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DESCRIPTIONS FOR THE "CONQUEST" MAP at the first
Tournaments for Heroes 5 on the website www.heroesworld.ru

Since the rules did not specify how points are awarded for this category, I propose a vote for this tournament,
also taking into account the battle with Gilraen!

And award GULDENY to the top 10 best descriptions! The first 10 automatically move to the Hall of Fame!!! Future topic: CHRONICLE OF OUR BEST PLAYERS!!!

P.S. Original style and spelling remain unchanged...

AlexeyPank


Walkthrough of the tournament map.






On the very first day, build a tavern and take a second hero to run around and collect. With Agrail, attack Gilraen. Leave Cave Demons in reserve—otherwise they'll be shredded. The main task for the first week is to take the mines (the gold one where dendroids are, the stone mine, and the sawmill). Get sulfur for upgrading the kennel in the east, along with the artifact. In the first week, you must build the prefecture and kennel in your home town and upgrade it (see sulfur). Around the third day, take another hero to speed up troop transfers. At the end of the week, send your dogs for upgrade; they will be delivered at the start of the second week.
At the beginning of the second week, take the southern elf city and head toward the eastern one via unicorns and earth elementals. With Cerberi and a phantom, it's easy to defeat them (the main thing is having enough mana). Head to the western city. This city must be taken by the first day of the third week for growth. All heroes near this city are easily defeated. At the start of the third week, I went back to the first captured city; on the way, I visited magic power and cleared the passage. In the first city during the second week, I built archers and upgraded fairies to dryads. I took these dryads and archers and headed back up.
Passing by (toward the gemstone mine), I left the non-upgraded archers and took them to the city for upgrade. During the same week, I built druids and unicorns.
At the very beginning of the fourth week, reinforcements arrived from the western city via a chain. In the fourth week, the main goal is to destroy the druids (to stop growth) and create a continuous chain of heroes to the eastern city. Druids and dendroids are easily wiped out (almost all Cerberi even survived). With Agrail and two other heroes, head to the eastern city. Two heroes are bait. You need to lure Gilraen out of the city, but ensure he doesn't reach Agrail in time. I positioned Agrail so that he would reach the city by the first day of the fifth week. At the start of the week, transfer the army to Agrail via the chain (see above). Now his entire army is elven (except for Cerberi). Go and take the city. There, upgrade your druids and unicorns. Sell all resources and buy out the army (except dancers, and there weren't enough for all dryads). On his turn, Gilraen attacks; see the description of the final battle below.

Final battle with Gilraen (he attacks, I defend in the city)



Gilraen:


Attack - 6;
Defense - 7;
Magic - 3;
Knowledge - 4;
Luck 3;
morale 0;
Mana 40/40

Army:
51 bow masters;
70 death dancers;
23 high druids;
92 dryads;
17 combat unicorns;
7 emerald dragons.

Agrail:


Attack - 13;
Defense - 3;
Magic 6 (+2 from artifact);
Knowledge - 7;
Luck 1;
morale 0;
Mana 42/70

Army:
19 combat unicorns;
30 Cerberi;
2 emerald dragons;
4 ancient ents;
65 bow masters;
37 dryads;
24 high druids.

Battle:

In principle, the battle can be won even with auto-battle, but losses are much higher that way.
Strategy before the battle—using superiority in archers and druids (+ towers)—first wipe out the dragons, then the archers. Unicorns and ents are for plugging holes in the wall.
Cerberi are to take the first wave of enemy attacks (cannon fodder). Dryads are to cast dispel spells. That's exactly how it went.


G: Catapult breaches the wall

A: All towers fire at druids. Three are wiped out.

G: Death dancers approach the moat, lose eight. Dryads cast wasp swarm on druids, wipe one out.

A: Unicorns stand in the breach and attack dancers, wipe 32, they kill one in return.

G: Casts rage on unicorns; failed.

A: Druids use lightning to wipe a dragon, dragon wipes one dragon, that one kills one back.

G: Archers wipe all Cerberi. Druids cast stone skin on unicorns.

A: Casts ice arrow on dragons, wipes one. Ballista wipes 10 dryads.

G: Dancers attack unicorns and wipe three, they kill 19 in return and blind them. Catapult hits the wall.

A: Central tower wipes 6 dryads.

G: Dragons wipe 5 unicorns.

A: Towers wipe two druids. Archers wipe 3 dragons. Moat catches dryads and wipes 14. Unicorns wipe 39 dryads.

G: Archers wipe all unicorns.

A: Dragon wipes 10 dancers and 10 dryads.

G: Unicorns wipe the dragon.

A: Ents stand in the breach, wipe a dragon. Druids wipe 7 druids. Cast phantom on archers (to distract).

G: Casts stone spikes on archers (wipes phantom) and wipes 3. Druids cast stone skin on archers.

A: Ballista fires at unicorns. Dryads remove skin from unicorns.

G: Dryads cast swarm on archers, wipe two. Catapult hits the wall.

A: Towers wipe 7 archers.

G: Dancers hit ents, they kill one in return.

A: Archers wipe 37 archers.

G: Archers wipe 13 dryads.

A: Moat entangles unicorns, wipes one. Casts ice arrow on unicorns, wipes 2. Druids use lightning to wipe 7 druids.

G: Dryads attack ents. Unicorns wipe one ent. Madness didn't work on archers.

A: Ents wipe 10 dryads.

G: Druids wipe 18 dryads.

A: Ballista wipes an archer. Archers wipe 5 unicorns.

G: Catapult breached the wall.

A: Towers wipe 6 archers.

G: Dryads attack ents.

A: Agrail wipes 2 unicorns, druids wipe 2 unicorns.

G: Archers wipe 2 dryads. Unicorns blind ents.

A: Archers wipe 4 unicorns.

G: Death shot wipes an ent. Dryads attack an ent. Druids wipe 5 archers.

A: Ballista wipes a druid.

G: Catapult hits the wall.

A: Central tower wipes a druid.

G: Unicorns blind ents.

A: Towers wipe 1 druid and 1 archer.

G: Dryads wipe an ent.

A: Agrail wipes 2 dryads. Dryads kill a unicorn. Druids kill a dryad.

Battle over.

Bandit

Walkthrough of the tournament map + Description of the battle with Gilraen


I will provide the main thoughts on the walkthrough and key battles. Naturally, I won't describe every single fight. If you wish, I can explain any moment or any battle in detail.

Key moments:


1 Upgrade imps. Imp clones are the main striking force until 14 elves from the lower castle arrive.

2 Magic is necessary—Raise Dead, Stop Lightning, and naturally the already available Clone.
Raise Dead and lightning can be obtained in the nearest lower elf castle.

3 Necessary skill—Soul Eater (otherwise Hellfire consumes all mana and it's game over).

4 Do not lose a single elf before the final battle. This is possible.
If they are attacked in some battle, do not deploy them. Example—battles with fairies or dryads.
Deploy only 2 Cave Demons. The battle proceeds without losses. (Naturally, do not deploy demons for 1 battle with an Elf. For some reason, the Elf always starts attacking them and definitely kills one).

Main battles


1. Earth elementals—wiped by elf clones without losses. Split demons to lower elemental defense. Distract part of the elementals with clones, let them approach in groups and shoot them down. It's a good idea to create an imp clone—it can in turn summon another group of imps, which will then be used to finish off any breaking-through elementals. Don't spare mana—stupid Hellfire will eat it all anyway. And mana doesn't restore from elementals. No losses.

2. Harbingers of Death—you can skip them, but it's more interesting to win, and we really need knowledge, plus it shortens the path for the future troop delivery chain. Losses are inevitable in this battle (47 imps). Use imp clones and Stop Lightning.

3. Druids on the road. Lose 28 imps and 8 succubi. Played on auto. Could be better, but this result is sufficient.


4. Battle with ents—the most interesting battle (39 of them), standing before the druid glade. Lost only one of my own ents and 2 imps in the battle (doesn't always happen; sometimes I lose two ents). Deploy only elves, ents, and a few units of fodder for one hit (placed 2 imps in 2 piles). Use elf clones (21 elves). If you move an ent one step forward, 2 elf clones hide behind it. As arrows run out, push these clones to their death. Periodically use Stop Arrow and if things get really bad—resurrect ents once (then both will be lost). Do not attack with your own ents—stay on defense. Try to wipe out any group immediately—we'll take the necessary mana from them.


5. Final step—kill the elf in the city.
Attack Gilraen with hero Agrail.

Agrail has:


Level 17,

total skills 25 (12, 1, 4, 8),

mercury 4,

Mana 80.

Army size
- 8 ents,
8 dryads,
7 unicorns,
40 archers,
1 cave demon,
20 imps,
41 demons.

Has—ballista,
cart.

Gilraen has:


Level 12, (4,7,3,4)

Army size
- 6 unicorns,
2 ents,
55 dryads,
32 bow masters,
42 dancers,
11 high druids.

Briefly on the battle—the battle is very easy (screenshots attached). First, hit elves with elves, block the castle exit with ents. Then periodically use Stop Lightning, Resurrection, and Clone on elves. Calmly slaughter everyone with elves. Finish off single units with dryad magic.

On the map

Day 1.

Build a tavern. Buy both heroes. With Rutger, take imps, leave them in the castle for upgrade and run to the gold. Transfer his native army to A.

(A - Agrail, main hero). Second hero stays in the castle. A hits an elf—get advanced Gate Opening and advanced Sorcery in the hut, take the money chest.

Day 2.

Upgrade imps. Carry them to A. Not enough time to deliver. Rutger takes gold and runs to buy demons. A clears dancers, takes money, clears stone mine (doesn't take it himself).

Day 3.

A hits fairies. Takes castle and runs to the gold mine via 1000 experience. Build a tavern in the elf city. Rutger bought demons and runs to A. Marbas transfers imps to A, takes peasants and runs to stone mine. Get Soul Eater.

Day 4.

Build level 1 magic in elf city. A clears gold mine and runs to elf castle. No time for +1 spell power, nor is it needed for Clone. Marbas takes the gold mine. Rutger takes a pile of wood.

Day 5.

Build level 2 magic in elf city. Enter with A, learn magic. Hit skeletons and clear same sawmill. Take it with A. Two heroes pick up resources and take stone mine.

Day 6.

Build money in both cities. A clears unicorns and ents near the wood. (No time to enter +1 attack, and not enough money for wood). Build a chain of 2 secondary heroes, picking up resources from skeletons along the way.

Day 7.

Build elves. (We won't build anything else here for now) A enters arena (+2 attack) and runs to earth elementals. Align the chain. The main thing here is to position heroes so that when neutrals appear, the chain doesn't break (achieved experimentally).

Day 8.

