07.12.2013 identity(blue, swamp, Tazar) def Born to be wild(red, Tower, Nila) 2sm4d(3) 115
Everything was going too well: Luna immediately came to the tavern, hidden stashes of bulls and basilisks were found in the Castle, and Tazar secured logistics and land. But things didn't go well for the opponent.
07.12.2013 identity(red, swamp, Tazar) lose Born to be wild(blue, Conflux, random, Grindan) 2sm4d(3) 115
I got a double, but there wasn't enough money to build it. On turn 115, I wanted to break through to the barbarian secondary resource, but 20 monks easily defeated Broghild with an army of 20 lizards, 50 gnolls, and 2 ducks.
Thanks for the games!
We played again after two breaks. The entrance to the underground secondary resource is guarded by a horde of ogres. In front of them is a block of lizardmen (it turned out to be 70) guarding the artifact. They also block the mine with stone. The second path leads to the Guild of Outcasts. There is a path through the wilderness to the dungeon. I defeated the golems, but halfway there, I encountered a block of hellhounds. Without stone, I improvised as much as I could. I knew that the opponent was doing well. We couldn't even afford to hire nagas in the Fortress. I surrendered.
Grindan, a stable, and an artifact that gives +4 attack. Everything was going well, but a nasty block of crusaders cut off half of my territory. I attacked – there were 19 of them. In the first round, two of my units lost morale. The skeletons fell. In the second round, two more: I was left without water elementals and all the fairies. Spellpower rules. I retreated with 6 air elementals. The well is nearby. Breaking through the second guard in the metro wouldn't be difficult, but the opponent attacked the monks. The dungeon, a good Pandora's Box, a conserve, and two upgraded phoenixes in the refuge should have ensured a comfortable game.
Thanks!