Also conquered the opponent on 145, with several necro heroes that had no Logistics skill!
I had used up my re (restart) chance and gotten an awkward opening, but fortunately I played every step solidly; there was plenty of zigzaging and disappointment, but in the end a single strike sealed the throat.
Week 1: on the first two days all my heroes were rat-faced and deer-eyed with no main-hero potential, but later I recruited the necro heroes Nimbus and Vidomina. The terrain, however, was swamp-desert-swamp, so movement was extremely tough, expansion was very slow, and the skeleton count grew only slowly. Luckily I captured a Behemoth nest and took the same-town on 117.
Week 2: on 121 I freed Xsi from prison, so I wanted to use the Learning skill to quickly raise the hero's level, and established him as the main hero at first. The results were remarkable — Xsi quickly leveled up Soul Gathering and Earth. This week I got a DD scroll, arranged several necro heroes sensibly, and the skeleton count reached 250+; combat power was taking shape!
Week 3: several necro heroes fought on multiple fronts, focusing on developing Xsi. I found three Griffins' Towers and three utopias. Because I had a DD scroll, I paid great attention to collecting resources; in the secondary necro town I started building a Mage Guild and got Resurrection and Fly, but sadly no Animate Dead or TP. This week I built a Capitol in my main town.
On 133, the opponent's Grindan was already leading several Angels to raid within my field of vision, close to the utopia near my secondary necro town, and he had Fly — his economy, military, and hero stats were all above mine, with astonishing speed! At 133 he had the ability to take a utopia; had he pressed the advantage and attacked my necro city near the utopia, I would have had no chance of winning. Sadly, he chose to withdraw, giving me room to keep developing!
Week 4: the situation was very unfavorable; I had to seize the strategic points in my area as fast as possible! On 141 several necro heroes took down three Griffins' Towers in a row, getting 9 Angels, and Dragon-clearing power was instantly ready. Xsi took the Angels and cleared two Dragon Utopias in a row, getting ALL6 and the Air Book, and assembled the Elixir of Life. National strength suddenly surged — I no longer feared the opponent! And in prison I freed Xyron, who had Logistics (anyone with Logistics can be a main hero!).
On 145, the opponent's Grindan captured a computer player's Tower town and actually stopped within my field of vision with few Angels and several Silver Pegasi — what a reckless move!!!
And on my turn, Xsi cleared a Dragon Utopia and got the Earth Book and Speed +2.
So the hard choice came: among all my heroes, only Xyron, sitting in the well, was in a position to attack the enemy's main force — but it would take a lot of maneuvering, and if the opponent had Tactics, he could flee, leaving my Angel stack at risk of being attacked next turn.
Since the opponent was being this reckless, I decided to take a gamble too. After all, with all the artifacts and the Angels transferred to him, Xyron's power had nothing to fear from the opponent!
This was a chance for a single throat-sealing strike! This turn I spent all my money to successfully transfer the artifacts and Angels to Xyron. Xyron used TP + Fly + DD to exactly reach Grindan; Grindan had no Tactics skill, and a single Chain Lightning finished Grindan — game over.
This game was one continuous disappointment: I rebuilt the Mage Guild 5 times and still didn't get TP — a colossal waste of resources.
tfp
Зима 2011-12.