remain. I attack with Gundula, who has 5 Medusas and a swamp army; 5 Griffins survive. I attack with Alamar, who was waiting in a chain on Harpies, and finish them off with ranged shots. I get 4 Angels, but gold is at 0, and the timer too :D
The whole plan of taking down the Griffon Conservatory in week 1 goes to hell. I decide to break out with Blacks, preferably after two Dragon Utopias. Especially since the day before I was taken out by Alex in roughly the same style with a late breakout; the map generated with the center being just a small piece, and this time it looks very similar — the center is scarce (which turned out to be true and was a surprise for Mee). Moreover, he's clearly the "native" type.
I take a Medusa dwelling. At the Griffon Conservatory I scout 4 hives, scattered in pairs. The scout hero in the main town refills mana after the wipe. Scout heroes build a chain to an external Red Dragon dwelling. From then on I played on 500-second turns.

D1-7 — The chain takes the external Minotaur dwelling, and finally I kill the Helmet block and capture it. Shakti spends another night in the castle to refill mana. I took the Shield +6. Tazar eats a Pandora's Box for 10K — he immediately gets great skills: Log, Tactics, Pathfinding. If needed, I can switch to him. Blacks are strong, and with an armor specialist — just devastating. I give Tazar the Angel; he clears crypts. The other three Angels and junk go to take the external dwelling and hives. In one day I collected 17500 gold, 4000 of which is credit. Dragons are in the castle.

D2-1 — The scout hero breaks into a Dragon Utopia, buys back in the swamp secondary, and heads for the stables. Taz returns the Angel across three heroes to the other end — he goes to Alamar, who is near the stables — he'll continue clearing the respawn, since no easy buyouts are expected.

D2-2 — I split the Angels and Dragons, clear 3 hives in one turn. The scout hero at a Dragon Utopia.

D2-3 — Timer screw-up: I gathered everything, bought back, standing at a Dragon Utopia, but I won't have time to take the second one, and I'm left without a building. The Utopia is a tier 3 — gave great stuff: a Helm, Sword +12, Necklace +3 to all. But I messed up in it too — gave away an extra Dragon, came out with three. Meanwhile, Mee captures the central town. I come up with a trick, which I execute on D2-4.

D2-4 — Tazar takes the second Dragon Utopia; I get Shield +12 and Shield +4 to all. I struggle to return the army, bring it to the Griffon Conservatory; there, a scout hero kills the Nagas. I return the army through 2 castles in the swamp, buy back the scout hero, and Dimension Door to the neighboring Inferno respawn — Mee's presumed location. Wasn't sure, but the risk was worth it. I grab a Conservatory with three Angels and visit the Library. Nearby, an untaken Dragon Utopia.

D2-5 — Chaos: I took the Utopia from Mee's respawn, returned the army to the Griffon Conservatory, broke through 30+ Green Dragons — there's a Breastplate +4 and a Pandora's Box. Alamar takes it — ALL SPELLS. I move the army to Tazar up top; he kills the Library guard and scouts a Hive — I'll take it on D2-6. I stationed Alamar on a Black, a bit away from the Griffon Conservatory. Enough mana for Implosion with Advanced Earth.

D2-6 — Alamar isn't attacked, and the castle in the center is empty. I transfer everything there. I buy back the scout hero; for some reason there's an untaken Hive there. I take it with a scout hero, paint an external Dragon dwelling. Well, that's it — now I need to hold the center.

D2-7 — I take the second central Dungeon castle, leaving Mee with one castle. Attack - Defense - 35, and the tavern shows an army advantage. Alamar heads to the Inferno respawn. In the home castle, Dragons are in the fortress; in the swamp, Wyverns are in the fort, ready for upgrade.

D3-1 — Alamar is driven back, but he casts Implosion on the Efreet. Mee's trademark trick when playing Inferno — Elixir. Also various minor maneuvers like partial army transport. Alamar heads to the Inferno respawn with double mana.

D3-2 — Finita la commedia. A scout hero attacks Alamar to test him. Runs away. A Mage attacks with 10+ Sultan Efreet, but after eating a Meteor for 6 of them, he buys back. Then Marik attacks with junk for some reason (probably counting on Summoning), and Armageddon flies right into him.
THAT'S ALL.
Земля нуля.
Все в ней нулево и кукольно.