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;
Army:
Agrail:
Attack - 13;
Army:
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
Has—ballista,
Gilraen has:
Level 12, (4,7,3,4)
Army size
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
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.
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-battleFinal 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.