Rutger takes 500 coins in the garden. Buy hero Nibros. Buy up 14 elves and fairies. Transfer via chain to A. A clears elementals and runs through the spring to the Ents' house. Gets Secret Knowledge. Distribute unnecessary fodder troops among secondary heroes so that if needed, they can catch enemy secondary heroes.

Day 9.

Take 2 ents with A. Run to the 2nd elf castle. Secondary heroes follow, picking up resources on the way.

Day 10.

A takes castle, hits harbingers of death, takes +1 knowledge. Gets Expert Logistics. Build unicorns in castle. Buy hero Grok, equip him with small, unnecessary troops. Grok follows right behind A. Other heroes move closer, take sawmill, run to gold mine.

Day 11.

Build Stronghold. A kills the strongest secondary hero. Takes +1 attack. Grok kills two others and blocks a third. Start building a chain from secondary heroes. The point of the chain is to transfer troops from castle and ents' dwelling to A in 1 day.

Day 12.

Build markets in first two cities. A clears druids on road, buys elves and runs to ents via flag. Grok follows him. Secondary heroes continue building the chain, capturing almost useless mines along the way.

Day 13.

A hits ents, turns and runs to last enemy castle. Gets Expert Sorcery. Grok takes all troops from A and smashes druids in the glade.

Day 14.

Build ents. Transfer remaining army to A. A runs to last enemy castle, smashing fodder on the way. Main thing is not to get too close. Stand at a distance of one move, so that you just barely have enough to reach and take the castle (together with the elf). Otherwise, the elf jumps out of the castle and we lose one turn. Align the chain.

Day 15.

Buy the hero Deleb (she completes the chain). Turn in all resources except mercury. Buy out all troops except the dancing ones.
Also, there won't be enough money for half of the dryads. (don't forget to buy 7 elves on the way and of course ents at the dwelling).
Transfer the army to A. Attack the bowmasters on the way and attack the castle. Victory.

DeMoN


Description of the battle with Gilraen


I am defending in the castle (Intil)

Gilraen attacks !!!

Agrail has:


Level 17

Attack-13

Defense-1

Spellpower-6

Knowledge-7

Morale-1

Luck-2

Mana-70/70


Troop count;


Green Dragons-4pcs

Ancient Ents-8pcs

High Druids-4pcs

Bowmasters-26pcs

Death Dancers-3pcs

Gilraen has:


Level 12

Attack-4

Defense-7

Spellpower-3

Knowledge-4

Morale-0

Luck-2

Mana-40/40


Troop count;


Green Dragons-3pcs

Combat Unicorns-12pcs

High Druids-19pcs

Bowmasters-23pcs

Death Dancers-60pcs

Dryads-75

First of all, before the battle, I divide the High Druids into 2 parts (2 piles of 2 units). The amount and damage of the druids' magic depends on this. Since the computer placed its troops in one pile, the druids always blast there until their mana runs out (using the "Stone Spikes" spell), dealing damage to Bowmasters, High Druids, Green Dragons, Death Dancers, and the ammunition cart.
The computer's crowd just stands there.
The computer (the hero himself) only kills my ents, while my hero hits with the "Ring of Frost" spell in the same spot as my High Druids (until 8 mana remains). This spell hits almost all units.
Since dragons cannot fly in within one turn, to my delight, they get stuck in the spikes of my castle.
It is at this time that I shoot them down to the end with the hero and druids.


Then I shoot the dryads with druids.
From the remaining mana, I make a double of the High Druids (2 units)

My opponent meanwhile kills the Ancient Ents to the end.

And I pray that they don't take down the towers and don't break my fence—I hit the enemy unicorns and death dancers with the hero and remaining druids!!!

Gilraen used magic once, "Stone Spikes" (when I summoned the double).


When I killed Gilraen, I waited for growth, bought the whole army, and went to hit 39 Ancient Ents.
During the battle, I simply cloned Bowmasters, spending all mana (clone bonus is 50% miss chance).


The next day during the final battle, I had 4 mana and with the remaining army (Ancient Ents-5 and Bowmasters-12) I killed 24 High Druids and 6 Ancient Ents.
I divided 12 Bowmasters into 2 and placed them in the corners of the field.

Bowmasters shot at High Druids while my hero finished them off.
My Ancient Ents stayed on defense.
Having killed the High Druids, I used the hero and archers to kill the Ancient Ents.
After the battle, I had left-1 Ancient Ent and 10 Bowmasters.

di_ps

Walkthrough of the tournament map.

Game Tactics:



Without conquering the first castle, I run to conquer
2 others (after the evil elf clears the road)

Then I run from the elf; in one of the castles, I hire an elf hero - demon
with an elven army - a perversion in my opinion 8))), I dump the elven
troops from both castles; meanwhile, with the demon, I conquer the third (lowest) elven castle,
the evil elf in response captures the upper castle; at this time, the
scattering of elven troops across the map begins; the demon sits in his castle, with the elf I gain
troops and experience (logistics + diplomacy are among the main ones), neutrals join the elf. I conquer the elven castles and eventually reach the end of the game with the
evil elf locked in the lower castle, the demon running to destroy the source
of elven magic, the elf conquering the last castle, and at the same time taking out
the hero sitting in it. The elf arrives first.
Final battle with Gilraen

Battle with the evil elf:

Talanar has:



Level 22


Attack - 9

Defense - 9

Spellpower - 5

Knowledge - 10

This is without artifacts.

Army :


Dryads - 2129

Emerald Dragons - 11

Ancient Ents - 41

Combat Unicorns - 30

High Druids - 41

Bowmasters - 522

Death Dancers - 861

Battle

Victory on auto-battle

Final step:



I destroy the source of elven magic


fanat

Final battle with Gilraen (he attacks after skipping a turn)

Battle with Gildraen:


Agrail (in the castle with three towers) has level 16


Troop count:


Pit Fiend - 2

Master Hunter - 6

Succubus - 18

High Druid - 4

Familiar - 135

Horned Demon - 69

Treant - 4

Gildraen (attacks the castle after skipping a turn) has level 12


Troop count:


Emerald Dragon - 3

Silver Unicorn - 12

Master Hunter - 46

High Druid - 19

War Ballerina - 60

Sprite - 75

Battle Description:


The key to victory is the Berserk spell. We cast it on the war ballerinas and they attack everyone who enters the hit radius: master hunter, high druid, sprite. Treants in Agrail's army serve as meat for Gildraen's arrows; this allows the pit fiends to conduct an attack (naturally a fireball toward the archers). After two turns, the archers pose no threat at all. After breaking through the wall, only dragons and sprites will be able to enter bypassing the moat (of which not many are left after tower hits, so they don't represent a serious threat); as for the dragons, we kill them using horned demons, familiars, remaining archers, and the hero himself. Dragons die quite quickly and do no particular harm. Unicorns get stuck in the thorns, and by the time they get out, only 1-3 will remain at most (in my case, they didn't even come out, but maybe something will go wrong during a check), plus we cast Berserk on the ballerinas once more and they attack the unicorns. In general, without dragons, the army is already nothing, so we finish off the rest and here it is - VICTORY !!!
Further in the walkthrough: next turn after the battle ends is population growth, buy up archers and druids, and then it's just a matter of technique,
the only thing worth doing is to buy dragons and add them to the army using Summon Creature. Final step - capture the northwest
castle; we capture the southern one with a second hero (first the south, then we clear out the Sylvan crew with Agrail and immediately go
west bypassing the shadows). The final battle is quite simple, won in any case.


Geser

Walkthrough of the tournament map.




Agrail moved toward the garrison and stood before it; in the castle, hero "Marbas" was bought, he took the redeemed imps and returned to the castle. Marbas runs with an army down to Agrail and transfers the army. Agrail runs down the road. Clears the mine, clears the butterflies, and enters the fairy trees, into the +1000 upgrade. Then the castle, wooden mine, and skeletons; then the +1 strength upgrade, fountain of eternal youth, peasant, artifact +2 to magic, archers, then a magic stream, vampires, again a magic stream. Further along the road, +1000, arena, earth elementals, then along the road he redeemed Sylvan, fountain. To the castle, we clear it, stand in it for 1 turn, then clear out the hero with the main army of this castle (outside) and run up through the crystal mine. Then druids, bowmaster redemption, wooden mine, and on the way to the last castle. Capture the castle without the main hero. Defend against the main hero in the castle, and run along the road to the druids, clear the druids and THAT'S IT.
Victory!!!

Final battle with Gilraen


The fight is simple: first kill the archers, then when dragons fly you hit them and butterflies, then kill druids, and then everyone else. The hero first casts earth magic "Spikes", and then methodically clones bowmasters.

Kolbazzer

Walkthrough of the tournament map + description of the battle with Gilraen


Key points of the map:


1. There is no point in capturing mines (except sawmill and ore) near the first conquered castle, as total losses
will be high.

2. Mines can simply be taken near the second conquered castle.
3. In the first week it is necessary to capture the first castle, as this will allow building archers in the first week, thereby
increasing their number.
4. The Inferno castle makes no sense, as army growth there is small. Replenish the army only through captured castles.

Day 1

Upgrade imps, buy them and stop by the Imp Cauldron for more imps on the way.

Day 2

Attack Gilraen; after the battle, visit a hut to upgrade the Sorcery skill.

Day 3

With Agrail kill the ore mine guard. Capture Vinlen. Buy a hero and capture the ore mine.

Day 4

Agrail approaches the experience stone. By killing the sawmill guard, Agrail captures it, then kills skeletons and takes money (in the treasure chest); now we have enough for the town hall in Vinlen. With a second hero capture fairy growth.

Day 5

With the second hero transfer the army to Agrail. Increase attack with Agrail.

Day 6

Agrail visits the fountain of eternal youth, then kills blade dancers, takes artifact (+2 to spellpower).

Day 7

Agrail visits fairy circle, then kills unicorns.

Day 8

Agrail takes treasure chest and visits magic stream (we already have 140 mana, it won't be extra). With the second hero buy army and move toward Agrail.

Day 9

With the second hero give army to Agrail and collect freebies.

Day 10

Agrail upgrades armor, visits fountain of luck and fairy circle. Kill earth elementals.

Day 11

Agrail moves toward the city of Fyeris.

Day 12

Agrail captures the city of Fyeris. Buy a third hero and start capturing adjacent "free" mines.

Day 13

Agrail learns Ring of Frost spell from stone.

Day 14

Agrail catches up to and kills computer heroes and stands in such a position that the next day the third hero can bring the bought army.

Day 15

With the third hero buy army in Fyeris city and give it to Agrail, while continuing to capture mines himself. Agrail visits experience stone.

Day 16

Agrail visits +1 attack and kills druids. Buy bowmasters on the way.

Day 17

Agrail moves toward Intil and visits observation tower on the way.
Computer's Turn: To my surprise (this time) Gilraen left the castle and went in the direction of Dragons.

