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Posts from Summer Cup for HoMM 3 on the TE-lite version. Auto-translated

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#60
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Pit for LM (red, Inferno, Pyra, Pyra, 1200) def Psyche 7 (blue, Necropolis, random Nagash, Aislinn, 3000), 2sm4d(3), 127.
I got 3000, Inferno, and the red color – it seems pretty good. But for some reason, I kept spawning in the Dungeon. They took all the remaining resources, and I was back in a terrible Dungeon. But the Gogs are built, and the opponent has enough money for Ifrits. There are 3 paths to secondary resources. In the first week, I took one – Stronghold. I found a ring for attack/defense and boots of speed. I built a Stronghold, Ifrits, and Pit Lords.
At the beginning of the second week, I break through the portal to the grass, where there is a Conflux. I don't have much money, but I buy an army, and Pyra starts heading to the treasury on lava at the beginning of the week. I take a Hive from the Diamond Golems – there is a horde of flies, too many. I reinforce my troops, and I attack a hundred elves for another Hive – there is also a horde, but I decide to attack – +8 Wyverns. I go further, I see a couple more Hives, and I take 7 core Griffins in the refugee camp. Nearby, there is a Hive guarded by Greater Demons – there are 6 Wyverns. Further on, there is another camp – but for some reason, there is only 1 Spearman. A Hive guarded by Greater Gargoyles gives +3 Wyverns (I lost 1 due to stupidity). I return to the previously unclaimed Hives. For Greater Liches, they give 4 Wyverns, for Cerberi – 2 + 4. I return to the first Hive, there are 8 Wyverns. I am already preparing to take the numerous Utopias, but the opponent dies in the max Conservatory.
Thank you for the game.
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#61
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Pit for LM
Pit for LM (red, Inferno, Pyra, Pyra, 1200) def Psyche 7 (blue, Necropolis, random Nagash, Aislinn, 3000), 2sm4d(3), 127.

Confirmed. I placed 3000 as a precaution (I even wanted to bet more, but I held back), I really didn't want to play as Inferno. However, Necropolis without Galthran didn't work out, I lost some skeletons on the first map, then I rushed into the throne room without scouting (I hoped for expert earth magic, but it didn't help).
Thank you for the game.

