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Regarding the 126 turn to the opponent - I later added that in this situation, it was the correct decision. But in a game against high-level players, this is no longer a rush, especially since it wasn't possible to reach the Aldheir Castle by the end of the second week, i.e., 131 is definitely not a rush, but rather a negative move - I have repeatedly confirmed this myself. So, you arrive on turn 131. And the opponent buys a creature on turn 3 and moves it along the chain to a hero who is already in the treasury on turn 125. What will you do? Chase after them - that's stupid - you'll end up as a supporting character in clearing the treasury. Guard the castles until turn 4? Then they might return on turn 137 with 20+ units and strong stats and give you a hard time. Capture a castle and return to your own treasury? - this is a clear loss of tempo, as the castle will still be returned on turn 137. If this hasn't been proven to you in practice yet, then believe me, it still lies ahead.
Let's start with the fact that in a rush, you go early if you have something to rush with and are more or less sure that the opponent won't be able to put up something decent against you (our case). In general, if you look at the statistics of games, most of them end between turns 126-136, and the one who attacks usually wins! If you don't have much to rush with and you don't know what the opponent has, then, of course, go to the treasury!
Added 10 minutes later Neoandy
Regarding going to the treasury. You are 100% wrong here. Look at the pattern diagram on Dream's website or ask Vik. In this situation, the cave leads to the opponent's Necropolis, from which, according to the pattern, there are already 2 exits to the treasury.
Theory is correct... but look carefully, there isn't even a path to the opponent's Necropolis, only through the treasury, by defeating the Archmages!
Homo Homini :smile03:
Острые копья мы воткнём в небо Полками затмим горизонты Знает уже враг не откупиться От казака ему золотом жёлтым.
Мы выступаем не за трофеев Ведёт нас вперёд великая вера Если погибнуть за землю родную Не побоиться тут каждый быть первым.
Лютая братия будет битва Сложат былины мудрые деды А коли останемся в поле навеки Что-ж, жить нам после - в легендах.
Overall, the approach is certainly correct, but it's a pity that the saves cannot be viewed.
You can view the saves; they are in this thread.
Thank you very much to Aldegir and Neo for agreeing to participate in this experiment. I hope your debate is purely creative and doesn't lead to any hard feelings. Take a look; AYMAN is very pleased. I think others will read it and look at the saves, and they will learn something from it. That's what it was all intended for.
The comments are indeed very detailed and of high quality, and the availability of save files is a plus. I repeated Aldegir's moves step by step, starting with the transfer on turn 113 from the Kirr elves to the capital, upgrading the elves, and transferring them and the pegasi back along the Kirr chain (all in one day). Taking Neoandy's opinion into account, I went through the key moments. :) This combination of save files and comments is invaluable. :smile12: By the way, a question for Aldegir: why did Kirr on turn 126 go to the opponent via a roundabout route (through the snakes)? And a question for AYIMAN: why didn't you comment on your game? You would definitely have received answers to many questions from both Aldegir and Neoandy.
By the way, a question for Aldegir: why did Kirr go to the opponent via a roundabout route (through the snakes) on turn 126?
I needed to replenish mana and attack (there were 2 options here: through the Grove or through the fire elementals... I chose the elementals to avoid losses... Grove - up to 100, elementals with upgraded skills - which can't be caught and immediately around them up to 100 Ifrits, black - and if I had broken through the Ifrits, it's not a fact that I would have succeeded...). There were 2 options to replenish mana: stay in the castle or run to the well. The well was near the snakes. I figured it would be faster that way and ran....
Homo Homini :smile03:
Острые копья мы воткнём в небо Полками затмим горизонты Знает уже враг не откупиться От казака ему золотом жёлтым.
Мы выступаем не за трофеев Ведёт нас вперёд великая вера Если погибнуть за землю родную Не побоиться тут каждый быть первым.
Лютая братия будет битва Сложат былины мудрые деды А коли останемся в поле навеки Что-ж, жить нам после - в легендах.
... IMHO, the location of inter-resource guard posts can always be determined.
Tell me how? I don't always manage to do it. The cell directly below the guard is not checked with a right-click, and if the guard is standing right on the border between different types of terrain, and the cells adjacent to the guard belong to different types (for example, lava to the right and above, and grass below and to the left), then I have to guess 50/50.
There was a heated debate about the template scheme earlier. Then, user Aldegir deleted his posts, and the point of the discussion was completely lost. Therefore, at the request of the organizer of this event, I had to delete and edit the remaining posts as well. I apologize to the players.
I hope that everything will proceed without similar incidents in the future.
Good luck to everyone!