Day 18

Agrail stands so that it is possible to reach Intil city on the next turn (here is my chance to conquer the city without a fight !!!).
P.S. In previous games Gilraen did not leave his castle, and I had to stand so that he couldn't reach me in one of his turns, and then when he approached me closely ... take the castle "without a fight". As they say, fishing with live bait (luring the opponent).

Day 19

Attack Intil (the guard there is not important ... just one hero with one dryad). Build castle (this will improve our chances of victory when Gilraen attacks).

Day 20

Sit and wait for an attack on the castle :) But before that, we'll reduce the opponent's mana and remove all bonuses like luck and morale :), i.e., attack with a left hero with imps.
Computer's Turn:
Gilraen attacks hero Agrail in Intil castle.

Agrail has:



Level 16, (stats: 10/3/6/7/0/1/64)

7 Unicorns

14 Dryads

3 Succubi

2 Cave Demons

2 Green Dragons

33 Bowmasters

37 Death Dancers

Gilraen has:


Level 13, (stats: 5/7/3/4/0/2/28)

34 Bowmasters

63 Death Dancers

15 High Druids

83 Dryads

10 Unicorns

5 Ancient Ents

Undoubtedly, the opponent's strong points are:

34 Bowmasters (since they shoot painfully)

15 High Druids (since they cast magic and shoot too)

Good armor (7, vs 3)

The opponent's weak point can be considered:

Presence of 23 mana (which was reduced by attacking with a hero bought a turn earlier, with an army of imps :) )

Small spellpower (only 3, vs 6)

Attack (5, vs 10)

And naturally the fact that he attacks the castle gave me an advantage in battle (as they say, sit back and shoot, don't stick your head out).

My strongest side is undoubtedly 33 Bowmasters and 2 Cave Demons (the latter contribute to the battle with one
fireball and armor reduction), as well as 2 Green Dragons (while they are being destroyed ... I'm not just idling either")

Tactical description of the battle:


Before the battle, place all shooters near Unicorns (so magic doesn't hit them unnecessarily).

The main focus of the battle was on destroying all shooting-magic troops of the opponent (including the ballista), by means of
one's own shooters and mass magic of the hero (Spellpower level 7 helps greatly in this).

Then through wait (hero) clone bowmasters (after all, there are 33 of them).

Through wait, because after a clone they try to take them down with everyone available.

Generally we sit in the castle and don't stick our heads out, and whoever tries to climb in (through holes or fly over) we kill !!!

After the battle I had the following troops left:

33 Bowmasters and 2 Cave Demons (when playing manually)

from 3 to 10 Bowmasters (in auto-battles :) )

Day 21

Wait for army growth.

Day 22

Buy up the army and go to the druids.

Day 23

Go to the druids.

Day 24


Kill ents.

The final battle was easy (stats: 12/3/4/7/0/2/ although there was only 1 mana):

My troops before the battle:

4 High Druids

2 Ancient Ents

40 Bowmasters

5 Dryads

Against:

24 High Druids

6 Ancient Ents

Undoubtedly, 40 Bowmasters decide everything here (they take down 6 Druids per shot).

We destroy the druids with our Archers, Druids (using Stone Spikes magic to hit two at once), and once with the heroes
(targeting the druid who has no "pair" left, after the archers destroy a druid's "pair").
Next, we create a bottleneck using our ents and dryads... so that the enemy ent doesn't reach the archers... and
destroy the enemy ent with all forces.
After the battle, I had the following troops left own:

1 Ancient Ent

40 Bowmasters

1 Dryad


Map completed (in 24 days) on day 3, week 4, month 1.

necro78

Last battle with Gilraen (he attacks after skipping a turn) + description of the last move


Battle with Gildraen:


Fight with Gilraen, when he is already enraged (day 5, week 4, month 1)


Gilraen attacks Intil, Agrail is in Intil.


City of Intil level 31 Castle.

Agrail level 18 (in city of Intil)



Attack 11


Defense 1


Spell Power 7


Knowledge 8


Morale 0


Luck 1


Mana 137 / 80




2 Cave Demons


10 Hell Horses


22 Succubi


47 Cerberi


92 Demons


71 Imps


16 Pixies


Ballista




Artifacts:


Breastplate of immense power (+2 to spell power)


Magic scroll with Berserk spell

Gilraen level 12



Attack 4


Defense 7


Spell Power 3


Knowledge 4


Morale 0


Luck 2


Mana 39 / 40




6 Emerald Dragons


10 Ancient Ents


16 War Unicorns


23 High Druids


48 Bowmasters


66 Death Dancers


First Aid Tent


Ammunition Cart


Manual battle, not particularly difficult; I won 3 out of 5 times.

The tactics are as follows


I call in reinforcements of imps, pixies, and demons within the castle walls. With succubi, I hit bowmasters and high druids; with a cave
demon, I cast Fireball on bowmasters and h. druids the first time, and Destruction Ray on emerald dragons the second time.
Other units stay in defense. The main thing is to always cast Berserk with Agrail on the emerald dragons until they are alone,
then it's easy to cut them down.

In the best case, after the battle I had left: 67 demons, 14 pixies, 4 imps.

Last battle before victory (day 4, week 2, month 2).



Agrail attacks the city of Fyeris, the city is defended by hero Grol.

City of Fyeris level 24 Castle.



Agrail level 21 (in city of Intil)


Attack 13


Defense 1


Spell Power 6


Knowledge 10


Morale 0


Luck 3


Mana 10 / 100




3 Emerald Dragons


2 Ancient Ents


6 War Unicorns


12 High Druids


29 Bowmasters


Ballista




Artifacts in bag.


Grol level 2



Attack 3


Defense 0


Spell Power 2


Knowledge 2


Morale 1


Luck 0


Mana 20 / 20




1 Green Dragon


9 Ents


12 War Unicorns


31 Bowmasters


38 Death Dancers


51 Dryads


First Aid Tent


Auto-battle!!!

Paladin

Last battle with Gilraen - last move


Attacking Gilraen with hero Agrail.


Agrail has:


level 24,

Army size:

24-emerald dragons

89-war unicorns

95-high druids

216-bowmasters

357-fire demons

95-ancient ents

232-imps

Ammunition Cart

Ballista

Gilraen has:


level 22,

Army size:

12-emerald dragons

45-ancient ents

779-death dancers

507-bowmasters

706-dryads

75-high druids

60-war unicorns

Ammunition Cart

First Aid Tent

Ballista

BATTLE DESCRIPTION.


The battle has begun.

Emerald dragons: attack. Emerald dragons took 1457 dmg (died: 7)

Emerald dragons: attack. Ancient ents took 1213 dmg (died: 6)

Ancient ents: attack! Emerald dragons are entangled!

Ancient ents counterattacked. Emerald dragons took 504 dmg (died: 2)

War unicorns: defense.

Imps stole 58 mana. Gilraen is furious.
Imps: open gates.
Death dancers: attack. Emerald dragons took 3168 dmg (died: 16)

Emerald dragons: successful counterattack.

Bowmasters took 1192 dmg (died: 77)

Emerald dragons: successful counterattack.

Death dancers took 949 dmg (died: 67)

Emerald dragons: attack. Fire demons took 653 dmg (died 43)

Emerald dragons: attack. Bowmasters took 599 dmg (died: 37)

Fire demons counterattacked. Emerald dragons took 451 dmg (died: 2)

High druids: attack. Dryads took 1182 dmg (died: 147)

Dryads: attack. Emerald dragons took 996 dmg (died: 5)

Bowmasters: successful attack. Bowmasters took 1816 dmg (died: 114)

Bowmasters: attack. Bowmasters took 915 dmg (died: 57)

War unicorns: attack. Emerald dragons took 764 dmg (died: 1)

Agrail: casting "Battle Frenzy" spell. Death dancers are affected.

Ballista: successful attack. Dryads took 350 dmg (died: 44)

Fire demons: attack. Emerald dragons took 480 dmg (died: 2)

Emerald dragons counterattacked. Fire demons took 129 dmg (died:
9)

Fire demons: victory inspires us!

Ancient ents; attack. Emerald dragons took 1294 dmg (died: 1)

Gilraen; "Ice Bolt" spell. Ammunition Cart took 108 dmg (died: 1)

Bowmasters: attack. High druids took 1000 dmg (died: 28)

Bowmasters: "Stopping Arrow"!

Bowmasters: attack. High druids took 1034 dmg (died: 30)

Bowmasters: "Stopping Arrow"!

High druids: casting "Stone Skin" spell. Ancient ents are affected.

Ballista: successful attack. Imps took 71 dmg (died: 8)

Ancient ents restored 10 hp (0 revived)

Ancient ents: defense

Imps: defense

War unicorns: defense

Death dancers: attack. High druids took 1917 dmg (died 54)

Death dancers: attack. Bowmasters take 2660 dmg (died: 166)

Death dancers: attack. War unicorns took 1292 dmg (died: 16)

Death dancers: attack. Dryads took 4115 dmg (died: 514)

Fight to the last! Dryads avoided death with 1 hp.

Death dancers: attack. Ancient ents took 433 dmg (died: 2)

Dryads: successful counterattack. Bowmasters took 4 dmg (died: 0)

Dryads: successful counterattack. Death dancers took 2 dmg (died: 0)

Dryads: successful counterattack. High druids took 3 dmg (died: 0)

Dryads: "Summon Wasp Swarm" spell. Imps took 12 dmg (died: 2)

Fire demons: open gates.

Bowmasters: attack. War unicorns took 522 dmg (died: 6)

Bowmasters: successful attack. War unicorns took 983 dmg (died: 13)

Agrail: casting "Battle Frenzy" spell. Death dancers are affected.

War unicorns: attack. Fire demons took 787 dmg (died: 52)

Fire demons: counterattack. War unicorns took 568 dmg (died: 7)

War unicorns: victory inspires us!

Imps stole 6 mana. Gilraen is furious.

Imps: defense

Imps: defense

War unicorns: casting spell. War unicorns blinded them!

War unicorns: successful attack. War unicorns took 1374 dmg (died: 17)

Fight to the last! War unicorns avoided death with 1 hp

Ballista: attack. War unicorns took 82 dmg (died: 1)

Death dancers: attack. Bowmasters took 1524 dmg (died: 95)

Fight to the last! Bowmasters avoided death with 1 hp

Death dancers: attack. High druids took 704 dmg (died: 20)

Fight to the last! High druids avoided death with 1 hp.

Death dancers: attack. Dryads took 5798 dmg (died: 1)

Death dancers: attack. Ancient ents took 558 dmg (died: 3)

Gilraen: "Death Shot" spell

Ancient ents took 300 dmg (died: 1)

Bowmasters: attack. Imps took 10 dmg (died: 1)

Bowmasters: attack. Imps took 8 dmg (died: 1)

Bowmasters: victory inspires us!

