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#107
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Maybe it’s not too late to switch to a semi-circular arrangement? It would make it easier to coordinate the game (with 8 opponents), and the order wouldn’t matter.
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#108
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Samurai
I completely agree; the fact that a Mage won speaks for itself.
I see you're stuck and no longer considering logical arguments.
Всем удачи ! И Морали !
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#109
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Samurai
Well, that's exactly what we were talking about earlier... No results will change the position of the most convinced. The rest, unfortunately, are not so active in expressing their opinions. :(
I'm used to expressing my opinion when I have something to base it on. What can be judged by three games? (this is already a question for Valentin). Although, if you dig a little deeper:
1) In the Cash-SpiritTT game, Solmyr's chain was devastating, and at that time, I had nothing to counter it with. I wouldn't be afraid of archers; I could attack with Kirei with 2 angels, grandmasters, etc., but it would be useless against a 350-damage chain;
2) Cobra would also attack with a chain, but it seems Sam had an icon against it;
3) Well, as for NumOne losing, that happens too... It's quite common.
Maybe it's not too late to switch to a semi-circular format? It's easier to arrange a game (8 opponents), and the order doesn't matter.
It's too late, Andrey. We won't change anything now. And by the way, I don't know how it works in a semi-circular format, why there are 8 opponents, and how to choose 8 out of 10, I have no idea. Why didn't you speak up when I asked, when I was consulting?
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#110
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2 facts from the game: on level 111, I defeat the enemy without losing any of my 75 blue Yetis (15 attack power)!.. I defeat the Greater Ogre (88 hit points) in two rounds; in the first round, I cast Chain Lightning 3 times, dealing 506 damage, and in the second round, I finish off the remaining 21 Ogres with my entire army. This is not bragging, but proof of Solmyr's greatness. :)
P.S. The map turned out to be very poor in terms of artifacts and buildings, and it didn't offer much in terms of logistics.
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#111
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KobRa_RR
Two facts from the game: on day 111, I defeat 75 blue Yetis (15 attack power!) without any losses. I defeat the Grand Order (88 Pit Lords) in two rounds; in the first, I cast Chain Lightning three times for 506 damage, and in the second, I finish off the remaining 21 lords with the rest of my army. This isn't bragging; it's proof of Solmyr's greatness. :)
This doesn't seem to contradict the current rules.
But Chain Lightning dealing 506 damage would probably have shattered the opponent, if not for the amulet.
Wlk777
No logical arguments can penetrate the minds of people like you. The winners themselves admit that this doesn't prove anything and they didn't intend to prove anything, but our parrot keeps repeating the same old, stupid idea:mad:
Valentine, you don't realize that you're doing the same thing you accuse your opponents of. You also keep repeating in every report that you lost because of either drowning or canned food/hives. Well, what can you do if you're so unlucky? Consult a horoscope or read an astrological forecast for good luck. :D
Don't be offended, but it's really getting tiresome to read about your arguments with everyone. Be more restrained!

And regarding the topic. You can't judge a tournament based on only 3 games. Three games are not enough for any statistics! We can only draw some minimal conclusions after the tournament is over. But there are already so many arguments... it's crazy.

P.S.: When are we going to play? Have you decided who to choose? ;)
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#112
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Van (Red, Tower, Solmyr, Solmyr) draw no1_knows_me (Blue, Castle, Valeska, Valeska) 2sm4d(3) 127
We took all the restarts, and I started well, getting levels 1, 2, and 4 on the first lair. Second Inferno, rich respawn, lots of money, and a couple of crypts taken. In the Castle, I have units 1, 2, 3, 4, 6 in the Citadel, and by the end of the week, we're gathering resources and money in a chain. I defended against artifacts, got boots for the logistics hero, +2 attack, +2 defense. Solmyr is level 7, with Earth and Air magic started. The good thing is the well on the respawn - it was very helpful. The bad thing is that all the neutrals had extremely high morale; I'm not kidding, in every battle, 2-3 times. The most annoying thing was the breakthrough on the second turn for 30 nomads - on the first turn, morale and blocking of units(((, resulting in -40 per battle. The second Solmyr, as a mage, is already quite good, dealing 300-400 damage in a chain. I'm going underground, there are many strong blockers, and mana is running out, and there are no wells. I took a consultant for 2 angels. The morale of the griffins is high; I barely made it out, with 5 nagas. I also took another lair of gargoyles. The result of the week: 2 angels, 5 nagas, 80 units. Solmyr has 4285 with Intelligence, Air, Earth, Sorcery, and Wisdom. I'm focusing on 2 tertiary underground units and a consultant, and the University.
Now, about the main thing: in the first game, the opponent loses - we continue playing for the sake of the experiment. In the second game, the opponent gets revenge because I decided to go for 100 underground lords, and I ran out of mana))), and maybe I wouldn't have been able to handle it even with mana. And most importantly - constant disconnections, it just kicked me out; we were practically reloading after every turn. Therefore, we decided on a draw.
Thank you for the game.
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#113
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Van
Van (Red, Tower, Solmyr, Solmyr) draw no1_knows_me(Blue, Castle, Valeska, Valeska) 2sm4d(3) 127
We took all the restarts...
Thank you for the game.
exactly, the damn disconnects got to the point of unbearable... but:

