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"Новичок SUMMER-2013"

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#940
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Diabler
30.10.2013 Diabler (Blue, Rampart, Mephala, Monere) def u2noob (Red, Inferno, Axsis, Gunnar) 2sm4d3 131
We restarted. The generator apparently wanted to make up for all the previous generations and dealt a decent hand.
111 Stables under the castle, a decent spread, there are 2 crypts and a monere. I decide to take them with upgraded archers. I use the monere to clear stacks of resources and run to the stables under the crypts. The scouts reveal a bunch of resources with easy guards.
112. I take both crypts, pre-min, pre-max. I kill centaurs for resources. I kill someone else for resources. Lots of money, lots of resources. I'm thinking about building a Mage Guild on the second week.
113. Monere hits a block, for +2 speed and an external unicorn dwelling. I set up a chain to run around the mountains and take the far crypt, chests, and resources. A centaur external dwelling is found.
114 The respawn zone is cleared, money is near 10k. Monere runs along the road towards the secondary, stopping opposite a 4th crypt.
115 The army returns to Monere, who takes the crypt and, along with the unicorns, hits energy beings for a passage to the secondary town. There's a pile of gold there; Deemer breaks in with Monere. And collects the piles of gold.
116 Monere hits a block of 50-99 dogs, guarding a Griffin Conservatory, 4 resources, and a scroll. Monere gives the army to Deemer. He goes scouting and for resources - he finds another Griffin Conservatory and a passage to the treasure zone. A Citadel is built at home.
117. Fast turn. Monere returns to the stables; the scouts form a chain to collect the 3 chests found earlier near the external dwelling.
121. There's a mass buyout; Kyrre arrives with 3 stacks. Monere runs on 3k movement points. Monere takes the dwarf dwelling. The scouts pick up the previously prepared chests. Monere breaks through 35 stormbirds for an external dwelling and an artifact. 122 I set up a chain to return the army in order to take the Griffin Conservatory. Monere crashes into a guard and reveals a road to another secondary town. He is 2 movement points short of the Griffin Conservatory, so I decide to have Kyrre take the medusa dwelling. It turns out she is so fast that she also manages to return the army. I transfer the army to a scout standing at the Griffin Conservatory via Monere, while breaking through for +4 spell power and buying Monere a spell book at home.
123 Monere takes the Griffin Conservatory. Turns out it's a level 2. I lose 8 dwarves and a centaur. Monere runs very far; the scouts, along with the army, take the level 20 dwarf dwelling. I build Mage Guild level 2 at home.
124 I upgrade the horses and break through the dogs with Monere. I enter the level 1 Griffin Conservatory. I pick up a scroll, and inside there's an Imp familiar - not bad. I sit down in the necromancy (shrine). And instead of refilling mana, I mistakenly build a tavern:( The scouts prepare to take crypts on the mud terrain, while Kyrre runs to the treasure zone.
125 I take the max-level Griffin Conservatory with Monere, losing all the dendroids, centaurs, and 2 horses. Mage Guild level 3 at home. The scouts find another Griffin Conservatory, but it's near an external dwelling of the Horn, which is very far. Deemer takes a small crypt and stands by to pick up chests. Kyrre breaks into the treasure zone and reveals 2 obelisks.
126. Red appears near the metro close to the castle, but immediately hides. I build Mage Guild level 4 at home - it has Clone and Water Walk. I take chests for experience with Deemer - Expert Wisdom and Expert Scouting. I split him to guard the home and there I take +1 spell power. Monere runs into the treasure zone, kills dragons for a Pandora's Box - it has 10k experience. Monere is left without magic. Kyrre takes 2 obelisks and reveals another one.
127. Gunnar comes out, but the main hero and Deemer are lucky - he went after an obelisk and a Pandora's Box for some reason, not coming our way. A small fight between scouts occurs. In the treasure zone, Kyrre takes 3 obelisks, returns the army. I wanted to return everything to the main via chain, but I can't reach. I split Monere to the secondary town and refill mana. The army has 25 Grand Elves, 19 Pegasi, 7 Angels, 5 Unicorns. I build Mage Guild level 5 and it gives Imp familiar. I realize that now even if the opponent attacks, Deemer will cut him down nicely with the Imp familiar dealing 475 damage. The opponent takes an obelisk, a Pandora's Box, and ends up not far from my main.
131 I attack with Deemer and Pegasi. The opponent has 2 Angels, so I decide to cut them down. In the second round, I surrender/withdraw. I split Monere, run to the stables, bring the army and attack. Monere - Expert Wisdom, Logistics, Offense, Tactics, Air Magic and has Advanced Armorer. Also a powerful Imp familiar. After Mass Haste, the opponent runs away and surrenders.
Thank you very much for the games)
It was, thanks for the game.

