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#566
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Makiavelli
Respawn with two external dwellings of shooters, built cavalry in the citadel, on 117 took a single cons, on 121 picked up a second, and went for the previously scouted KZ for 90 wood, Cassiopeia took earth on level 8, and on 123 I captured the KZ, plus looted a shield +6 and a club +5, pushed further towards the cons and didn't have enough movement for Town Portal, and the opponent was there, my stats 19-11, 50 mana, impla at 500, 3 angels, 4 cavalry and 60 shooters, the opponent on his turn attacks with 2 angels and 9 giants, stats around 10-10, fireball went through with the loss of 1 fake.

p.s. Really liked how Cassiopeia levels - tactics, attack, armor, logistics and earth, and 13 attack without artifacts

Thanks for the game!
I have starting Adelaide, opponent has Caitlin

and once again I don't go where I should — the reasons seem objective, but it's in the areas I neglected that opponents found everything they needed for victory! despite having the lead in map control, towns, army strength, and even number of leveled heroes right up to the finale

so this time too, after running for 2 days along terrible roads in a spiral around the castle, I realized you'd never get the army out of there later and started exploring another direction, took 4 villages on day 1, 2 external dwellings of giants, which meant I had to give up on cavalry

on day 2 I already had 9 giants (lost one, along with the remaining archers, in a max-dwelling that I entered with a loser from a prison without a spell book)
I could go anywhere and take dwellings, hives and pandoras with almost any loser, but I decided to break into the former green strong to meet the opponent there, who was clearly weaker in army.... but there was a KZ, which was lying behind a pile of wood near the road I had ignored + mana for 2 implas — into angels and giants

GG, thanks for the game :)

p.s.: mirror-match mirror-match, all that's left is to learn to run exactly where opponents run :D

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