111. Archers built, immediately upgrade them, total of 20 marks, hire the Griffin nest, Griffin Conservatory is scouted, low on gold - only 3 heroes.
112. Pre-max Crypt, another hero.
113. The path upward is blocked by a horde of Air elementals behind a Prison, scout the max Imp dwelling, another hero.
114. Standing at the passage to the secondary town before a pack of Pegasi. At the respawn there is a Rogue den - full control over the opponent's development :)
115. Attack the Pegasi - there are 19 of them in 6 stacks. Barely survived, preserving all marks and a couple of Griffins. Camp at the Crypt. Buy another hero to bring troops. Foolishly upgrade Swordsmen instead of building Stables, completely blanked out...
116. Pre-max Crypt, secondary town Rampart.
117. Another Crypt, home base Horses in the Citadel.
121. Shield +4, dive into the max Imp dwelling, it gives Automatons, stand on it.
122. Take the damn Imp dwelling, Griffin Conservatory checked - Tarrong, head for the Club +5.
123. Club taken, hesitating a bit...
124. Mini Naga dwelling taken, horde of Air elementals with an upgraded stack broken through - prisoner Adelaide level 10 freed.
125. Mini Crypt, Griffin Conservatory scouted, in Rampart Elves are being built.
126. Griffin Conservatory is Tarrong again, guard of the green secondary town broken through, saved the game...

Valeska level 10 11-11-1-2 (5 Champions, 21 Marksmen, 8 Crusaders, low-levels)
Solmyr level 9 4-2-8-5 (2 Angels, 5 Nagas, 74 Genies)

Upon revealing the map it showed: both Griffin Conservatories have 150 Griffins; the native secondary town would have been on 127; there is also another mini-conservatory at the respawn. According to projections for week 3, there would be 7 Angels, up to 50 Marksmen and 9 Champions - and it's clear I would have gone for some kind of treasury )) the opponent also has a decent treasury by the way, saw a shield +12-3, many Pandora's Boxes - it could have been an interesting game, a shame we didn't finish it :(

thanks for the game.
"Пришел, увидел, победил" - Юлий Цезарь.
"Пришел, скастовал, убежал" - Hit'n'Run.


- Почему женщины любят кентавров?
- И мужик в доме, и скотина в хозяйстве.


Штирлиц шел по коридору. Вдруг одна из дверей открылась, оттуда выскочил Борман, дал Штирлицу сильного пендаля и заскочил обратно. «Гарпия» - догадался Штирлиц.
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#114
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Erdem (Red, Swamp, Tazar, Tazar) def Hermit (Blue, Necropolis, Aislinn, Aislinn) 2sm4d(3) 217