Added after 46 seconds
Diabler
27.10.2013 Diabler (blue, rampart, kyrre, alamar) lose u2noob (red, Stronghold, Crag Hack, Sirena) Jebus Cross 127 game 1
I restarted, the opponent had 3 restarts. Ufretin arrives immediately; I understand that if a restart doesn't come, the exit will be late. I spread out. Thank God I found 2 external unicorn dwellings and dragons. Kyrre levels up well on chests. Until the unicorns appeared, I just ran around the respawn zone collecting resources. On 115 I collect the external dwellings; Kyrre runs to the external dragon dwelling, buying a spell book along the way. For 60-99 upgraded Harpies they gave Alamar with Expert Earth Magic, who went into the external dwelling. I took it with the loss of Troglodytes. Scouting revealed 2 powerful relics - the Book of Water and the Sack of Gold! On 121 Kyrre takes the stables and prepares to take an obelisk/2 conservatories. The scouts take the obelisk. Alamar refills mana, takes the University. On 123 Alamar breaks through guards consisting of Fairies. Without him I don't know what I would have done. On 124 a crazy turn happens. There are lots of prisons in the center. In 2 prisons there are scouts level 20 and 30 with Literacy and Expert Earth Magic. With Slow I break through; I split Kyrre to the center; I take a Pandora's Box left by her; it has all the magic:( I take another Pandora's Box hoping to level up Water Magic and attack Titans for the Sword of Judgement. I break them; I send scouts scouting. In the last 15 seconds of the turn I see Crag Hack standing almost at the starting position, and I have Shackles of War. Due to lack of time I make a mistake and send the entire army to kill Crag Hack. On 125 the opponent attacks with Sirena with a level 5 hat and kills almost everyone with Implosion; I surrender/withdraw on 1 dragon. On 126 the opponent captures the central castle and I can't believe my eyes: CRAG HACK comes out of the Dungeon. Huge morale drop:( He went to take my main. I brought meat home and holed up there with Alamar with 17 spell power and lots of mana. Crag Hack doesn't particularly shine with magic. However, when he attacks, everything falls apart; there's a cape (Angel Wings?):( If it weren't for that, I would have defeated Crag Hack and taken his artifacts, as I had a chain lightning for 770 damage, Summon Elemental (Fish), and Resurrect for the end of the battle.
Thanks for the game

Added after 4 minutes
30.10.2013 Diabler (Red, Stronghold, Crag Hack) def u2noob (Blue, Flux, Ignissa, Clavius) Jebus Cross 116 game 2
I wrote the report, but it got deleted:(
We restarted. The generator pleases again. It gave only mountains, a block of Pegasi guarding an obelisk. I broke them, however there was a money problem. I found 3 hives. On 114 I took an external dwelling of Archangels (?). On 116 I sacrifice on demons for a Pandora's Box. Efreet guards. Thank God Crag Hack escaped. On his 116, the opponent surrenders.
Thanks for the game
It was, thanks for the game.
:smile13:

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