P.S. I enjoyed playing with bets :).
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#62
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Pit for LM (red, Necropolis, random Nagash, Galtran) def Lider1 (blue, Fortress, Tazar, Tazar), 2sm4d(3), TE-light, 147. The cities were decided to be randomized. I took a risk and chose Necropolis. At first, everything spawned underground and it seemed hopeless. After a short break, things improved - it started spawning above ground. After the opponent rested, I got a very good distribution of resources. On the first day, Galtran arrives (without skeletons), there are fairies for rushing, and a city above ground. I take a couple of crypts, upgrade necromancy to expert, gather skeletons in the imp lair. They give air magic. On 114, I find a skeleton stash, and I have a lot of money. On 115, I break through to my only secondary town - but it's a grassland town. There, I find a Conflux with air elemental and fairy stashes. I build liches in the citadel and a Grand Mage in the secondary town. At the beginning of the second week, I found some money in the secondary town - a couple of gnome warehouses, a crypt, I upgraded everything to skeletons, bought storm elementals, and on 124, with 340 skeleton warriors, 7 liches, 26 storms, and expert haste, I descend into the underground treasury, taking a naga bank and a medusa warehouse near the entrance. I kill the black knights guarding the prison - there are a lot of them, almost 50, they killed 3 liches, 40 skeleton warriors, and all the simple skeletons. In the Mirlanda's prison, there's a level 20 hero with expert earth magic, shooting, luck, and leadership. Corinius teaches her slow, and for the rest of the week, she leads almost all the battles in the treasury. On 125, I take the cerberus horde for the arena and a helmet +5, then a crowd of core minotaurs for Pandora. There's a lot of fire there, from which Galtran learned only 3 levels. On 126, I defend the gold mine, and on 127, the golem horde - Pandora for 10,000 gold. This allows me to build fire birds in the Fortress, and I have money left for buying. On 131, I take the imp lair and rush to the capital to replenish mana, Mirlanda takes a sword +2+2 from the crusader horde. I build a Grand Mage 3 - but there's no raise dead, so I'll have to take Utopia with losses. 133 - the first one on my main town, they give a mega-artifact - angel wings, and armor +4+4. 135 - Utopia in the secondary town, with a hat +4+4, a titan cuirass, and a large bag of gold. 137 - Utopia in the treasury with the Sword of Justice, after which I rush to the Conflux, build artifact merchants, and buy boots of speed for 20,000+ gold. On 141, I take the book of fire and a golden bow in the treasury on barbarian lands and prepare for the attack. 143 - Mirlanda kills the Guardian of the Oasis made of titans with one Armageddon, I sit in Tazar's capital, and rush in his secondary town. In the next 2 days, I take two more cities. Then I defeat Mirlanda to learn air scouting, I see the opponent's heroes, go to Tazar's treasury, taking the boots of the dead along the way. In the treasury, I find a necklace +3 to everything. Tazar returns to his capital on 146. Galtran approaches him, and on 147, Tazar attacks. He uses explosion on the skeletons, and in response, Armageddon is used, after which only 20 wyverns remain against 400+ skeletons, 8 birds, and 10 firebirds. At the beginning of the second round, the wyverns are gone. Thank you for the game and the pleasant conversation.
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#63
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Pit for LM (red, Necropolis, random Nagash, Galtran) def Lider1 (blue, Fortress, Tazar, Tazar), 2sm4d(3), TE-light, 147.

Confirmed. Armageddon is a powerful force. Thank you for the game.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#64
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The semi-finals have already begun, and the organizer is still nowhere to be found... :(

Question for everyone who knows Oelm in real life or at least has his phone number?

If he doesn't show up by the end of the week, I, as a judge, will make a decision about his disqualification. I don't want to do this, of course, but we need to somehow finish the tournament.
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#65
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Dirty_Player
The semi-finals have already begun, but the organizer is still nowhere to be found... :( Question for everyone who knows Oelm in real life or at least has his phone number? If he doesn't show up by the end of the week, I, as a judge, will make a decision to disqualify him. I don't want to do this, of course, but we need to somehow finish the tournament.
By the end of which week was the negligent organizer supposed to appear? What's happening with the tournament?
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#66
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He3Hauka
What about the tournament?
That's a good question, to be honest...
Since it's a summer cup, and summer is coming to an end, we'll have to take extreme measures... I really don't want to do this, but we have to.