Started without restarts, and it generated a huge map with long and slow roads, but with many hiding spots. There was one road to the Necropolis secondary town in the underground, and another one far away in the Grand Order (crystal mine 3 days away from the capital). While clearing the map, I made my way into the underground through rough terrain, thinking I'd find a treasure, but it turned out to be the opponent's Inferno secondary town. I captured it with 2 Hydras. The second stack was running around with an Angel and Lizards. There were no visible exits to treasures, except for the exit from the Necropolis secondary town, so I headed there, and only on the 4th week, I reached the Utopia in the underground, which turned out to be a minimal town (they gave me the Orator's Hat). There was a library and a level 4 artifact nearby (I was lucky that I had advanced Wisdom the day before). There were no slowdowns anywhere (I never found any until the end of the game). At the end of the week, Aislinn comes to visit from the underground through the Grand Order (it takes 3 days to travel to my castle), but Tazar is already ready with full control. I attack 211 (after buying only troops from the hiding spots) with an advantage in fighter stats, a necklace +1 to speed, and an army of 1 + 1 + 1 dragonflies, 1 + 32 Wyvern Monarchs, 30 Mighty Gorgons, 40 Grand Griffins. Aislinn has about 200 skeletons (she must have been losing somewhere), 17 Necro Knights, a pack of Liches, a couple of Wyverns, and some other units. I cast Expert Earth Protection, take out the ranged units with dragonflies, Wyverns kill the skeletons, Griffins kill 3 Necro Knights, Aislinn responds with Mass Slow, an explosion in the 2nd round (it destroys 7 of my Wyverns), and she retreats. On 212, I gather troops and go into the underground, but Aislinn is already in the castle. It's dangerous to attack; she might summon a hundred Erdhamons, and I don't have enough money to buy them off. A scout spots another of the opponent's Necropolis secondary towns and dies. On 213, Aislinn tries to approach the Inferno secondary town, but Tazar with Teleport is already there, but she doesn't quite make it and spends the night there. Aislinn teleports home. I jump to the treasure near the stars in the snow, take the Golden Bow, see the Utopia, and plan to take it on the next turn. On 215, Aislinn runs towards the exit of the underground. On my turn on 216, I see that she has been sped up with horses, teleports to her Necropolis secondary town, I replenish mana in the Well of Destruction near Aislinn, and attack (2 horses in each stack). Initially, I planned to kill everyone with Mass Haste, so I divided the troops (16+17 Wyvern Monarchs, 18+19 Mighty Gorgons, 40+ Grand Griffins, 20 dragonflies, 8 Wyverns), but I see that I don't have enough damage, and the opponent might escape. I decide to take a risk and cast Armageddon for 630 damage without resistance. I am left with 15 Wyvern Monarchs, 19 Gorgons, 30+ Griffins (I divided the troops in vain). From Aislinn, I get the Earth Book and an enhancement for it... On the next day, I take the opponent's capital with a fight, and they surrender. Thank you, Vladimir, for the interesting game! :)
Человек человеку - друг!
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#115
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Erdem
Erdem (Red, Swamp, Tazar, Tazar) def Hermit (Blue, Necropolis, Aislin, Aislin) 2sm4d(3) 217

We started without restarts. I got a huge spawn with long, slow roads, but many caches; one road led to the Necropolis secondary town in the metro, the second far into the Guard Zone (crystals were 3 days' travel from the capital). While clearing the spawn, I broke into the underground via off-road; I thought it was a treasure zone, but it turned out to be the opponent's Inferno secondary spawn. I capture it with a scout and 2 hydras, while a second scout runs around with an angel and lizards. No exits to treasure zones are visible, except for the exit from the Necropolis secondary spawn, so I break through there. I only reached the utopia in the metro on week 4, which turned out to be a minimal one (gave the Orator's hat); nearby were a library and a level 4 chest (lucky that I boosted wisdom the day before). There is no slow-down anywhere (I never found it until the end of the game). At the end of the week, Aislin comes to visit from the underground through the Guard Zone (it takes 3 days to reach my castle), but Tazar is already prepared with full control. I attack on 211 (having bought only troops from caches) with an advantage in fighter stats, a necklace +1 to speed, and an army of 1 + 1 + 1 dragonflies, 1 + 32 wyvern monarchs, 30 mighty gorgons, 40 vasis. Aislin had nearly 200 skeletons (seems she lost them somewhere), 17 necro-horses, a pack of liches, a couple of wyverns, and some odds and ends. I cast expert earth defense, use dragonflies to remove retaliation, wyverns kill the skeletons, vasis kill 3 necro-horses. Aislin responds with Mass Slow, an explosion in round 2 (wipes 7 of my wyverns) and buys her way out. On 212, I bring up troops and go underground, but Aislin is already in the castle; attacking is dangerous as she might summon nearly a hundred erdamons and there's no money for buyout. A scout spots another Necropolis secondary town of the opponent and dies. On 213, Aislin tries to approach the Inferno secondary town; Tazar is already there via teleport, but doesn't quite reach it and spends the night there; Aislin TPs home. I jump to the stars in the snow treasure zone, take the golden bow, see the utopia, and plan to take it on the next turn. On 215, Aislin runs to the metro exit; on my turn on 216, I see she is accelerated on horses, TP to my Necropolis secondary town, refill mana at the well, DD to Aislin and attack (2 horses in each stack). Initially, I planned to kill everyone with Mass Haste, so I split the troops (16+17 wyvern monarchs, 18+19 gr. gorgons, 40+ gr. vasis, 20 dragonflies, 8 wyverns), but I see there isn't enough damage and the opponent might escape. I decide to risk it and cast Armageddon for 630 damage without resistance; I'm left with 15 wyvern monarchs, 19 gorgons, 30+ vasis (splitting the troops was a mistake). From Aislin, the earth book and its upgrades drop... The next day I take the opponent's capital by force, and surrender follows. Thanks to Vladimir for an interesting game! :)

