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In reply to Dirty_Player
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KobRa_RR (blue, Swamp, Tazar) def scorp (red, Tower, Aina, Ciele/Pira/Solmyr) 132, 2sm4d(3)

111 With Ciele, Dwarf Cottage for 15 each, Solmyr and Pira purchased (88 Gremlins), road to GO and somewhere else (no more rests, there were many, only 116 of level 5)
112 Griffin Conservatory found
113 secondary hero Necro, roads ended
114 Dwarf Cottage for 15 with a stack of 60+ Gremlins and a cart
116 Ciele with 1 Gargoyle clears the Griffin Conservatory guard (on level 2 with ultimate)
117 homes 1-4,6 in Fort +2 external dwellings of Gremlins, in the secondary hero horses in Fort
121 Ciele replenished mana and stands in the Griffin Conservatory
122 defeated in it/ morale to Griffins/ fought without Navigation, /tried maybe there was an Anriel there - reloaded then killed on first try/
...
later it was hard to get into the tempo
lost 3 horses and Pira for the gold mine (100+ Boars)
almost all heroes had Earth, but in castles neither Haste nor Slow, at the end found a Slow scroll, passed it to Solmyr with Earth expertise and he couldn't handle the cat stack for the Hive+Pandora

Alas, the end
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WCL Draw - HeroesWorld.

SOD team, WCL rules:
Maretti (red) - Mizrael (blue)
Paladin H3 (blue) - numOne (red)

SOD team, HW rules:
i_love_jesus (red) - Aldegir (blue)
TheVinz (blue) - Deсontaminator (red)

TE team, WCL rules:
Liophy (blue) - LeBron (red)
Fank (red) - Javdet (blue)

TE team, HW rules:
Protos (red) - Pit for LM (blue)
Black_knight (blue) - bRitvo4ka (red)
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How can I contact Paladin? I can’t seem to find their contact information on their website.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to SAG
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Keba (blue, Castle, Valeska, Valeska) def scorp (red, Stronghold, Gunnisson, Gunnar) 2sm4d(3), 214

111 - 4 heroes, a scoutable area behind a block is visible (can't take it for free with a scout)
112 - scoutable area: on the secondary road there's an external Wyvern dwelling/guarding the passage to a lot of Grands/, external Orc dwelling and a Goblin dwelling taken, Gunnar bought
113 - cleared the Dwarf Cottage, but it's 20-30 units per stack/army of 14 Orcs and about 50 units of Goblins/
115 - can't build Bears for the Dwarf Cottage, so upgraded birds to break through the Grands, captured the external Wyvern dwelling and the secondary dwelling for them
116 - Gunnar with a cannon and two Flies clears the scoutable area in the swamp: 2 Griffin Conservatories, but to get closer to them you'd have to go all the way from your own respawn
117 - Gunnar took the Dwarf Cottage with 20 units each and is heading towards the Conservatories, home is 1-3.5 in the Fort, in the secondary dwelling the Wyverns are in the Citadel with an external dwelling/there is a path to the opponent, but somehow neither mass magic nor an army/
121 - 123 scouted 2nd Conservatory 2-4 and 1 Angel, but didn't go into the second one because of not wanting to give up the Lizardmen/was with 22 Archers and 10 Wyverns/
124 - 1 Angel appeared in the army, in the treasure zone in front of 50-99 units of Pikemen block the passage/behind them is a quest artifact and an obelisk/
125 - defeat on the Pikemen: 1 Angel 10 Ducks 22 Lizardmen 14 Orcs
127 - built a Castle in the swamp
133 - broke through the remnants of the Pikemen, a Hive/+8 units/
134 - Ducks became 18, can't break through further — upgraded Minotaurs/Dragons
135-136 return and taking the Conservatory for 3 Angels, into the Well, then heading towards the swamp Dragon Utopia
141 - army delivery and the Dragon Utopia taken 3 RoP: Book of Air and +6 all/important/, splitting home and into the Mana Fountain
142 - at my own respawn (not close) a Hive with its own growth/from home/ +8 units
143 - again Mana Fountain and splitting into the swamp, further into the sandy treasure zone/there is a Pathfinder - bought for 2k/
144 - Library, Dragon Utopia 2 RoP: Wings, Titan's Helm and Shield +3/2nd artifact for the Armor of the Damned/
145 - captured an external Angel dwelling in the treasure zone
145 - in the treasure zone literally a couple of cells away the opponent's main hero appears ((, I'm not quite ready for battle yet/Valla 21 20 15 19: several Angels, stacks of Champions, Wyverns and Monks, 100+ Marksmen and a lot of Crushers — I only have 2 Angels 28 Wyverns 11 Thunderbirds 22 23 13 12/ will have to withdraw from this treasure zone
146 - I eat a Pandora's Box for 10 Horses, shop: Boots of Speed and 3rd artifact for the Armor of the Damned, pass the Wings and army along the chain, and I myself split into the nearest town towards the treasure zone which I didn't fully clear + a neighboring one untouched by anyone yet/I assumed based on the presence of star dots/
147 - Valla's scout apparently fell short by 1 cell/Valla also has DD showing (( /, army returned to Gunnar and he flew not into the treasure zone but positioned himself a fair distance from the main town/an ordinary hero would need a day and a half of walking/
211 - blue's capital, and the fight for the external Angel dwelling, which blue recaptured twice, was not in vain/+3 Angels/
212 - transfer using Wings through the main town into the swamp by scouts, and the main hero splits and already in the swamp secondary dwelling receives the army and into the treasure zone Hive
213 - another Hive and a shortfall to the opponent's secondary dwelling - return to the treasure zone and speed up
214 - I capture the secondary dwelling, scouts for scouting and I saw a Dragon Utopia in the treasure zone where the opponent ALREADY was, I fly to the Dragon Utopia - it's already taken (( and there are no moves left to fly away from there...
214 - attack with red orb and shackles/Valla 24 22 21 21/ with +4 speed 12 Angels 18 Champions 23 Ducks and everything else from two Castles against /Gunnar 32 22 18 14/ 3 Angels 44 Ducks 10 Champions - no chance