Oelm and gen receive technical defeats for not showing up, and as such, the FINAL: Medium_HP vs Pit for LM. Good luck! Decide on the color, etc., yourselves.
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#67
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We agreed to play until two victories.
First game:
Pit for LM (red, Castle, Valeska, Gunnar) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 134.
The opponent took all the restarts, I didn't. No archers were built, but there are two native heroes in the tavern, with Gundula and Gunnar under them – plenty to choose from. I attack an orcish spearmen horde for a +4 crown and lose almost 20 of my own spearmen... Well, okay, I can still survive. 112 – I realize I have 3 secondary skills: snow (liches and zombies), grass (pegasi and elves), and dirt (greater wolves). I break through to the last one, where there's a hidden troglodyte nest, which is very helpful; only 12 spearmen remain. Gunnar received an attack bonus. 113 – in the dungeon, there's Kalt with fairies and 5 water elementals; the watchtower shows a swamp treasure with 3 hidden rider nests; there's a +2 speed and +4 defense item on the road; I got a +3 magic power item; I found a consulate and a +4 attack item at my own base. 114 – I had to break through a block of 30+ orcish archers on the road for a +2+2 cloak. 9 archers were lost... I took the Dungeon secondary skill, entered the stable. Gunnar gained earth magic. I head towards the snow, and on 117, I take the Tower; there's a conservatory there, and I settle next to it. I built riders in the castle.
121 – I buy everything and check the consulate – it's a tier 3 building; I don't rush to take it. 122 – I check the consulate near the capital – it's a tier 2 building, excellent, I head there. I took a minimum stock of medusas, and there's a hidden spearmen nest nearby. 123 – I get 2 angels and rush to the last secondary skill. 124 – I take it; it turns out to be a native skill; nearby, there's a nest with 6 wyverns; I break into the Tower. I build a Grand Mage Guild there; there's no slow spell. 125 – I build a Grand Mage Guild in the Dungeon; there is a slow spell; I break into it. It's almost the end of the week, and I still don't have a clear plan on how to break through the Guardian! 126 – I fight diamond golems for a speed cloak; there are only 25 of them... I break through to the treasure, and I get expert earth magic! The teleport leads to a dead end on the rocks; I don't see any objects at all, but with expert slow, I can already attack the death knight horde. I head towards it. 127 – I kill the Guardian without losses; Tazar is holed up in the castle. There are many troops, but I still decide to attack:
Gunnar (14, 8, 7, 7 (85)), expert tactics, logistics, attack, earth magic, advanced archery, +2 speed, 5 angels, 5 champions, 47 archers, 6 wyverns, 24+1+1 spearmen; Tazar (4, 12, 5, 2 (20)), expert defense, leadership, earth magic, tactics, basic air magic, advanced attack, +1 speed, 58 lizardmen, 8 gorgons, 3 angels, 9 wyverns, 1+1+17 flying snakes.
After a long and difficult battle, I had to bribe with 1 champion and 7 spearmen; Tazar has 32 lizardmen, 1 gorgon, and 5 flies left.
On 131, I sell all the resources; I have almost enough money to buy the growth; I go to a level 2 chapel, hoping for something useful; I don't get lucky (visions), but I get expert archery. I position myself so that I can reach the swamp capital the next day. 132 – I buy the rest (a couple of griffins and 6 swordsmen). Tazar has run away somewhere; the city is unguarded; I take it. The army is almost not replenished. 133 – I take the opponent's swamp secondary skill. 134 – I open a watchtower there; I don't see anyone. I send the hero in another direction – I see Tazar with a pack of wyverns and a crowd of lizardmen in a treasure on the rocks. I send Gunnar after him. On his turn, Tazar doesn't get anything useful, and the opponent will give me the victory.
Thank you for the game.
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#68
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I apologize for not being able to complete the tournament. Unfortunately, circumstances forced me to set the heroes aside for a while. Thank you to Pete and Dirty for running the main part of the tournament.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Pit for LM
#69
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Pit for LM
We agreed to play best of three.
First game:
Pit for LM (red, Castle, Valeska, Gunnar) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 134.