I confirm. That's exactly how it was. We started without restarts, which was a big mistake, because the layout was something you wouldn't even dream of in a nightmare... From the start, 2 native heroes in the tavern, one of whom is Nagash, a Black Knight cache is revealed, there are suspicions of a native secondary town—looks like there are three in total. Since I hadn't played Necropolis in a long time, the joy of all this prevented me from assessing the poorest, empty underground spawn with powerful ranged blocks and guards. The guard of the knight cache is a horde of Orc Chieftains, and they block the passage to one of the secondary towns. There's nothing to be done; to break through anywhere, I have to attack the ranged blocks. And the nightmare began: the ranged units mercilessly slaughtered the skeletons and zombies. The roads are slow and very long. I barely reached the passage to the Inferno secondary town; my native one was behind many ogres. The passage guard consists of many water elementals, naturally with a gr. stack. Nothing was left of the army. By some miracle, I killed them and, at the Inferno spawn right by the city, I hit a horde of infernal troglodytes. Brissa also joined Aislin there, and with the last of her strength, broke through to the city and captured it... There, I had to build airstrips to get sulfur for liches behind the gogs; the long roads didn't allow Aislin to reach them in time, so I had to attack with a scout—and got wiped... In my grief, I even forgot to build the Stronghold. The result of the week—1, 2, 4, 5 in the fort. On the second week, at huge risk, I recovered 2 chests and took the dwarf mine 15. Built the Chegthog and hired two knights. Captured their cache, broke the passage up, and on 127 captured the native secondary town underground. No money, no development, roads are long and slow, and I'm playing a mage, meaning time is working against me. On the third, I took crypts, a medusa den in the grass, and a hive at the home town. Then I went to the treasure zone. There was a max hive, and suddenly I see the earth book behind a horde of magical elementals. I attacked them. The terrain didn't allow me to protect the liches. I made one very wrong move... Anti-morale was applied to the wyverns. Once, he didn't fly away at all because of it, and three full stacks hit both the knights and wyverns at once. I lost a lot in general, but took the book and a Pandora's box for 5000 experience, and then I made a very big mistake—I immediately teleported back to hit the Guard Zone and attack, while an earth sphere was lying right nearby. I could have noticed it with a scout if I had moved forward a bit. As a result, when I broke the Guard Zone, the explosion killed very few of Tazar's wyverns. No money. Lost a lot of time again going back to that treasure zone to take the sphere. Then I tried to fight Tazar with magic, but he turned out to have Armageddon and GG. True, he lost far more troops because of it, but the earth book with the sphere allowed him to capture my capital with magic, and I surrendered.

Thanks for the game.
Всё не так плохо как Вы думаете. Всё намного хуже!
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#116
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bRitvo4kA (blue, Stronghold, Gurnisson, Gurnisson) def scorp (red, Tower, Solmyr, Galtran), 2smd4(3), 124
Both players restarted.
Week 1: wolves are not built. I take a hidden orc lair. 113 secondary Tower. 115 sword +2 attack/defense. Total for the week: 1235 in the Castle.
Week 2: minimal conscription.
-122, Galtran arrives, catches me on an angel, and forces me to pay.
-I buy myself out, spend all my resources, and attack. Victory with small losses.
Next turn, conscription (2)
-I deliberately position myself against Solmyr on angels. I miscalculated a little; I should have taken orcs. I had to retreat. Next turn, Solmyr attacks the treasury and, like a true kamikaze, dies, giving up the boots. Capitulation follows.

Thank you for the game!
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#117
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I looked at the report, but I would still play through the console, and I would prioritize downloading Solmyr for a rush strategy; otherwise, Gosha and Kirr are not bad either. :)
Also, download Scorp (just in case).
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#118
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bRitvo4kA
bRitvo4kA (blue, Stronghold, Gurnisson, Gurnisson) def scorp (red, Tower, Solmyr, Galtran), 2smd4(3), 124

Thanks for the game!