High druids: casting "Stone Skin" spell. Death dancers are affected.

Ballista: successful shot. Imps took 66 dmg (died: 8)

Ancient ents restored 10 hp (0 revived)

Agrail: casting "Battle Frenzy" spell. Death dancers are affected.

Bowmasters: attack. Death dancers took 347 dmg (died: 24)

Bowmasters: successful attack. Death dancers took 761 dmg (died: 55)

Bowmasters: fire strike. Death dancers took 77 dmg

Fire demons: defense

Bowmasters: successful attack. Imps took 19 dmg (died: 2)

Bowmasters: attack. Imps took 8 dmg (died: 1)

Imps: attack. Ballista took 372 dmg (died: 1)

Imps: defense

War unicorns: defense

High druids: casting "Stone Skin" spell. Ancient ents are affected.

Ancient ents: attack. Imps took 1182 dmg (died: 80)

Death dancers: successful attack. Bowmasters took 4879 dmg (died: 1)

Death dancers: successful attack. Ancient ents took 2784 dmg (died: 16)

Death dancers: successful attack. High druids took 3568 dmg (died: 1)

Ancient ents: attack! Death dancers are entangled!

Ancient ents counterattack: Death dancers took 208 dmg (died: 14)

Ballista; attack. Death dancers took 65 dmg (died: 5)

Gilraen: "Death Shot" spell

Ancient ents took 300 dmg (died: 2)

Agrail: casting "Destruction Ray" spell. Death dancers are affected.

Magic resistance: "Destruction Ray" spell failed.
Ancient ents restored 10 hp (0 revived)

Imps: defense

Ancient ents: attack! Death dancers are entangled!

Ancient ents: successful attack. Death dancers took 3591 dmg (died: 257)

Death dancers: counterattack. Ancient ents took 950 dmg (died: 5)

Bowmasters: successful attack. Death dancers took 1040 dmg (died: 74)

Bowmasters: attack. Death dancers took 662 dmg (died: 47)

Bowmasters: fire strike. Death dancers took 77 dmg.

War unicorns: defense

Death dancers: attack. Ancient ents took 688 dmg (died: 4)

Ancient ents: successful counterattack. Death dancers took 3280 dmg (died: 234)

Fight to the last! Death dancers avoided death with 1 hp!

High druids; "Stone Spikes" spell. Death dancers took 158 dmg (died: 1)

High druids; "Stone Spikes" spell. Ancient ents took 158 dmg (died: 0)

High druids; "Stone Spikes" spell. First Aid Tent took 158 dmg (died: 1)

Fire demons: successful attack. Ammunition Cart took 1084 dmg (died: 1)

Fire demons: victory inspires us!

Fire demons: defense

Agrail: casting "Destruction Ray" spell. Ancient ents are affected.

Imps: defense

War unicorns: defense

Ballista: successful attack. Ancient ents took 105 dmg (died: 1)

Fire demons: successful attack. Ancient ents took 242 dmg (died: 1)

Bowmasters: attack. Ancient ents took 606 dmg (died: 4)

Bowmasters: attack. Ancient ents took 349 dmg (died: 2)

Bowmasters: "Stopping Arrow"!

Bowmasters: fire strike. Ancient ents took 77 dmg.

Gilraen: "Death Shot" spell

Ancient ents took 300 dmg (died: 1)

High druids: attack. Ancient ents took 130 dmg (died: 0)

Ancient ents: attack! Ancient ents are entangled!

Ancient ents: attack. Ancient ents took 744 dmg (died: 4)

Ancient ents: attack! Ancient ents are entangled!

Ancient ents: attack. Ancient ents took 62 dmg (died: 1)

Ancient ents: successful counterattack. Ancient ents took 942 dmg (died: 5)

Fight to the last! Ancient ents avoided death with 1 hp!

Imps defense:

Agrail: attack. Ancient ents took 289 dmg (died: 1)

AGRAIL WINS THE BATTLE!!!

Combat losses:


24-emerald dragons

37-bowmasters

104-fire demons

58-high druids

103-imps

14-ancient ents

Ammunition Cart


P.S.After Agrail's victory over Gilraen, the final victory is achieved, as all missions are completed.

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shoot-nick


Walkthrough of the tournament map + battle with Gilraen


goal: complete the mission in the shortest time possible.



main idea: DO NOT WASTE THE MAIN HERO'S TURN ON NONSENSE.


abbreviations: Agr - Agrail (main/primary hero)

her2 - second hero, bought at the tavern

her3 etc. - third hero etc.


turn1:

1. Agr IMMEDIATELY runs to the "+1 morale" flag and gets extra movement. (note: Agr DOES NOT ENTER the Castle!!)
2. tavern built

3. hero Marbas bought (hereafter her2)

4. her2 buys imps in the Castle

4. her2 captures the imp cauldron and transfers all creatures to Agr

5. Agr fights Gilraen; after the battle, remaining: 51 imps, 42 same-//imps (cherte), 20 hellhounds, 9 demons, 8 succubi, 2 Pit Demons.

6. +1 level: "Ghostly Luck" skill

7. Agr captures the garrison

8. Agr visits the witch's hut: improves magic

9. Agr takes a chest of +1500 exp

10. her2 visits the flag and runs to the garrison, behind Agr.

turn2:

1. build Town Hall.

2. Agr kills the quarry guards (gremlins) (no losses). Agr DOES NOT CAPTURE THE MINE and DOES NOT COLLECT RESOURCES!!!
(this rule is followed throughout the entire mission)

3. +1 level: "Expert Logistics" skill (Agr becomes 14th)

3. Agr kills dryads guarding the fairy trees (no losses). Agr DOES NOT CAPTURE THE FAIRY TREES!!

4. Agr visits the "Dolmen of Knowledge" +1000 exp

5. her2 runs after Agr

turn3:

1. Agr captures the elf castle (no losses)

2. build market in the elf castle.

3. Agr defeats Beasts guarding the sawmill (no losses)

4. Agr runs further toward the unicorns

5. her2 captures the quarry, picks up 2 piles of ore

6. her2 runs to the fairy tree (failed to reach it. /P.S. I made a
mistake here; you shouldn't approach this tree at all and take fairies, as it wastes a turn; should have run further.

turn4:

1. Agr defeats unicorns (no losses)

2. Agr defeats ents (no losses)

3. Agr visits the tree of knowledge +1 level for 2000: "Mana Regeneration" skill (Agr becomes 15th)

4. Agr runs to the arena

5. her2 visits the fairy tree /P.S. repeating again, this was my mistake.

6. her2 visits the dolmen of knowledge +1 level: any skill can be taken since the hero is "trash"

7. her2 runs to the sawmill

turn5:

1. build Town Hall in the elf castle.

2. Agr visits the arena +2 attack

3. Agr defeats earth elementals (losses: ballista)

4. +1 level: "Advanced Gate Opening" skill (Agr becomes 16th)

5. her2 captures the sawmill, picks up a pile of lumber.

turn6:

1. Agr visits the "Spring of Eternal Youth" +movement

2. Agr runs to the NW elf castle

3. her2 picks up a pile of crystals, visits the windmill, takes a chest with gold (we choose money, naturally)

turn7:

1. her2 picks up a pile of ore in the east.

2. her2 runs to the chest with gold (slightly north)

3. Agr captures the sawmill

4. Agr defeats hero Ossir (no losses)

5. Agr captures the NW elf castle (no losses). DO NOT ENTER THE CASTLE!!!!

6. Agr runs from the NW castle along the road to the east.

7. build unicorn glade in the NW elf castle

turn8:

1. her2 picks up the chest with gold (choose money)

2. her2 runs to the windmill (the week has just started)

3. hire hero Deleb in the NW elf castle (hereafter her3)

4. her3 buys a first aid tent

5. her3 hires 8 elf archers, 4 unicorns, 1 dryad

6. her3 approaches Agr and an army exchange occurs:

from her3 to Agr: 4 unicorns, 1 dryad, tent, cart, ballista

from Agr to her3: 42 same-//imps, 9 demons, 20 hellhounds, 51 imps, 8 succubi

7. Agr defeats the Death Dancers (no losses)

8. Agr visits the "Temple of Magic Touch" and learns "Ring of Frost"

9. Agr defeats hero Wingael (no losses)

10.Agr runs to the druids

11.her3 runs to Agr

12.click the "end turn" button

13.hero Ilfina attacks Agr (losses: 3 unicorns)

turn9:

1. her2 visits the windmill

2. remove her2

3. hire hero Grok in the NW castle (hereafter her4)

4. her4 runs to her3 and gives his troops to her3 (except for one imp)

5. her3 runs to Agr and gives him 31 demons

6. Agr visits the mercenary camp: +1 attack

7. Agr defeats druids (losses: 30 demons, 1 unicorn)

8. +1 level: "Expert Chaos Magic" skill (Agr becomes 17th)

9. Agr visits the flag, +movement and runs to the chest on the road to the Ents

10.Agr should not fully exhaust his turn, but "fall short" by about 1-2 "points"
(movement markers), so that on the next turn her3 can reach Agr.

11.her3 runs to the treehouse

12.her4 runs to her3 /P.S. I messed up again, her4 should be sent immediately to the gold panning site south of the NW castle.

turn10:

1. her3 runs to the treehouse, hires elf archers

2. her3 runs to Agr and takes 1 dryad and 1 demon, gives all troops to Agr

3. her4 runs to the gold panning site

4. Agr defeats Ents (losses: 29 imps)

5. Agr defeats Druids (quest) (no losses)

6. Agr runs to the NE elf castle

turn11:

1. her4 captures the gold panning site

2. her4 runs to the treasure chest further east

3. her3 runs to the quarry

4. Agr runs toward the NE elf castle

turn12:

1. Agr defeats "Death Dancers" (no losses)

2. Agr runs to the NE castle

3. her4 picks up the treasure chest (choose money) /we won't need her4 anymore

4. her3 captures the quarry and runs to a pile of sulfur

turn13:

1. her3 picks up the pile of sulfur /we won't need her3 anymore

2. Agr runs to the NE castle

3. Agr defeats hero Alastor (no losses)

4. Agr captures the NE elf castle (no losses)

5. +1 level: "Magic Resistance" skill

6. Agr enters the castle

7. click the "End Turn" button

8. Gilraen attacks the NE elf castle, we defeat him (losses: see screenshot "Victory Table")

9. Celebrate, drink beer, etc.

Last turn: Battle with Gilraen

Last action:

stay in the castle, click the "End Turn" button: on this same turn, Gilraen attacks us
fight > win > mission complete.