My opponent took all the restarts, I didn't take any. Archers not built, but there are two native heroes in the tavern, Gundula and Gunnar below them, plenty to choose from. I attack a horde of Pikemen for a crown +4 and lose almost 20 of my own Pikemen... Well okay, still alive for now. 112 — I realize I have 3 secondary towns — snow (Liches and Zombies), grass (Pegasi and Elves), and dirt (Dire Wolves). I push towards the last one, there's an external dwelling of Troglodytes there, quite handy, only 12 Pikemen left. Gunnar got Offense. 113 — Calth is in prison with Fairies and 5 Water Elementals, a Lookout Tower shows a swamp treasure zone with 3 external dwellings of Cavalry, on the road there is +2 Speed, +4 Defense, I beat +3 Spell Power, found a Griffin Conservatory and +4 Attack on my respawn. 114 — had to break through a block of 30+ Dire Wolf Riders on the road for a Cloak +2+2. Lost 9 Archers... Took a secondary Dungeon town, entered the Stable. Gunnar gained Earth Magic. I go to the snow, on 117 I take Tower, there's a Conservatory there, I stand next to it. Built Cavalry in the Citadel.
121 — buy everything and check the Conservatory — level 3, in no hurry to merge. 122 — check the Conservatory near the capital — level 2, excellent, heading there. Took a minimal Medusa Cache, nearby external dwelling of Pikemen. 123 — get 2 Angels and run to the last secondary town. 124 — take it, turns out to be native, nearby Hive with 6 Wyverns, I break back to Tower. Build a Mage Guild there, no Slow. 125 — build a Mage Guild in Dungeon, have Slow, break back there. Already end of the week, still no clear plan on how to break through the GO! 126 — beat Diamond Golems for a Cape of Speed, only 25 of them... Break through a passage into the treasure zone, get Expert Earth! The Portal leads to a dead end on the rocks, not a single object visible, but with Expert Slow you can already beat the horde of Death Knights. Heading there. 127 — kill the GO without losses, Tazar is holed up in the Citadel. He has quite some army, but I decide to attack anyway:
Gunnar (14, 8, 7, 7 (85)), Expert Tactics, Logistics, Offense, Earth Magic, Advanced Archery, +2 Speed, 5 Angels, 5 Champions, 47 Archers, 6 Wyverns, 24+1+1 Pikemen; Tazar (4, 12, 5, 2 (20)), Expert Armorer, Leadership, Earth Magic, Tactics, Basic Air Magic, Advanced Offense, +1 Speed, 58 Lizard Warriors, 8 Gorgons, 3 Angels, 9 Wyverns, 1+1+17 Serpent Flies.
After a long and difficult battle I had to retreat with 1 Champion and 7 Pikemen, Tazar has 32 Lizard Warriors, 1 Gorgon and 5 Flies left.
On 131 I sell all resources, almost enough gold to buy the weekly growth, go to a level 2 Chapel hoping for something useful, no luck (Visions), but I expert my Archery. I position myself to reach the swamp capital the next day. 132 — buy the rest (a couple Griffins and 6 Swordsmen). Tazar ran off somewhere, the town is undefended, I take it. His army is barely bought. 133 — take my opponent's swamp secondary town. 134 — open a Lookout Tower there, see no one. Send a hero in another direction — see Tazar with a flock of Wyverns and a crowd of Lizard Warriors in a treasure zone on the rocks. Send Gunnar after him. On his turn Tazar gets nothing useful and my opponent concedes the victory.
Thank you for the game.
In the first generation the road goes only to the GO, I took 111. In the second there are 2 roads, I went along the edge of the map and hit a dead end at the GO, on the way to the center of the map a scout reveals the edge of a lift, guards not visible yet, little gold, mines behind the mountains, I took 113. In the third there's one secondary town again, total for three generations only 2 roads to secondary towns, but at least this one is native. On the first turn I gathered all the freebies from two respawns, a Crypt and a Dwarf Cottage of 20 each on the secondary town, 1-6 with a Citadel at home, Wyverns, Serpents, and a Marketplace in the secondary town. On 123 at home Dwarf Cottages of 10 and 20, the Conservatory is a triple, can go into the treasure zone, but I need to buy more, also a Ring of Speed is revealed behind a hundred Serpents and a bit further a Pandora's Box behind a pack of Demon Fanatics, I decided to go there hoping for gold. On 125 I got experience from the Pandora's Box, the question arose where to break back — home with the intention of hitting the GO on 127, or to the secondary town to go into the treasure zone. I chose the second, and it was a mistake, on 126 near the GO Gunnar caught up, I was confident I could defend the castle, so I pushed Tazik back, as a result wasting 4,500 gold for nothing, because I built a Guild in the secondary town for replenishment. If I'd stayed the night at home, bought up better, I'd have defended the castle with fewer losses, maybe I could have launched a return visit on 127. But as it was, after the battle I had barely any gold, nowhere to get it, both respawns cleaned out completely, nothing to kill the red's growth with, and nothing to buy my own. I tried to go into the treasure zone, took a tree for 12 Wyverns, only 30 Lizardmen survived from my army, further on a Pandora's Box behind 90 Gold Golems, experience in it, finally by level 17 I got Logistics, but Gunnar catches up the next turn, had to surrender.
Thanks for the game.