Blacpoint (blue, Castle, Valeska, Tamyka) def Unicorn (red, Dungeon, Shakty) 134 2sm4d(3) In the first generation, the "sonny" took a rest on 115 because he didn't know you could play Dungeon in the sunlight too. Then my rest on 111 due to Vale coming with 1 stack of archers and a second hero without them. We started playing from the next one. Vale already comes with 2 stacks of archers, the second hero again without them. Total of 19 archers. Outrageous!!! Third hero Tamyka with 30 skeletons — there's the mommy)). Markov upgraded by the end of the second week. In the first week, he cleared crypts, gathered skeletons, lit up 3 cans. On 117, I was short 2 units of wood to build the castle. Hence 1234-6 in the citadel. Secondary hero barb. In the second week, with 200 skeletons, I started gathering angels and got 5 of them. On the third week, I already wanted to run into the basement with the barb secondary, into the treasure zone, when the miner showed up with all his buddies. The presence of angels in the army and Mass Shield decided the outcome of the battle in my favor. It's worth noting that Shakty had 200 Troglodytes, while I had 290 skeletons.
Everything is correct. As my "dad" explained to me, I shouldn't have attacked him, but I saw that he was defending against Angels, so I decided to take a risk because Dragons weren't doing anything at all :o. And I should have retreated. In general, it was a valuable lesson, and I learned a lot of new things, thank you for the game :) I'm waiting for a rematch ;)
If needed, I can share partial save files. Let me know if you need them.
Decontaminator (Blue, Castle, Valeska) def gen (Red, Fortress, Tazar) 134 We grabbed a few rests. Valya came with 3 stacks, archers not built, Orrin and Brissa in the tavern, stable nearby. On week 1, upgrade of marksmen, horses in town at home. 1-4, +1000 in secondary Rampart. Brissa level 4 with Expert Air. Valya level 5 with Advanced Tactics and basic Air. Passage to underground treasure zone cleared, but in a narrow spot there are up to 50 cats. Passage to desert treasure zone scouted, where 2 angel necks and a shield +4 to all are visible. Opponent has a native secondary(((. On day 121, building homes +1000, market in secondary. Valya breaks through to the respawn of the native secondary and gets 14 pokemons in the refugee camp))). Fumbled with building markets - there was an external market, habit kicked in dammit. On day 122, building market at home. Valya captures native secondary, upgrades marksmen, buys them out, and runs detouring to the visible archer neck. On day 123, market in secondary!!! Valya with brought champions and marksmen breaks through up to 50 evil eyes for chests. On day 124, Mage Guild at home, tavern in secondary. Valya runs towards Griffin Conservatory. On day 125, Valya's troops didn't make it in time, so she wanders. Red flags appeared near the passage to the Rampart secondary. Building monks at home. In native +1000, in Rampart citadel and putting Mullich there. On day 126, swift-footed Tazar captures native Castle. Building Mage Guild in secondary. Shooters clear 2 crypts and resources. Valya runs for the book. On day 127, Swift Tazar takes Rampart. Archer neck captured, all bought out. Building citadel. Valya rushes on champions to retake home. On days 131-133, bought gr. unicorns in refugee camp. Valya still running home. On day 134, Tazar attacks. On Tactics, I block the marksmen; Tazar flees. On the same turn, Valya kills Tazar in her native Castle. Thanks for the game and the experience. Couldn't attach the saves.
С уважением, Деконтаминатор. Hello from ancient novice! ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
Let's start with the restarts... I was once again convinced of the truth in the saying "a bird in the hand is worth two in the bush." The 5th map wasn't the best, but I decided to restart when I had a good setup. On 1.2.5, I captured the main opponent's Castle. On 1.2.7, I captured another one of his Castles. Of course, I could have won through trickery. But such a victory in a training game isn't worth much, I think. I decided to wait a few more days because with a 4 to 1 Castle advantage, the odds were clearly in my favor – primarily in terms of resources and army. But I didn't want to drag it out; first, I sent a scout to check the strength and parameters of the army, and then I attacked the main Castle – I needed to finish quickly, and I didn't want to postpone it until the next day. And in the final battle, the Lucarion repeatedly blocked Magic Bolt three times in a row (they were standing next to each other; calculate the chance of blocking three spells in a row – it's practically zero), which really threw me off. As for the game itself: I paid attention, firstly, to the prioritization – where the main hero goes and why, and secondly, to the ramp-up. It's really necessary. However, I periodically watched the opponent, and now I can conclude what a normal "pace" of the game is. Thank you for the game.