Agrail, level 18

13-1-4-7 (attack-defense-spellpower-knowledge)

0-1 (morale-luck)

43/70 (current mana/total mana)


1 x Pit Demon

1 x Pit Demon

42 x same-//imps

57 x Imps

20 x Hellhounds

15 x Bowmasters

8 x Succubi


Gilraen, level 12,

4-7-3-4 ( attack-defense-spellpower-knowledge)

0-2 (morale luck)

40/40 (current mana/total mana)


69 Dryads

47 Death Dancers

11 Druids

32 Bowmasters

2 Ents

6 unicorns

Force Deployment:


1. place troops in such a way
that the enemy cannot hit 2 squads simultaneously with the "Thorns" spell
(except for the 2 Pit Demon slots, as there isn't enough room, so place them close to each other in the right corner)

Battle:


1. gate units behind walls so that no more than 2 creatures are hit by "Thorns" at once

2. shoot bowmasters with archers

3. cast "Ring of Frost" on the enemy cluster with the hero

4. do not stick out from the castle

5. when enemy bowmasters have 1 hp left, switch your bowmasters to the approaching dryads
(hit with bowmasters, finish off with succubi)

6. continue casting "Ring of Frost" with the hero

7. do not use other creatures at all (press "defend")

8. start shooting Death Dancers with bowmasters, and finish off the druid with succubi

9. now create illusions of bowmasters with the hero

10. finish off dancers with archers; close the breach in the wall with creatures summoned from hell

11. shoot an ent once with the hero

12. finish off unicorns with archers, illusions, and succubi

13. WIN!!!!!


mission completed on turn 13, during the "Green player's" (AI) turn




Sterh

Battle with Gilraen and description of the last step



Battle with Gilraen day 2 week 2 month 2 in the main elf castle.


Agrail, level 17,

ADSK as 11-2-6-7(70mp),
morale and luck:NONE

possesses ability to reduce defense by 50% with Fireball spell
also stun from Lightning.

Troops (all upgraded):

Dragons - 4,
Spidermans :( (aka Treants) - 12,
Unicorns - 12,

Druids - 16,
Elfs -40,
Dancers - 42,
Sprites - 44

Gilraen, level 13,

+2 luck ADSK as 7-7-3-4(40mp)

Possesses Last Man Standing and "Insanity" scroll.

Troops (also all upgraded):

Dragons - 7,
Unicorns -16,
Druids - 23,
Elfs - 51,
Dancers - 71,

Srites - 94.

Battle:


see deployment in screenshot (towers shot at sprites).


first priority is to take out the shooters (Fireball (hero), Lightning (druid),
arrows + heat (archers)), Hive (sprites), place dancers before shooters
one cell apart, unicorns over the ballista one cell apart (block from
dragons).

Gilraen meanwhile hammers spyders with a
Hive(sprites)+Battle Frenzy using all mana+HIS OWN arrows, so
I won't mention him further......

his dragons fly close to the moat. others stay put, shooters and
druids hammer my elves+cast skin on unicorns.

Spyders under effect of frenzy clear sprites, then (under its same
effect) stand still and take -2 from G. I won't mention them further.


His dragons reduce mine to 2 (they end up roughly between the main
tower and ballista right behind the wall). With my 2 dragons in response,
I touch dancers and druids. His dancers+unicorns rid me of
dragons. few of his elves and druids remain, they don't affect the battle...
attack his dragons with dancers (-42 dancers). then unicorns+elves (about 25) pile on +A. slows with lightning+druids clear down to 14
sprites that flew close to the moat (opposite elves).
sprites attack my shooters and druids, saving them from dragons.
sprites hold on via LMS(1hp). remove dragons with unicorns+hero.
finish off sprites. his ballista breaks a breach opposite druids. his
unicorns (~12-14), dancers(28) move forward. finish everyone except unicorns with elves, druids, hero (they stood in the moat, I blocked them
with unicorns). And then as a friendly crowd, they kill the unicorns.


My losses(44 sprites, 42 dancers, 23 elfs, 4 unicorns, 2 treants, 4
dragons).


from the second elf castle (top left) to the point before 39 trees
(protecting a gang of druids), I bring reinforcements.

I go there with Agrail. on day 4 give everything to Agrail, break through the trees and
reach the

FINAL BATTLE:


Upgraded Druids 2+2+2+2

2 Upgraded treants

AGAINST

Agrail, level 18, 12-2-4(4+2(armor))-7(60mp)

Troops:

10 upgraded treants

8 upgraded unicorns

16 upgraded druids + 8 druids

35 upgraded elves

29 upgraded sprites

NO PROBLEMS. even with autobattle on


Svyatoslav

Battle with Gilraen and description of game tactics




Attack Gilraen with hero Agrail.

Agrail has:


level 22

Emerald Dragons 32

Ancient Ents 107

War Unicorns 114

Nightmares 40

High Druids 152

Fire Demons 432

Imps 293

Gilraen has


level 16

Emerald Dragons 22

Ancient Ents 77

War Unicorns 89

Sword Dancers 344

Bowmasters 172

Dryads 1113



Superiority in troops was achieved by capturing two main druid cities.
Instead of reclaiming cities, Gilraen chased Agrail, and since Agrail moves much further, Gilraen
could not catch him.

When Gilraen (the computer probably calculated) realized that Agrail's army was stronger, he began to stay constantly in the last city. I
first brought one hero to weaken him further, and then attacked with Agrail.

I don't think there is much point in describing it in detail. First my troops waited until the enemy dragons flew in, which were quickly killed by the whole crowd.
Then the slaughter of the rest of the army began. Imps at the very beginning steal almost all of Gilraen's mana and he cannot cast spells.
I create phantoms from high druids and they attack additionally. After the battle I still had a bunch of troops left.
The main problem when completing this map is the summoning of troops by druids that block roads. And since they only start
casting after capturing Itil castle (the closest to Agrail's castle), I left the capture of this castle for last, and first
killed the same-//casting druids.

And in it I immediately kill Gilraen.

Varg-Nar

Walkthrough of the tournament map + battle with Gilraen



Description:



For simplicity of description, I used some abbreviations (A)- Agrail;
d-dancers;

At the beginning of any action, the hero who performed it is written; if the action transfers to another hero, their name will be
specified.
If a battle took place, then (hero losses - neutral losses) is written. And also for the sake of saving time I omitted some words…

Day 1


Ur-Karg\ tavern construction.

Hero Rutger bought.

Rutger\Imp cauldron captured.

Rutger-(A)\army transfer.

(A)\ visited torn flag, attack on Gilraen. Enemy fled. Level up +1 knowledge,
advanced gate opening, garrison captured, witch's hut visited, advanced sorcery obtained, chest 2000gold picked up

Day 2

Ur-Karg\ town hall construction
Rutger\ visited torn flag, devil tower captured
(A)\ attack on tss (0-57) 5 wood, 800gold, 800gold picked up, attack on gremlins(0-52)

Day 3

Ur-Karg\ devil tower construction
Vinlen\ market construction
Rutger\ 500gold picked up
(A)\ ore mine captured, 5 ore, 4 ore picked up, attack on dryads (10 imps, 3 devils-49), dolmen of knowledge visited, level up +1 knowledge, expert gate opening, attack on Vinlen castle

Day 4

Vinlen\ town hall construction
(A)\ 2 emeralds picked up, attack on beasts (0-46), sawmill captured, 2 wood picked up, attack on bone warriors (0-216)
Rutger\ witch's hut visited, basics of sorcery obtained.

Day 5

Ur-Karg\ level 1 mages guild
Rutger\ fairy trees captured, dolmen of knowledge visited, leveled up
(A)\ 4 ore, chest 1000gold picked up, idol of luck visited, army exchange (A)-Rutger, wood market trade.

Day 6

Ur-Karg\ hell hound kennel
Vinlen\ mysterious pond
(A)\ attack on ents (16 devils, 4 hell hounds, 3 imps, 2 demons-7), gold mine captured, 700gold, 6 wood picked up, attack on steel golems (0-51), 3 ore obtained, 500gold picked up, planetarium visited

Day 7

Ur-Karg\ devil cauldron
Vinlen\ sylvan guard halls

Day 8

Ur-Karg\ market
Vinlen\ tree house
Rutger\ demon hire in devil tower
(A)\ 4 wood picked up

Day 9

Ur-Karg\ halls of temptation
Rutger\ imp hire in imp cauldron, visited Ur-Karg, bought all creatures

Day 10

Vinlen\ level 1 mages guild
(A)\ attack on tss(0-40)

Day 11

Rutger\ fairy hire in fairy trees, mage hut visited
(A)\ visited Ur-Karg, took army, visited torn flag

Day 12

Ur-Karg\ warehouse

Day 13

Vinlen\ warehouse
(A)\ attack on lizard riders(29 devils, 12 hell hounds-33), level up +1 attack, mana replenishment

Day 14

(A)\ emerald mine captured, 2 emeralds taken

Day 15

Vinlen\ magistrate
Rutger\ demon hire in devil tower

Day 16

Vinlen\ magic forest
(A)\ attack on tss(5 devils, 1 archer, 36 hell hounds-84), visited torn flag, attack on tss(28 devils-76)
Rutger\ imp hire in imp cauldron, visited Ur-Karg

Day 17

Ur-Karg\ cerberus kennels
(A)\ visited Ur-Karg, bought creatures, attack on dryads - they flee
Rutger\ visited Ur-Karg castle

Day 18

Vinlen\ high halls
Army transfer (A)-Rutger

Day 19

(A)\ fairy hire in fairy trees, idol of luck visit, Vinlen visit, bought creatures

Day 20

Vinlen\ forge
(A)\ purchase of tent and ammo wagon, attack on monks(156 devils-33)

Day 21

Ur-Karg\ hell stables
Vinlen\ unicorn glade
(A)\ captured gold mine, picked up 1000gold and 1000gold, attack on mages(50 devils-38), leveled up, +1 attack, expert logistics, sulfur 4 and 2 picked up, sulfur deposits captured, attack on tss(0-41), mercenary camp visited, wood market trade

Day 22

Hero Grok purchased, Ur-Karg growth bought
Rutger\ demon hire in devil tower
(A)\ attack on steel golems(0-71), passed campfire 5 sulfur and 500gold, picked up 6 wood and 500gold, fountain of eternal youth visited
Grok\ hired imps in imp cauldron, exchanged army with Rutger, visited Ur-Karg

Day 23

Vinlen\ level 2 magic tower
Grok\ witch's hut visited, basics of sorcery obtained
(A)\ attack on other ents(0-16), passed red tent, fountain of eternal youth, attack on tss(0-55), attack on tss(0-73), sulfur 2 picked up, artifact found (breastplate of immense power), crystal market trade

