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Oelm (red, Ramp, Kirra, Kirra) def Wlk777 (blue, necromancer, Galtran, Galtran), 2SM4d(3), 1.4.1
I'll rewrite the report since I liked the game. After a bunch of restarts, we started on slow roads. I have restart 113 in reserve, 0 archers in the tavern, but everyone has dwarves, + they are already built. The 3rd hero is a necromancer. I really want to restart, but after thinking it over, I decide to take it if the opponent spawned at the top. My Castle is at the bottom. There is one road going up, there is a crypt there, and clearly a Guard Post. There is almost no money in the vicinity, but I ignore the crypt; Kirra goes down, one hero goes up, and the third goes down to scout; there isn't enough money for another one. In the army, there are witches, skeletons, dwarves, 7 elves, and kents. As I've noticed, people on slow roads usually play below their level because the tempo is different here, and the development that is normal on medium or fast roads requires a lot of effort to achieve here. While I usually take chests for experience without thinking, here I count the money very carefully and mostly take them for gold.
Slow roads are certainly a plus for the necromancer, but on the other hand, I have great chances to reach the treasury earlier. Day 2: no time for an archer upgrade, I buy another hero. I see the opponent has more; at the bottom there is a fork, underground and up. I go up, there is a horde of halberdiers. I clear them on day 3, but I run into a lot of gold dragonflies for a scroll. Bad, such mistakes on slow roads are very bad for development. I didn't reach the Guard Post, there's a block, but judging by the terrain, the opponent is at the bottom, so I don't restart. Since he clearly has access to one secondary resource on his way, which plays into my hands. Then I decide to upgrade the archers after all; I send the army back to the castle via off-road to take the upper crypt on the way. The scout explored the bottom of the spawn and saw 2 crypts there. The choice was to go with Kirra to the crypts or hit the boosters and go to the Dungeon. I don't see any caches, only one pearl in the gardens. I go to the crypts. Meanwhile, the scout takes one of the crypts; can't buy out the horses, too stingy with the money. Kirra positions herself to take the crypt on 117. Solmir receives the army from the scout and hits the Master Gremlins so they don't hit the archers. A stable is visible there; Kirra takes the crypt with her last move. If it's max, there will be enough for the castle. No, it's 2000, so I build +2 Dendras. The scout wandering the upper part of the spawn gathered resources; there wasn't much money, but it should be enough for 4 GM now. He goes to the castle to ferry troops. 5 heroes for the whole week.
Second week - the second hero is again a necromancer, but Iris has 3 elves. 3 heroes pass through the stable, and Kirra runs to the consulate, behind which Pandora is visible. Solmir forms a chain, passing the pillars in parallel. Thorgrim checks the consulate: it's a 2-piece. Great. Kirra takes the consulate, losing wood and dwarves. In the same turn, she hits a horde of basilisks for Pandora; there are 20 silver pegasi there, not too bad for an expected rush. I build a chain into the Dungeon, as I already want to go visit. On 123, Kirra takes a Naga bank on 2. 2 angels are given to the scout, who breaks into the Dungeon. The rest of the army goes to Solmir, who goes to another Naga bank on the next turn. 124 - still didn't reach the dungeon, so Kirra goes into the underground without fighting, Solmir eats the Naga bank, the army still has 20 elves. 3 heroes are still moving toward the underground. On 125, I finally took the dungeon; I buy out a hero there and return the angels to Kirra. Mephal goes first up through the dungeon, Kirra follows on pegasi, the army is with the scout. Solmir runs through boosters (unfortunately only 2) to break into the dungeon from the stables on 131, where he must manage to build a mana well. In the underground, I fight my way up, there is a treasury; apparently, you can break through to the blue player through it. Kirra rushes ahead, hits hydras for the legion head and a Naga bank, and spots (oh my god) a Red Dragon cache. With her last move, she stands on it and buys a dragon, and I have to build a portal in the dungeon. Kirra is level 11: offense, logistics, archery, water. Naturally, I don't build a castle in the native town.
131 - 4 dragons, Naga bank taken, to the left Mephal spots a golden bow behind a horde of liches and I go there, and I mess up the formation; for some reason, I was sure the liches would stand in 5, but they were in 4. I have to sacrifice pegasi; all elves survive, but the liches eat a dragon at the end. 132: another Red Dragon cache at the top behind a horde of snipers, but I decide to start with the Pandoras. At level 12, they offer armor; I take it instead of wisdom, though the second box clearly had magic. I lose another dragon to horses, all because of the habit of automatically placing archers at the bottom, while horses have speed 7 and my unicorns have 7. That is, the elves hit last. I move Kirra without rushing, fearing I'll bump into Galtran. Then I hit the horde of snipers, I position myself normally here, losing 2 pegasi; Kirra is still without a book. + dragon. There is no passage to the left anywhere, so I realize I won't reach Galtran; bad, but nothing can be changed now. I spotted a 3rd dragon cache, but there's not enough time in the tempo to enter it. In another corner of the treasury, I spot 2 more boxes and a consulate. Kirra goes there, and I give two dragons to Solmir, and he goes in the other direction; from the opponent's reaction, I realize I guessed right. And then, damn, I forget to build the 4th GM, I was only 2 mercury short, decided not to change. Galtran attacks Solmir, but the army is not impressive. I buy my way out, now I build the GM, and on 141, with all dragons bought out, I go down. Solmir has the main air force, 400 bolt without considering the specialty. Gosha attacks; I lose 2 "teapots" and surrender. Kirra has 4 angels, 50 elves, 3 more dragons, unicorns, 12 vivas + artifact for +3 morale, and luck is next. Surrender.
Thanks.