Thanks for the game

P.S.: in the neighboring treasure zone where I wanted to fly was the 4th artifact from the Armor set + the opponent's orb ... :mad:
In reply to scorp
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Mizrael(blue, Stronghold, Crag Hack, Crag Hack) lose Maretti(red, Rampart, Alagar, Gerwolf) balance 136

According to their rules, everything is random; I fell for Crag and here's what happened. In the first week I got a good start, quickly took my native town, Chris brought a ballista, Verdish a tent. Immediately two fronts emerged: Crag on birds with a tent and armor was taking out archers at the respawn, while the rest with a horde of goblins and a ballista pushed further. In the first week I captured a Dungeon village, the breakthrough cost me the ballista — there were almost 100 thieves. The plan was simple as can be: run for Castle, so I ignored orcs and ogres, built a market in every town... BUT! even with a full trade of all resources at 3! markets and spending all available gold at the respawn, the behemoths wouldn't stand by day 7... By the middle of the second week, with just birds and wolves, Crag cleared a medusa bank and two naga banks, after which the experience dried up completely; I needed new territories or to just skip turns. I thought it over and attacked a diamond golem pile; obviously there were almost a horde of them, and I didn't manage to bring up the orcs in time — even Crag's damage was too weak, and I couldn't slow them down. On his turn, the opponent finishes off the pitiful remains of the golems and takes the Dungeon. At that point it was already time to surrender, since there was a horde of grand elites and uniques there, and I had a complete loss, but it was a serious game, so I pulled myself together and Crag, using orcs with a cover of 4 ogres from the external dwelling, farmed resources for trading to get behemoths by the end of the week. On day 131, with 1 bird and 3 behemoths, I broke through a horde of elves into the second corridor; there was a village, 2 crypts, and a Dwarf Cottage, so at least I got some gold for buying up troops. At the respawn of the first Dungeon village, a scout found a Griffin Conservatory in the corner; the opponent hadn't reached it and hadn't killed the scout yet. Crag was about to head there, but on day 6 Gerwolf brings the GO through the portal on my native respawn and heads toward the capital. Giving up the growth means death, so I put my papa with all his might on defense. But no attack came; the opponent decided simply to cut off my economy by grabbing all the villages and crushing me with the meat of the next growth, which I wouldn't have the gold to buy. The prospect wasn't great... I made an attempt to run: he had broken through the center, maybe I could get something to eat there, but it was complete chaos — desert all around, and all the good stuff started beyond the mountains, where you'd have to wind around and around; if I went in, I might not get out by the time all the towns were taken. There was a faint hope for tactics and mass haste, to charge in the open field while on my own turf the birds have angel speed and to wedge in all together, but after checking with a scout, I realized it was hopeless — Gerwolf with tactics and +1 speed, so after a couple of turns I surrendered, so as not to drag it out.
P.S. Another game going against the template: red had the entire road chain of the map, not a single off-road village for them, and not a single road except to the native town and the GO for me :)
P.P.S. Not all saves, I often forgot to save.
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http://www.twitch.tv/mikevalentine/
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Thank you for the detailed report. Can we take a look at the save files? And could you save it for posterity?
Играю на www.heroes-III.com
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numOne (red, Tower, Solmyr, Grindan) def Paladin_H3 (blue, Rampart, Alagar, Orrin), balance, 133