Day 24

Vinlen\ capitol
Grok\ fairy hire in fairy trees, dolmen of knowledge visited, new level, advanced logistics
(A)\ attack on militia(0-123), attack on bow masters(31 devils-57), leveled up, +1 attack, advanced attack, fairy circle, picked up 5 ore

Day 25

Grok\ visited Vinlen, creatures bought
(A)\ attack on tss(0-83), army transfer Grok-(A), attack on unicorns(0-25), 2 crystals picked up

Day 26

(A)\ windmill 6 emeralds, magic stream, attack on dryad(15 devils-153), artifact lion collar

Day 27

Ur-Karg\ blazing stables
(A)\ rakshasa rajahs(0-30), orange tent, ents(20 devils, 57 cerberus-20), tss(0-84), level, +1 attack, fast gate opening
Grok\ Vinlen, bought growth

Day 28

(A)\ elder of silana for 2000 level, +1 attack, tactics

Day 29

(A)\ windmill 6 ore, magic stream, dryads(29 devils, 61 cerberus, 5 dryads-295)
Grok\ imps in imp cauldron, Ur-Karg hired creatures
Rutger\ demons in devil tower, army transfer Rutgar-Grok

Day 30

Grok\ torn flag, opened orange garrison, Inferno military outpost, hired devils
(A)\ monks(0-45), temple of magic gesture, arena visited +2 defense

Day 31

Ur-Karg\ bastion of hell

Day 32

Ur-Karg\ spawn of chaos

Day 33

On the way

Day 34

On the way

Day 35

On the way

Day 36

Grok\ hired a devil and demons, torn flag. Growth bought in Ur-Karg

Day 37

Grok\ visited Ur-Karg

Day 38

Vinlen growth bought

Day 39

Grok\ visited Vinlen.
(A)\ attacked tss(0-210), army exchange Grok-(A)

Day 40

On the way, bait worked enemy killed hero Grok

Day 41

Vinlen\ dragon altar construction
Crystal market trade

Day 42

(A)\ Intil captured, hero Nibros purchased
Nibros\ captured gold mine, enemy killed Nibros

Day 43

Hero Marbas purchased, growth bought in Intil
(A)\ tss(47 bow masters-241), level, +1 cold, master of cold

Day 44

(A)\ torn flag, magic stream

Day 45

Vinlen\ ent vaults
Marbas\ attacked steel golems, level, hellfire, level, advanced defense, captured alchemy laboratory
(A)\attacked bow masters(0-128)

Day 46

Vinlen\ tavern
(A)\ idol of luck, Vinlen, hero Letos purchased
Letos\ dolmen of knowledge, level, leadership

Day 47

(A)\ bow master(65 cerberus-227), tss(0-237), tss(0-221), new level, +1 knowledge, expert attack, attacked dryads(10 cerberus-227)

Day 48

Vinlen\ stonehenge
Crystal trade at market

Day 49

(A)\attacked bow masters(0-132), combat unicorns(55 cerberus-44), picked up artifact spell wand same as destruction beam, 4 crystals and chest 1500gold, passed dolmen of knowledge,
Letos\ visited Vinlen

Day 50

(A)\ tss(3 high druids-267)
Hero Alastor purchased

Day 51

Army transfer Letos-(A)
(A)\attacked dryads(10 cerberus-346), new level, +1 defense, marksmanship, army exchange Alastor-(A), attacked tss(0-241), attacked tss(0-297)

Day 52

Alastor\ hired fairies at fairy trees, visited Vinlen
(A)\attacked tss(0-296)

Day 53

(A)\attacked tss(0-289), new level, +1 attack, expert sorcery, attacked dryads(2 succubi, 5 cerberus-523)

Day 54

(A)\ magic stream, attacked dryads(2 cerberus-80), picked up 3 cryst, 600gold, 5 wood

Day 55

(A)\attacked tss(0-240)

Day 56

Vinlen\ stone circle
(A)\attacked bow masters( 5 cerberus-280), fountain of luck

Day 57

Vinlen\ ent alcoves
Market trade
(A)\ summoned creatures from Vinlen, attack on tss(0-290), purchase of hero Deleb

Day 58

Deleb\ visited dolmen of knowledge, level, basics of logistics

Day 59

(A)\ visited Intil, attacked dryads(3 dryads-293), attacked tss(0-241), new level, +1 cold, basics of light magic, reached level development limit
Deleb\ sawmill captured

Day 60

(A)\attacked tss(0-258), attacked dryads(10 dryads-385)

Day 61

(A)\Attacked furies(0-57), picked up 5 wood and captured sawmill, attacked tss(0-242), attacked tss(0-349), attacked tss joined, picked up chest 1500gold

Day 62

(A)\attacked other ents(0-39), attack on dryads they flee, tss(0-332), attack on dryads(9dryads-269), came to druid circle(6tss, 13 dryads- 64 high druids, 16 other ents)
Enemy attacked Deleb - enemy fled.

Day 63

(A)\attacked tss(0-264), bow masters fled, attack on dryads joined, captured tree house, attacked druids( 18 dryads-75 druids)

Day 64

Intil\ capitol
(A)\attacked Grol enemy fled, attacked Ilfina enemy defeated, attacked Osir enemy fled, bought creatures in Intil, summoned creatures from Intil, captured tree house, visited mercenary camp

Day 65

(A)\ steel golems flee, alchemy laboratory, bow master(0-324), visited red wood observatory

Day 66

(A)\attacked bow masters(0-145), attack on archangels( 110bow masters-33), found armor of the forgotten hero, attacked tss(0-248)

Day 67

(A)\attacked dryads they fled, death heralds(0-56),
Marbas\ passed blue tent

Day 68

Fyeris\ stone circle
(A)\visited crystal of revelation, captured sawmill, attacked Anwen enemy defeated, attacked Fyeris castle captured, crystal trade at market

Day 69

Fyeris\ ent alcoves
(A)\attacked dryads(18 dryads-428), attack on dryads they fled, captured gold mine, attacked tss(0-220)
Marbas\ ore mine captured

Day 70

Fyeris\ unicorn garden
Marbas\ sulfur deposits
(A)\ visited Fyeris , crystal trade at market

Day 71

Marbas\ gemstone mine, bought creatures in Fyeris
(A)\attacked dryads they fled, fountain of eternal youth, bought creatures in Intil, hero Grol purchased

Day 72

(A)\attacked bow masters(0-269), visited fairy circle
Marbas\ chest 2000gold
Grol\ torn flag

Day 73

(A)\fountain of luck
Marbas\ picked up 4 cryst, chest 1000gold, chest wanderer's boots

Day 74

Marbas picked up 1000gold and chest 2000
(A)\ visited torn flags magic stream, army transfer Grol-(A), Grol dismissed

Day 75

(A)\attacked furies(0-190)

Day 76

Marbas\ visited Fyeris
(A)\ visited planetarium, picked up 2 crystals and captured crystal mine

Day 77

Fyeris\ dragon altar
(A)\ captured alchemy laboratory and visited Morletto tower, crystal trade at market

Day 78

(A)\attacked death heralds(0-40), pendant of icy embrace, 900gold and chest 1500gold

Day 79

(A)\attacked dryads(11dryads-582), attack on dryads they fled, attack on dryads joined, attacked Sylvan military outpost, attack on dryads they fled

Day 80

(A)\ obsidian gargoyles(0-267) and picked up 2 and 4 crystals, 700gold, army exchange (A)-Marbas

Day 81

Marbas\ hired ents in Sylvan outpost
(A)\attacked dryads they flee, visited Fyeris, bought creatures, attack on tss (0- 330)

Day 82

(A)\attacked tss(0-484), attacked dryads joined, captured crystal mine

Day 83

(A)\attacked dryads they fled, attack on dryads(11dryads-628), attack on tss they fled

Day 84

(A)\attacked bow masters they fled, visited torn flag, attack on dryads(12dryads-712), attack on tss without losses..

Day 85

(A)\attacked dryads they fled, attack on dryads joined
Marbas\ hired ents in outpost

Day 86

Marbas\ visited Fyeris
(A)\attacked beasts they fled, picked up 5 ore and captured ore mine, visited Intil, bought creatures

Day 87

(A)\attacked dryads they fled, bought creatures in Fyeris

Day 88

(A)\ opened blue garrison, attacked emerald dragons(1 other ent-13), picked up scroll with meteor shower spell, found artifact traveler's boots, picked up 4 mercury, chest 1000gold, 4 emeralds, chest 2000gold, 4 emeralds

Day 89

(A)\ picked up 3 emeralds

Day 90

(A)\ picked up chest 1500gold, attacked dryads they fled, visited planetarium, attack on death knights they fled, picked up chest 1500gold, chest 1000gold and mercury 2, found artifact dragon scale armor

Day 91

(A)\ visited Intil

Day 92

Bought creatures in Intil
(A)\attacked bow masters they fled, attacked dryads(0-898), attack on dryads joined, bought creatures in Fyeris

Day 93

(A)\attacked dryads they fled, attack on water elementals(6 high druids, 16 bow masters, 1 other ent, 76 dryads-232), visited fairy circle, gold trade at market, bought creatures in Fyeris

Day 94

Army exchange (A)- Marbas, gold trade at market
(A)\ visited mountain fortress, upgraded dragons, army exchange with Marbas, visited fountain of luck

Day 95

Army exchange Letos-(A), Letos dismissed

Day 96

Alastor\attacked Vinlen, Alastor killed
(A)\ visited idol of luck, Marbas dismissed, Deleb dismissed, Rutger dismissed, Attack on Vinlen.
Battle with Gilraen in Vinlen castle

Agrail:


Level 24(atk-16,def-7,cold-11,know-11,ML-1,luck-3,mana-160/110)

Without artifacts(atk14,def-5,cold-9,know-9,ML-0,luck-3,mana-160/110)


Creatures:
all tech,

27 emerald dragons,

2045 dryads,

285tss,

71 other ents,

89 combat unicorns,

218 bow masters,

99 high druids.


Enemy(Gilraen)


Level 21(atk-6,def-13,cold-3,know-7,ML-0,luck-3,mana-57/70)


Creatures:
all tech,


15 emerald dragons,

1505 dryads,

589 tss,

29 other ents,

46 combat unicorns,

187 bow masters,

59 high druids.