Confirmed

111 Heroes: Mephala, Kirye and Gosha )) - and how to play as a mage? )), well okay, here I need to show why Solmyr is a cheater, I'll try
111 Kirye dives into the crypt, while Solmyr goes to the corner for the boots for 50-99 centaurs (freebies for any warrior), because there's a well nearby!!!
112 boots taken - the question is who gets them??? , gave them to Gosha, but should have left them with Kirye, 3 roads visible: to home, to the metro, and to the mud, ГO not visible (off-road)
Home guard: 20-49 Grand Elves, question how to break through?
113 Solmyr replenishes mana and heads to the Grand Elves, the entire respawn is already visible without scout
114 Grand Elves fall to Solmyr, I transfer the army to Gosha who breaks through 10-19 Crusaders, captures the home secondary, a passage is visible along the road to the opponent through Diamond Golems and 20-49 Magogs
115 Solmyr got the hat +2 knowledge and replenishes mana in the well, now 50 is enough for two, Gosha with the remnants of 60 upgraded Gremlins fends off gold, which is catastrophically scarce, fended off the Griffin Conservatory - didn't even look at it))
116 Nagas built and a chain established, Solmyr rushes to +1 spell (2 pieces)
117 I clear the guard of the Dwarf cottage (10-19 Elves) with Gosha and 2 Nagas, the Dwarf cottage from 20 pieces (army: 60 Gremlins, 2 Nagas, 1 Mage, and 2 Gargoyles - could have gone in if there was an artifact for morale)
117 1-4,6 in the fort + external dwelling of Gremlins, in the secondary 1-3
121 I trade everything on the market for gold, and it was enough for a Hero and to upgrade them + from the external dwelling (50+ pieces), I demolish the Dwarf cottage for 20 - well, now there's money
122 I thought about going into the Griffin Conservatory for 2 Angels with an upgraded stack, but went to the opponent: with 4 Nagas attacked 15 Diamond ones (with Gosha), barely escaped with 2 Nagas at less than 10 HP each, and the passage isn't cleared yet because of 20-49 Magogs, will have to do it with Solmyr((, I take 1+1 Nagas and 1 Gargoyle, minus 42 Magogs not on snow and minus all mana, I transfer the army to Gosha, he sees 2 Griffin Conservatories, and then ГГ on an Angel, attacked, didn't even start shooting with the cannon at the Gremlins, immediately bought himself out (Gosha has 0 mana, 125 Gremlins and 6 Mages and 2 attack)
122 Gosha is routed, killing his entire army, having shot at the Angel for a long time without killing it (0 mana), killed a couple of birds on a straight shot with the remnants of the Gremlins
123 Solmyr gets the boots and 7 measly Gargoyles (even basic ones!!!) and he's in the well
124 one step short to attack with Solmyr, oh well, I kill a couple of Scouts with "spoons".
Let's say I attack, as the opponent claims he would kill Solmyr in 2 rounds, picture below, and immediately the question: how to kill Solmyr without morale in 2 rounds? (relying on morale is dooming yourself to certain defeat!)
124 Gurnisson returns, kills the Scout with archery and 7 stacks of skeletons for 1+1+1 Angels, and with this stands on the snow )) - a suicide
125 I attack, a cunning move: immediately 3 Angels fly forward so that the chain hits the Gargoyles, I lower the Gargoyles down and hit the Angels = minus 1 Angel, the remaining 2 have 83 HP and minus 2 Gargoyles, in the second round the Angels pay for their mistake $4250, then with the remaining 3 Gargoyles I attack the Scout with an army = minus half the Orcs and Solmyr is killed, and if the assault had continued near the capital, the well )) a hint...

Thanks for the game, it was fun.

P.S.: Why did I fly in with 3 Gargoyles - I think those who want to will understand what I wanted to show, those who don't want to see Solmyr's cheating won't see it
P.P.S.: How can a level 2 Scout with 7 measly ones drive away the opponent's ГГ on 1+1+1 Angels ??? ))
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#119
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We'll draw conclusions later, but overall, you guys did a great job – a good game and well-written reports. You should just work in pairs – one person provides detailed commentary, and the other creates visuals. When I lose, sometimes I just want to write "go to hell" instead of writing a day-by-day account :) Respect, you've shown yourselves to be champions of the cause.
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#120
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Mizrael(red, Tower, Solmir, Solmir) loses to Aldegir(Rampart, Kyrre, Kyrre) 2sm4d(3) 142