Added 23 hours 21 minute later
Medium_HP (red, swamp, Tazar) def Pit for LM (blue, Dungeon, Shakti), 2cm4d(3), 116

After all the rests, a loss and a surrender.
Thanks for the game.
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#70
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Pit for LM
We agreed to play until someone wins two games.
First game:
Pit for LM (red, Fortress, Valeska, Gunnar) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 134.
The opponent took all the restarts, I didn't take any. Archers were not built...
I didn't quite understand, were you playing SoD or TE-lite (regarding the unbuilt archers)?
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#71
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TE-light was customized specifically for Sod, with only quick access buttons; otherwise, everything was the same as in Sod.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#72
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Medium_HP
Medium_HP (red, swamp, Tazar) defends against Pit for LM (blue, dungeon, Shakti), 2cm4d(3), 116
I think I played really badly. Even though two noobs showed up at the tavern – one with gargoyles and the other with harpies – there was plenty of money, and we could have played. But for some reason, I rage-quit :D
Thank you for the game.
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#73
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Winter hasn't started yet – and we've already finished playing the summer cup :D
The third decisive game:
Pit for LM (red, Castle, Valeska, Valeska) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 132.
We played the first week a very long time ago... Restarts seem all chosen. Generated average.
111 – archers not upgraded and only 20 of them. But there's a stable on the road and wolves for speed boost. 112 – broke through to Conflux, took the town, there's a hive and Pandora's Box behind minotaurs. 113 – another hive found, plenty of gold, 8 heroes, cape of velocity visible and entrance to an underground treasury nearby. 115 – external dwelling of water elementals, crypts, external dwelling of spearmen. Found a conservatory. 116 – second road dead-ended into GO. Too bad, fewer secondary towns, but roads were fast... 117 – cavalry in the citadel and water elementals in the citadel.
121 – Tazar came to the Conflux respawn with a not very large army. Pity, didn't have enough movement to reach him... Check the conservatory – level 3, later. Take the dwarf bank, clear the hive guard. Tazar steals a crypt and runs. 122 – in the hive 8 wyverns, in Pandora's Box – 10000 experience, get expert air magic and basic earth. 123 – naga bank of 3, dwarf banks of 10 and 20. 124 – cape of velocity, enter the treasury, where I kill a horde of energy elementals for a sword +2+2 and a refugee camp. 125 – 5000 experience in Pandora's Box and a hive with 4 wyverns behind elite minotaurs, another hive with 4 wyverns behind dendroids, and 10000 experience in Pandora's Box behind black knights. Earth magic expertised, slow can be bought from Geon via Aine. 126 – clear the treasury – necklace +3+3 for magic, Pandora's Boxes for 5000 gold and for full air, no wisdom, but lightning bolt was very needed, saved on Mage Guild level 2 in Conflux. Split to replenish mana, Yog takes 3 angels, losing all spearmen, mind elementals (2) and air elementals (11). 127 – Aine takes the last hive (4 wyverns), Valeska on angel at GO, air scouting shows the blue capital is very close (didn't think to use view earth :) ).
131 – GO killed very easily without growth (death knights), but the road goes the wrong way, can't reach the town. But a hero with army was caught – wyvern, 9 gorgons, 35+ lizard warriors died in the first round. Tazar sits in the capital. 132 – bring my troops and attack:
Valeska (13, 11, 6, 9), expert leadership, archery, offense, earth and air magic, logistics, basic tactics, 50 archers, 32 ice elementals, 19 wyverns, 8 champions, 3 angels, 20 griffins, 7 monks, +2 speed; Tazar (6, 15, 4, 5), expert defense, earth magic, pathfinding, wisdom, advanced logistics and learning, 24 lizards, 3 serpents, 4 angels, 3 hydras, 3 wyverns, 8 gorgons, 20 gnolls.
Lightning bolt for 200 and 81 mana with an advantage in army left Tazar no chance.
Thank you for the game.