Battle:


A\ skip tss turn

A\ skip dryads turn

A\ retreat with emerald dragons

G\ dryads cast swarm

A\ unicorns wait

G\ tss attack

A\ bow master shoots at emerald dragons

G\ emerald dragons attack ents, hit druids

A\ druids attack bow masters

A\ tss attacks emerald dragons

A\ dryads attack tss

A\ Agrail casts phantom on dryads

G\ druid attack on dryads

A\ ballista against tss

G\ bow masters against dryads

G\ Gilraen cast battle frenzy on dragons

A\ unicorn attack on tss

G\ tss attacks dryads

A\ ents moved next to emerald dragons

A\ dragons attacked wagon

G\ dryads attacked dryads and ents

A\ tss attacked unicorns

G\ ents attacked unicorns

A\ dryads attacked bow masters and druids

A\ bow masters attacked dryads

A\ Agrail casts phantom on bow masters

A\ druids attacked dryads

G\ unicorns attacked phantom

A\ unicorns attacked ents

G\ dryads attacked dryads

A\ dragons attacked dryads

A\ tss attacked bowmasters and druids

A\ ballista attacks dryads

G\ attacked dragons

G\ ballista attacked tss

G\ unicorns attacked druids

A\ ents attacked unicorns

A\ Agrail casts phantom on tss

A\ unicorns attack ents

A\ bowmasters attacked unicorns

A\ dragons attacked dryads

A\tss attacked dryads

A\ tss attacked ballista and tent

G\ unicorns attacked bowmasters

A\ tss attacked ents

A\ dragons attacked ents

A\ tss attacked ents

G\ attacked the phantom

A\ unicorns attacked ents

A\ Agrail delivers a decisive attack on ents

Agrail's Victory!


Supreme

Tournament map Walkthrough + battle with Gilraen


Introduction.

I completed the map twice. The first time was to, so to speak, scout the area. I went from castle to castle, not getting distracted by same small things.
The path is quite obvious. First to the southern elf castle, then through Dendroids and earth elementals to the Western one.
And further through griffins to Gilraen. I cleared all monsters up to Gilraen without losses.
Only at the very beginning by the outpost did Gilraen kill a few of my imps (non-upgraded Imps).
But in his own castle, Gilraen tore me apart like a rag doll.
From my first completion of this campaign (outside the tournament on "Warrior" difficulty), I knew that Gilraen should leave his
castle on some day. I waited and found out that this happens on the 7th day of the third week (this is brilliant AI,
I am simply amazed he leaves the castle on the last day of the week!) Then I loaded my fourth day (immediately after capturing
the first elven city) (thanks to daily saves). And I chose the following strategy. Until the end of the second week, you can
collect resources and experience, but it is essential to capture the second elven city before anyone is produced there. After
that, there is a week to complete the side quest (though on Hero difficulty it's the main one) "Kill the Druids".
And on the first day of the third week, capture the empty third elf castle, buy everyone out, and try to take down Gilraen.
That's what I did. Now for more details.

Hero Development.


First, I'll describe the general concepts of Hero development on the map.

At the start, it is essential for Agrail to get "Soul Eater". With it, I emerged from almost every battle without Mana losses
(although I cast spells constantly). Also very useful is ballista management (since there are few shooters in the army). Luck and logistics—these two
skills are needed always and everywhere (logistics, however, is already present). And since Agrail's most powerful attacking spell is
"Ice Bolt" (a funny name for this boulder), and later "Ring of Frost" appears near the second elf city,
then a master of cold is needed.

In general, three guarantees of success on this map are "Soul Eater", the "Phantom" spell, and Gating. Without any one of them, it would be many times
harder.

Gating.

For myself, I divide Gating into two types: "offensive" and "defensive".

Offensive is good against shooters. The essence of offensive Gating is that Inferno units gate directly in front of the shooters and block their
attacks, while our brave succubi, hero, and ballista shoot them down. Usually, the enemy (neutral with one type of unit) manages to make one
shot. Further, the battle is without losses.

Defensive Gating is intended to protect your troops from strong units with melee attacks; it's especially
good against "Large creatures". All empty stacks are filled even with imps (the main thing is to have as many creatures with Gating as possible) and at the start of the battle, everyone who can, perhaps even succubi, gate directly in front of their own warriors, forming an impassable wall.
It works especially well against "tanky" units, since it's enough to gate every other unit. An additional bonus is provided by the spell
"Phantom", as phantoms can also be gated! This creates a constantly replenished wall of summoned creatures, helping to win
without losses.

Walkthrough

First, without distractions, we go to the first elf castle. Yes, by the way, it's very useful to have a hero running nearby and collecting resources,
saving the main hero's time. Killing Gilraen along the way. This is one of the tougher battles (since I really didn't want to lose Pit dogs
or succubi at the start). After N times, I managed to pass it with the loss of a few imps. I don't remember the battle tactics exactly since it was long ago, but the essence is this: from the army, I believe, upgraded imps and demons are removed. Ordinary imps, like pits, are split in half.
Gilraen, as far as I remember, has three shooters (archers and druids + Hero), but one of them casts something on sword dancers.
My actions: succubi and pits push through the shooters (well, at least sharply reduce their number); some of them manage to fire and take out one group of imps (well, they like weak imps :) The Hero casts a copy of the dogs. And the second shot hits the copy
(probably computer logic saying the unit has strong attack and is easily killable, but that's only better for us); I don't remember if the copy survives or not,
but another volley from succubi at point-blank range on dancers and Gilraen flees the battlefield.
Having captured the city without problems, we go left and capture the gold mine and pearl mine. Also without losses. Applying defensive Gating against treants, golems, and lizards. Then, returning to the city, we go right and up, capturing the sulfur and gold mines. Here too, it wasn't without losses, due to mage and monk shooters. The battle with mages (31 non-upgraded mages) went roughly according to the following scenario: On the battlefield are pits + remaining non-upgraded imps + demons. Imps, like Pits, are split. I believe imps should be split 30:10 otherwise the mages don't make their first shot at them and instead wipe out the Pits. Demons are never touched by anyone. Offensive Gating. Imps and demons gate to the mages; mages wipe out 30 imps. The Hero with Ice Bolt, and a pit with Fireball, take out as many mages as possible. Imps appear around the latter. There are about 15-20 mages left and they cannot kill the pit, so they attack the remaining 10 imps with a summoned fist. Imps and hero bash the mage; demons appear, victory! By the way, hellfire helps a lot (imp deals 3-4 damage + 75 fire!)
Monks were handled almost by the same scheme, only I had to lose upgraded imps... Split the upgraded ones in half. Put everyone on the field, as upgraded imps are very sweet bait for the computer and it doesn't even touch the succubi! Two stacks of monks. Tactic: everyone who can gates to the monks. Pits weaken them as much as possible. The Hero continuously copies dogs (20 pieces). The first shot from the monks takes out the first group of imps. The Hero copies dogs and the second shot hits the clones (by the way, as far as I remember, it missed). All monks are tied up. Everyone who gated does not attack, but only prevents the monks from shooting. The ballista systematically kills one monk at a time. Dog copies first gate, then attack, taking out 2-3 monks each. Sometimes they even survive. Result: loss of about two dozen imps. Further until Gilraen himself, Agrail did not lose a single Inferno warrior.
After this, we go through unicorns and zombies, gathering resources and experience. There's no rush; the main thing is to capture the western elf castle by the end of the week. On this path, the battle with almost 500 zombies was interesting. Essentially, it's cleared without losses using defensive Gating and copying dogs. Then we encounter earth elementals...
And here is the second most difficult battle of this map. Won without losses. I have two pits, 14 imps, 8 succubi, 20 dogs; split Pits to have as many "Destruction Beams" as possible, and imps by 5. The enemy has 4 stacks of 18 elementals. Their constant counter-attack is very inconvenient, since the defensive Gating tactic involves attacking with 1-2 gated imps, after which both dogs and pits pile on the unit until it cannot respond. One thing that pleases me is initiative 5. Oh, I forgot to say, before the battle there is a fountain and fairies. I managed to get +3 luck from the fountain, so I had +4 luck.
Battle. Arrangement: succubi in the corner covered on all sides by imps (in a 2x2 square); two pits are adjacent to them on the left, and then further left and along the near edge are 20 dogs. Three imps completely cover themselves and a succubus with Gating; dogs continue this line; succubi gate next to the dogs on the left. Succubi and ballista shoot at elementals until they run out of ammo. The Hero continuously copies dogs, who again gate to plug gaps in the defense, and then go into battle. An unpleasant surprise was that no bodies remain from elements. Mana cannot be replenished. After n number of turns, clones take out a fair amount of elementals, but the hero's mana runs out. No more than 10 elements remain in stacks, even around 5. And here the pits connect, having spent all their mana on Destruction Beam. 5 elements are unable to kill Pits. All remaining summoned creatures pile onto the elements and finish them off. The main thing is not to deliver final blows with summoned creatures (they'll answer painfully :). Victory without losses, but with zero mana. On a new day, there are 8 units of mana, and in battle with gargoyles, by creating one copy and killing them without losses, we replenish Mana. Then we attack the forest outpost and replenish mana again by buying two treants... After this, we attack the rather strong hero Grol (to pass him without losses), all because he knows Ring of Frost... we leave treants and Pits on the battlefield and take out Grol before he casts Ring for a second time and kills one treant (they are hardy!)—this is possible. In the worst case, losing one treant is not fatal.
Right on the seventh day of the week, we approach the elf castle and capture the city on the new week. For the computer, the new week hasn't arrived yet, so he bought no one :. We create a couple more heroes so Agrail isn't distracted by various mines. One week left until hour X. Agrail goes to the druids, meanwhile learning Ring of Frost and killing golems at the mine with defensive Gating without losses. Then east we go through Royal Griffins. Also cleared without losses this way. The Griffins have three groups of 12-14 pieces. Agrail puts treants, succubi, and dogs all in a corner. The battlefield is such that treants, taking one step forward, completely block all possibilities for Griffins to attack succubi and dogs. Succubi shoot. Dogs gate on the right, blocking all approaches to treants (lucky with the terrain). On their first move, griffins fly into the center and stand so that the hero's Ring of Frost covers all three. Griffins take off: two at treants, one at succubi. Succubi take a step forward. The Hero casts Stone Skin on treants, and the diving griffins kill no one. Succubi and ballista give another volley. Gated dogs appear. Another Ring of Frost takes lives from two stacks of griffins. The remaining ones aren't even able to kill a gated dog and attack the ballista. The Hero collects Mana from corpses, while the ballista and succubi finish off the survivors.
Further, time is pressing and Agrail doesn't manage to reach both the druids and Gilraen by the start of the third week. With Agrail we kill 40 treants, without losses of course : (by the way, autobattle loses, killing only 16 Upgraded treants!). Also a serious battle, but it's pleasing that one dead treant gives 60 mana! We were unlucky with terrain here—a bare field as far as the eye can see. We apply defensive Gating, and as always, clone dogs. With a small gated imp or dog, we hit a tree—they have 4 stacks of 10 by the way—and then all clones and others pile onto it. The main thing is to watch your non-clone dog and retreat in time. Hit with clones until the end. After killing the first tree, mana runs out; immediately replenish it and continue copying. I passed this battle without loss of creatures or mana. Almost 5000 experience for free ;)
There's no time to go to the druids. We go to the elf city. Capture the wood mine, kill 100 fairies—Sylvan creatures that appeared during the week. By the way, a small digression. The battle with such creatures, neutrals appearing by the will of druids, follows one scenario. Only pits are in the battle (when treants appear, they go too), and with clever play, neither Elven archers nor fairies can cause harm.
Next, we give the entire army and machinery to a side hero standing nearby; we take 7 archers from him bought at the neighboring elf house. The next day Agrail stands one step from the Elf castle. The hero with the army passes it to another (it happened that the same side demon hero was late :, and low morale is of no use to us in battle with druids). This side hero visits various luck and morale bonuses. And goes to the druids.
21st day: Gilraen runs out of the castle toward green dragons. Agrail must stand carefully as far from the castle as possible so that Gilraen doesn't come to us. 22nd day: Agrail victoriously enters the empty castle. Buys all weekly growth. Yes, Gilraen didn't even buy the Dragons! Upgrade them to emerald. Upgrade our archers, buy all machines (luckily money is plenty) and create two more heroes... Meanwhile, the side hero with the Inferno army goes to the druids. The battle is also not easy. The druids have four stacks of 5 high druids and 5 upgraded treants. The Hero has carefully preserved 8 succubi, 20 dogs, 30 demons, 14 imps + 1 treant (don't remember where the one went, lost 9 after all) + 5 archers bought for the new week. Offensive Gating. Everyone who can gates to the druids. The Hero teleports demons. Succubi and archers shoot with all their might. The main goal is to kill the druids. The tree, thank god, buries itself in the ground on its first move, but digs out on the second and starts mashing everyone around; luckily, the druids are almost gone. As soon as the last druid dies, everyone scatters to the corners and tries not to catch the eye of the piece of wood. Arrows also run out, so all hope is on the Hero and ballista. The crazy tree races across the whole field for the remnants of the army, while the hero and ballista blast it as they can. Hurrah, victory. From a once great army that cleared 40 treants without losses, only scraps remain, but that's no longer important.
Returning to Agrail. He gives all fairies and druids to two hired heroes and remains in the city. Since Gilraen is one step from the city, both heroes manage to attack him. One hero has all 7 slots filled with one fairy each. Because that way each of them deals 10 damage! + stupid Gilraen doesn't attack them with dancers and unicorns. The Hero manages to move twice; both times he hits with stone spikes since the archers, druids, and fairies of Gilraen are positioned just right ;) fairies hit archers with bees until everyone dies. Gilraen's losses: 10-15 archers, a couple of druids, and several dozen fairies :.
The second hero has four stacks of one High Druid each, and the rest are fakes. The hero does manage to move once... Oh, by the way, this is Grol, whom we recently killed, but unfortunately he only has 6 mana. Therefore, he cannot cast Ring of Frost. But the main strength here is the druids, and although they are quickly killed, they manage to chip away at Gilraen's archers and druids with their Stone Spikes. Losses are roughly equal. :
Next we press Next Turn; Gilraen attacks and perishes (unfortunately the "smartest" AI — auto-battle — loses, so you have to fight yourself). Victory on day 22!