We restarted, got fast roads, an external dwelling of mages and nagas, I'm playing. The starting artifact +1 spell is nice, the first gypsy camp went to hobbits :).
112 - dad gets Air magic, Fafner schools him Haste.
113 - I run into a Firebird zone, scout the Griffin Conservatory.
114 - I start thinking about how to take the nagas with the external dwelling with a cracker, because gold is not particularly plentiful, and I lead dad to the dwarf dwelling.
115 - 8 mages, 70+ caps easily break the 15-stack.
116 - I level up on trash and break Solmir home for mana.
117 - with two gypsy camps I take out the guard of the external dwelling (almost max lot of pits with a gr. stack, first example of Solmir's deletion), even 2 morale doesn't help them spoil my mood, I just shoot the nagas in the external dwelling. Result: nagas in the citadel with the external dwelling and buyout from it.
121 - I break medusas by 8 per stack, the creatures often get morale and heavily reduce my mages, Solmir manages to sit in the castle for mana.
122 - I break into the underground, there's a fork, scouts reveal a Dragon Utopia on the right, a beehive and a Pandora's Box - incidentally, a piece of the treasure zone got caught along the road.
123 - secondary hero Inferno, under it a well (hurray, no need to build a guild and sit for a day!), Solmir, stocked up on mana, breaks through to the Pandora's Box for a horde of Djinns.
124 - having lost overeaters, but keeping all nagas and 1 mage, the Djinns are defeated (example number two :)), the Pandora's Box gives 10k exp and a cloak +2 spell/knowledge (gypsy camp is already 575).
125 - secondary hero Conflux, guild and mana replenishment.
126 - a horde of Dungeon for armor +3 spell, the wallet goes to Gem, she takes the gold mine.
127 - Solmir takes down the Dragon Utopia guard (also the guard of the club +5): a lot of Manticores, the gr. stack gets morale in the first round - goodbye mages, there were no more losses :)
131 - Naga Bank for buying, Solmir runs to the passage to the opponent's secondary, time to visit with spell 12 and a wagon of nagas. However, on his turn, Kyrre speeds up with 6-9 angels before the Firebird zone, meaning he will storm.
132 - I urgently buy everything, break Solmir in Inferno to replenish mana. Doing this in the capital is risky because Kyrre might reach it via fast roads, and the red color won't allow me to replenish mana. But Kyrre is in no hurry and breaks that Griffin Conservatory that was under the Firebird zone.
133 - I cut down the scouts that surrounded Kyrre, dad teleports to the capital. On his turn, Kyrre doesn't go to the capital but dives into the underground; however, he doesn't run to the lava (which clearly indicates the location of my secondary Inferno), but to the right - to where a piece of the treasure zone got caught along the road. I didn't understand this maneuver at all; when I asked the opponent about it, he said he was going to my secondary, which confused me even more, since it was clearly in the other direction.
134 - I block the underground with dad so no one can pass him. Kyrre breaks the Dragon Utopia and runs to the respawn of my secondary Conflux. No need to describe further, the chase after Kyrre is hopeless; instead, I take the opponent's capital on 141. On 142, I kill a trash stack from a two-week growth of barbarians, and on his turn, Kyrre disappears from the treasure zone with the red orb.

P.S. I noticed too late that when picking Solmir, you can skip 4 castles (I skipped 2), otherwise I would have removed logistics 100%. Impressions of playing Solmir: a freebie, sir :) - I don't know if I would have risked taking on the pits for the naga external dwelling on the first week or not (besides the external dwelling, they guarded a bunch of other things, and here even 2 morale in the first round is not a problem). Only Kyrre's turbo boost with the stable helped him outpace Solmir in tempo, the conservatory on my respawn didn't decide the outcome anymore - Kyrre had everything needed against the mage: first speed (art +1), tactics, and mass slow.
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#122
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A fairly typical match in my opinion. Griffin Conservatories and Dragon Utopias are risky to take before week 3. Quick roads didn't help, neither did the external dwellings of Naga and Mages, nor the opponent's fresh growth, nor destroying 2 weeks' worth of growth. Red Orb can instantly negate everything. Cloak of Undead King or Pendant of Negativity against lightning also counters pretty well.

Checked the saves and tested that Kyrre could have taken down Solmyr on grass as early as Day 135. Cast Slow, take out the Nagas, then Mages with Unicorns, then the rest. Chain Lightning doesn't save him. And even attacking the Castle, there were good chances. Solmyr never got Logistics, which once again confirmed the theory
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