And thanks to all my opponents for the tournament!
In reply to Pit for LM
#74
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Pit for LM
Winter hasn't even started yet - and we've already finished the summer cup :D
Third deciding game:
Pit for LM (red, Castle, Valeska, Valeska) def Medium (blue, Fortress, Tazar, Tazar), 2sm4d(3), 132.
The first week was played a long time ago... It seems all restarts were chosen. The map generation was average.
111 - archers are not built and there are only 20 of them. But there is a stable on the road and wolves for clearing. 112 - broke through to the Conflux, took the town, there's a hive and Pandora behind minotaurs. 113 - another hive was found, plenty of money, 8 heroes, speed boots are visible and an exit to nearby underground treasury. 115 - external dwelling of water elementals, crypts, external dwelling of pikemen. A conservatory was found. 116 - the second road hit a ГО. It's a pity, fewer secondary sites, but the roads are fast... 117 - riders in the stronghold and water elementals in the stronghold.
121 - Tazar arrived at the Conflux respawn with a not very large army. Too bad, chains weren't enough to reach... Checking the conservatory - level three, later. I take the dwarf warehouse, clear the hive guards. Tazar steals the crypt and runs away. 122 - there are 8 wyverns in the hive, in Pandora - 10000 experience, I get expert air magic and basic earth. 123 - naga-bank of 3, dwarf warehouses of 10 and 20. 124 - speed boots, I enter the treasury where I kill a horde of energy elementals for a sword +2+2 and a refugee camp. 125 - 5000 experience in Pandora and a hive with 4 wyverns behind gr. minotaurs, another hive with 4 wyverns behind dendroids and 10000 experience in Pandora behind black knights. Earth magic became expert, slow via Ain can be pulled off at Geon's. 126 - finishing the treasury - necklace +3+3 for magic, pandoras for 5000 gold and full air; no wisdom, but a bolt was very much needed, saved on Mage Guild 2 in Conflux. I split up to replenish mana, Yog takes 3 angels, losing all pikemen, mind elementals (2) and air (11). 127 - Ain takes the last hive (4 wyverns), Valeska on an angel is at ГО, air view shows that the blue capital is very close (didn't think to use earth view :) ).
131 - ГО was killed very easily without growth (death knights), but the road goes the wrong way, can't reach the town. However, a hero with an army was encountered - wyvern, 9 gorgons, 35+ lizardmen warriors died in the first round. Tazar settles into the capital. 132 - I bring my people and attack:
Valeska (13, 11, 6, 9), expert leadership, archery, offense, earth and air magic, logistics, basic tactics, 50 archers, 32 ice elementals, 19 wyverns, 8 champions, 3 angels, 20 griffins, 7 monks, +2 speed; Tazar (6, 15, 4, 5), expert defense, earth magic, pathfinding, wisdom, advanced logistics and training, 24 lizards, 3 serpents, 4 angels, 3 hydras, 3 wyverns, 8 gorgons, 20 gnolls.
Lightning for 200 and 81 mana with an army advantage left Tazar no chance.
Thanks for the game.

And thanks to all my opponents for the tournament!
I knew of course that they would come for me soon, but I hoped there was still a little time. There was a home Dragon Utopia, which turned out to be max with a decent set; it could have been taken on 133 with the loss of 1 angel and an eater, but those extra two days didn't happen. Plus, I left a sucker with meat on the road, although I could have easily put everything in the castle.
Thanks for the game.