invisible : Entomb (red, Castle, Valeska, Valeska) def invisible (blue, Rampart, Kirr, Kirr) 2sm4d(3) 121 Took all the rests and got a hard start; only 4 heroes on day 1, but stables, dwarf mine, medusa mine, and an elf cache were spotted (there was a pegasus cache, but it was far and heavily guarded). 3 elves from the start, no wood visible anywhere so far. Kirr beats zombies, visits +1 attack, visits stables. On 112 I buy a 5th hero, a lackey finds a sawmill, Kirr beats a crypt for 5 souls, positions herself near the elf cache; the troops rode off with Korbak for scouting and hit a wall of storm giants. On 113 Korbak grabbed some money on the way back, troops are handed over to Kirr; she beats 10+ buratins for the elf cache, visits an experience pillar, pushes through a horde of harpies with a graded unit for entrance to the teleport; at the exit, she beats nearly 50 gold worth of dwarves and hits a block of archers, zero screen, 9 grands and dwarves left (didn't buy from the cache because there was no money). I turn back, Alagar checks the dwarf mine, which turned out to be mini. Kirr is already level 5 with expert logistics, advanced archery, and basic earth magic. 114 - I buy elves from the cache, upgrade them, build pegasuses, buy 2 pegasuses with the last pennies and take the dwarf mine without losses I think, then push through a wolf horde for +1 defense and resources. Kirr spends the night on the dwarves because there's no one else to give them to ((. Korbak scouts another road, still broke, barely managed to slot in the buratins this turn. 115 - Valeska appeared on the other side of the archer block, takes the terracotta cache and bails. Damn, I don't even know what to do, because it's only one move from the archer block to my castle, Korbak hit a Guard Post, there's no point in running to the storm giants because I'd hate to lose the grands, and I'm worried about the castle, and there's nothing worth crashing for. Bought more pegasuses and troops were handed over in a chain to Christian, who takes the crypt (got dragon bone greaves). Building horses. Not sure what Kirr is doing, she's just running back and forth. 116 - Christian beats a few gold piles, Korbak waits for troops at the other end of the respawn to beat a few more chests, as every cent counts; the greaves were passed to Alagar. 117 - Kirr spends the night at the stables, Korbak and Ignissa cleaned up everything they could. Alagar refilled mana and stood near the medusa mine. 6k gold, but I'm not placing the citadel so I can buy properly on 121. 121 - Alagar visits +1 spell power, takes the medusa mine for 20, I pass the troops to Kirr, who breaks the archer block and on the last cell attacks the enemy conflux, which has 4 terracottas... Then the opponent says I broke the rules because I attacked on 121. I say that in principle, this restriction was made to limit players who play with a closed map. So that in the 1st week you could scout peacefully without fearing being attacked by the enemy on 112. But formally, I am wrong. I ask what to do, the opponent replies that he will post the victory for himself. I replied that he should post it to his heart's content... Formally I lost, but I still can't understand one thing: this isn't a tournament, it's more of an educational/entertainment event. So what if the opponent posted a victory for himself, what's the point?! What interest would he get from that? Playing for the win? Again, I repeat, this isn't a tournament at all. If there's no interest in seeing how opponents play with an open map, then why sign up here in the first place? Entomb didn't post the win... I'll post it, as I won't participate in such events anymore. Pit was probably right when he spoke out against such a tournament. I saw no interest from beginners... After the map was opened, I realized the opponent had zero chance, that's why he wanted the win. He didn't even put up horses in the 1st week, went off-road with Valka to this conflux, I have no idea why, since there was no leveling, few troops, no money... I didn't analyze his actions further, too lazy. Good luck to everyone and morale +3/3!
Added after 27 minutes gen
First, about restarts... once again convinced of the truth of "a bird in the hand...". The 5th map was far from the best, but I felt the urge to take a restart given a good layout. On 1.2.5 I captured the opponent's main castle. On 1.2.7 another one of his castles. Of course, I could have won by trickery. But such a victory in a learning game is worth little, I think. Wait a few more days, because with a 4 castles to 1 layout, the advantage was clearly in my favor - primarily in money and army. But I didn't want to drag it out; first, I sent a scout to the army to check strength and stats. Then I attacked with the main force - needed to wrap it up quickly, didn't want to postpone it to the next day. And in the final battle, the archers reflected Magic Bolt 3 times in a row (they were standing next to the units, you experts calculate the chance of blocking 3 spells in a row, it's negligible), which really threw me off. As for the game: I noted first the setting of priorities - where the main hero goes and why, and second, the acceleration. It is truly necessary. However, I occasionally glanced at the opponent and can now conclude what a normal game "tempo" is. Thanks for the game.
I liked the focus on the rush, although maybe that's because of the cartographer. Indeed, with expert logistics and stables after capturing castles, Tazik could and should have played less linearly.
С уважением, Деконтаминатор. Hello from ancient novice! ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.