The Final Battle

Agrail

13 Death Dancers

14 Elven Hunters (archers)

4 War Unicorns

4 Ancient Treants

6 Emerald Dragons

Gilraen

146 Dryads

60 Death Dancers

25 Elven Hunters (archers)

15 High Druids

12 War Unicorns

6 Ancient Treants


Battle_begin.jpg shows the deployment of my troops.
At the start, dragons fly up to the walls without leaving the unicorns; dancers stand in front of the unicorns. The first goal is to kill all
enemy shooters. First the archers, then the druids. First Agrail casts Ring of Frost (lots of damage, plus a freezing effect),
and then every time until mana runs out, he clones the archers (firstly, this distracts enemies, and secondly, it is a very powerful attack).
The enemy archers make one shot at the dancers, who won't hit anyone for the rest of the battle, and our elves die under a rain of arrows.
When the dryads run out of mana, they fly forward. Dragons don't stick their heads out to avoid getting hit by unicorns and treants. Let
the dryads fly over the walls and die (for some reason my dryads went into the same-//thornbushes and perished there from elven arrows without even
flying over the wall). Under no circumstances stop firing at enemy shooters until they are completely destroyed, because
they kill the clones. As for Gilraen (oh, this wonderful AI hits the treants so much that you can just forget about him).
Well then, in general, I think anyone would win without problems. The hero clones; as soon as mana runs out,
we drink 42 mana from the dead dryads. Archers and clones shoot everyone under the walls. First the dryads, then the dancers,
then the unicorns, and finally the treants. I can please the fans of the persistent Gilraen: at the end, he actually kills
all the treants who didn't take a single step, and loses. Battle_end.jpg shows the losses I sustained in victory. There are enough troops
for another Gilraen :)

X@do from Fy@a

Description of the battle with Gilraen + description of the final step



Battle with Gilraen:

Agrail has:

Level 22,

Dryads - 63,

War Unicorns - 24,

Death Dancers - 26,

High Druids - 24,

Ancient Ents - 17,

Emerald Dragons - 4,

Bowmasters - 52.

Gilraen has:

Level 15,

Unicorns - 6,

Ancient Ents - 13,

Green Dragons - 5,

High Druids - 11,

Bowmasters - 7,

Druids - 12.


Troop deployment in the screenshot - http://slil.ru/22906563 (283 kb).

I cannot give the exact course of the battle — I didn't record it. :) I can give an approximate sequence:

Dancers - wait,

Dryads - summon wasp swarm on Bowmasters,

E. dragons - attack G. dragons, Ancient Ents wounded, 1 G. dragon dead, G.

dragons retaliate - 2 E. dragons perished.

Unicorns - wait,

G. Dragons - attack E. dragons (1 died).

High Druids - stone spikes, target - druids, bowmasters, high druids,
tent.

Bowmasters - attack G. dragons (2 dragons perished).

Unicorns finish off all E. dragons...


You can observe this by looking at the screenshot. Then my Bowmasters shot down
the dragons and began shooting the Ents; Gilraen's Druids often used stone skin, my Ents stepped forward and clashed with the enemy ones, who almost finished off my
Unicorns. Gilraen shot my Ents with a bow, and I did the same to his.


Capture of the last city:

Agrail has:


Level 22,

War Unicorns - 7,

High Druids - 24,

Dryads - 74,

Ancient Ents - 16,

Death Dancers - 33,

Bowmasters 59.

Wingael has:


Level 3,

Fortification - Castle,

High Druids - 8,

Ancient Ents - 5,

Dryads - 36,

Bowmasters - 20,

War Unicorns - 6,

Death Dancers - 24.


The rest is predictable.
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Wow! People really put in the effort, recording so much information. Varg-Nar recorded 96 days of battles and a detailed description of each fight! By the way, can participants in the tournament vote? And what if someone cheats and votes for themselves? Is it allowed to announce who each person is voting for?
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Until what day will the voting last?
2 Hodo iz Fya and why is voting for yourself considered cheating? In all elections, even presidential ones, candidates can vote for anyone, including themselves.
"Если свет который во мне есть тьма, то какова тогда тьма?"

Ушел в Аллоды Онлайн!:)
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Varg-Nar is the best. Everything is clear and straightforward. Respect!
H®odo from Fы®a
Why is it necessary to do a shoddy job? If it's so scary, you can ask everyone to write who they voted for...
In reply to Night
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Tournament participants even need to vote! Fanat expressed himself absolutely accurately on this matter!

The voting will last for another 3 days. I think that's enough to identify the TOP 10.

And if no one objects, we will immediately draw the final conclusions of the tournament after the voting!

Sincerely, VDV_forever
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Night;20016
Varg-Nar rules. Everything is clear and no-nonsense. Respect:)
Х®одо из Фы®а
Why same old shortcuts? If it's that scary, you can ask everyone to write who they voted for...
It would be interesting to know not who, but why... What specifically each description gave you.
I personally voted for Bandit (obviously I didn't vote for myself for ethical reasons). Because he is the only one (besides me) who somehow explained his actions, shared his reasoning, set goals, and described methods to achieve them. Some have tactical descriptions, but without any goal-setting—just a battle commentary. For others, IMHO, it's just a log of both the battle and the Walkthrough, with no semantic value. Sorry for being blunt. I just don't get it...
Supreme
Shadow Master - Clan Leader

Стань лучше и сам пойми, кто ты, прежде чем встретишь нового человека и будешь надеятся, что он тебя поймет. (с)

Элистион - 3-е место в Расовом Вопросе!
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As requested by Supreme.
Varg-Nar described the walkthrough clearly and without unnecessary embellishments; he uses abbreviations, which means everything is serious and cool, in the style of knights:):):)
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Upon request from Supreme

I would rank the top 5 as follows:

1. Varg-Nar
2. Bandit
3. Kolbazzer
4. shoot-nike
5. Supreme

This is just my personal opinion!!! :)
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The Varg-Nar walkthrough is truly the most detailed one. You could even award a prize for the sheer amount of work put into it. It's really great. I take my hat off to the author.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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:eek: Oh my god!
УШЁЛ НАВСЕГДА ОТ ВАС КРИТИНОВ....ГЕРОИ ГОВНО ВЛАСТЕЛИН КОЛЕЦ ФОРЕВА
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I sent all the descriptions, which are no less detailed than the others. The only issue is that they contain some inappropriate language (for players under 16).
Personally, the rank isn't that important to me because I plan to participate in speedrunning tournaments and want to have a rating. The fact that my description won't be included in the contest doesn't bother me. What concerns me is whether my completion result has been recorded or not? Did the judge receive everything they needed from me?

Regarding the descriptions, no other player provided a breakdown of Agrael's mana levels for each day, except for me, of course. I believe this is one of the most important parameters for speedrunning.
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VDV_forever;20106
As requested by Supreme
I would rank the top 5 as follows:
1 Varg-Nar
2 Bandit
3 Kolbazzer
4 shoot-nike
5 Supreme
This is just my personal opinion!!!:)
Thanks for the answer, but I didn't "request" this. And there's still no answer to the question of why it's like that...
to AlexeyPank, so we're giving an award for volume?
Supreme
Shadow Master - Clan Leader

Стань лучше и сам пойми, кто ты, прежде чем встретишь нового человека и будешь надеятся, что он тебя поймет. (с)

Элистион - 3-е место в Расовом Вопросе!
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AlexeyPank;20108
You could give awards here, at least for the amount of work done. This is really great. I take my hat off to you.
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Supreme
Shadow Master - Clan Leader

Стань лучше и сам пойми, кто ты, прежде чем встретишь нового человека и будешь надеятся, что он тебя поймет. (с)

Элистион - 3-е место в Расовом Вопросе!

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