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Posts from Tactics for the 2sm4d(3) map. Auto-translated

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#1
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I would like to ask more experienced and skilled players about playing on the 2v4d(3) template. If there is already a topic discussing tactics for this template, the most optimal hero, city, and upgrade choices, as well as undesirable options, please just provide a link and don't criticize me for duplicating the topic. I would also like to know approximately what milestones should be reached and when. Currently, it seems that the map is well-designed and balanced for online matches, so I would like to understand how to play on this template.
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#2
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I already wrote about this in some thread, but it's probably gotten lost somewhere.
As you probably noticed yourself, on the sm-map there is a road to ГО that leads to the opponent. And there is also a passage to the rival through the secondary zone. Accordingly, we have the main options:

1. Rush via ГО. As a rule, it will be great if done on the second week, or even cooler if you use momentum to run into the enemy's territory and take their city for example on 127, then consequently the growth as well. (Of course, you have to be careful; if the opp is stronger than you, they might bury you in the city).

2. Rush via secondary zone. Quickly collect the goodies on your own respawn and secondary zone (Griffin Conservatory+hives) and go kill.

3. Powering up through treasure zone(s). A measured game that involves building up, tempo collection of goodies in scouted territories, and then a trip to the treasure zone for ducks and utops. And only after being decked out in artifacts do you head to the opponent.

As a rule, you have to act according to the situation.
at the moment it seems that the sm-map is well thought out and balanced for an online party

Balanced my foot. It gives your opponent 3-4 fat Griffin Conservatory, and if he plays well, he'll collect them quickly and show up at your place on the second week with a dozen angels. And what will you do? If you don't have that kind of stuff? In most cases, it's simply гг.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
#3
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Lider1


1. Rush with Golems. As a rule, it will be effective if you do it in the second week, or even better if you quickly run into the opponent's territory and take their city, for example, on day 127, which will result in a corresponding growth. (Of course, you need to be careful; if the opponent is stronger than you, they might bury you in the city).


Who is talking about rushing with Golems on the second week on the Small Map? It has 45,000 Golems :) that can break through. Maybe you're confusing it with Jebus. As an exception, perhaps if 4 cons really give it, but on the second week, you won't take all 4. And if it's the minimum, you won't break through with Golems.
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#4
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sasapessX
Who on SMKA on the second week "as a rule" breaks through ГО, where there is 45000 ГО :) maybe you confused it with Jebus Cross. As an exception, perhaps if you actually get 4 Griffin Conservatories, but you won't take all 4 by the second week. And if it's a minimal spawn, you won't break through ГО.

Iroquois, my dear friend, they do break through. Look at the reports, preferably from top players. Nowadays, fewer people play SMKA (or rather, almost no one plays it, even though it used to be the only template).

And what's the problem if the game goes well, breaking through some "toptuns" with Slow? Of course, much depends on ГО; there's a huge gap between a horde of horses and Archangels with Titans.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того