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[2x2 Tournament] Resurrection

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#181
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Albert@s
Umm... I didn't really want to spam the chat... but I'll still suggest setting the game limit to 1000+500 (the request was 1000+400). It just doesn't work otherwise... Anyway, here are the arguments: - We all know each other. - This won't significantly increase the game time. - But it will qualitatively improve the result. - In the last game, on day 116, there was a double Guardian Order: 100 zealots, 70 cyclops, then 2 guards at once, 9 chaos hydras, and 100 medusa queens. After that, a rush to the center. You can try as much as you want, but you won't have enough time, and you'll just be vulnerable to attack. I generally approve of the limit, but still... Please consider it. I think it's a good idea!
As someone who has played about 20 games on Jebb in the 600+300 format, both in tournaments and practice, I'd like to note that it's desirable to accumulate some time during the first week to break the Guardian Order more effectively; otherwise, you might really lose a day for nothing.

An alternative option is to break the Guardian Order not with a rush, but on the contrary, at the end of the turn, so that the timer that ends in the battle doesn't interfere with development.

A strategic nuance: it often makes sense to play days 116-117 purely symbolically, not trying to get everything that the army of the first week gets, but saving the timer, setting up chains, so that on day 121 you can bring all this to a quick combat. The exit to the center will be one day later, but it will be much more stable and with a larger time reserve. In particular, the lost day is often made up for by the ability to move after breaking the Guardian Order.

I think all of this can also be applied to 1000+400.