We repented, resources spawned on the middle roads, there's an external dwelling of capes and a fast native town, but otherwise the respawn is poor. I'm spreading out, buy Grinya in the town, next turn bring a cart and hit 30 ogres with slow cast on mud, painted the necro-village. Money is tight, had to scrape the bottom of the barrel to stick a naga in the fort. Griffin Conservatory is spotted, I head towards it, visiting the arena along the way.
On the second turn, Grinya breaks the mini conservatory, scout heroes hit the naga bank, loot a 2/2 sword far away and a +3 hat. I send Tan with 5 rags from the external dwelling and a shooter - he paints another necro-village off-road, everywhere I stuck +1000, in the capital a Castle. Grinya breaks the imp dwelling on 40, access to the conflux (Solmyr slipped through there), on 127 I return and hit a trio of naga banks on the native respawn, already have expert Logistics.
On 131 Grinya reaches the GO (trolls), at home I upgrade nagas and gargoyles, gather everything. Next turn, Orrin just arrived via the teleport near the conflux and headed straight into the sands. I take position at the starting line, meanwhile Izra loots a +1 all cuirass and 1/1 knee pads on the sand. Solmyr blocks the teleport from which Orrin came using single skeleton stacks. On his turn, the opponent drives Solmyr away losing a pikeman and a pegasus, brings troops to his hero. Since Orrin spent the night with pikemen, he couldn't run far, on my turn I bring the unrecruited leftovers and attack.
Grinya (5 4 8 11 (80))
250 gold capes, 1 angel, 8 gr. nagas, 22 gr. gargoyles, 18 golems, 16 mages.
Orrin (6 4 4 3 (2))
45 grand elves, 9 unicorns, 1 angel, 12 pegasi, 15 centaurs.
The opponent has no mana, so the battle is a one-sided victory.

Thanks for the game!

P.S. First time playing Tower :)
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Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
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house rules and WCL template for TE:

House template - BALANCE
Rules:
No cheats
Details: The use of cheat codes and programs providing an advantage to one player, as well as morale calculators and skill tree programs, is prohibited.
No ghost heroes
Details: Creating and/or using a ghost hero—where the hero has no army at all (all 7 army slots are empty)—is prohibited.
Save games and map
Details: Looking at save games or the randomly generated map in the editor before the end of the game is prohibited.
No monster recruiting.
Details: Recruiting monsters is prohibited.
No Level 4 and Level 5 scrolls.
Details: The use of scrolls containing Level 4 or 5 magic is prohibited. The scrolls themselves may be picked up, but using magic from a scroll is prohibited if the hero does not know that magic without the scroll.
No Grail.
Details: Building the Grail is prohibited.
No Hillfort and no Cartographer.
Details: Using these structures is prohibited.
No upgrading of "canned" angels or wyverns from Hive.
No Dimension Door and no Fly
Details: The use of these spells is prohibited in all situations. Using the Angel Wings artifact is also prohibited.
Restarts (new map generation)
Details: If the starting zone is HEAVILY blocked (abundance of mountains, misplaced monsters on the road, etc.) or the map generated poorly, a map restart may be taken within the first 3 of one's own turns. The opponent has the right to verify that there was a valid reason for the restart; if there are doubts, the decision is made by an inter-portal judge. If the map conditions are deemed insufficient for a restart, the player who took the restart is automatically awarded a loss. If an inter-portal judge or tournament organizer (on the opponent's side) is online and ready to help, they may decide on the possibility of a restart during the game. Restarts are mandatory for slow roads (dirt roads).
No hit-and-run:
You cannot flee from battle in the first round if direct damage magic was used. It does not matter whether the hero is defending or attacking.
Selling cheap artifacts at the price of expensive ones in artifact markets is prohibited.
Draw situations in battle.
Details: Sometimes a draw situation arises in battle—for example, one player has a speed advantage and constantly runs away from a stronger second player. In such a situation, the attacking player must exit the battle—either by fleeing or surrendering for money.
Starting hero level.
Details: If the starting hero level is not 1, a restart is mandatory. Players must check the level on the very first day of the game.
Rules on misplaced or missing monsters:
A "misplaced monster" is a monster that is not guarding the object it is supposed to guard—a random map generation error. On a random map, it is prohibited to bypass such an "erroneous" monster to pick up a Pandora's Box, an artifact, pick up/visit an object on the map, or pass into another zone. In cases where several monsters guard a passage to another zone, killing one guard is sufficient. It is also prohibited to enter an adjacent zone if a map generation error is clearly visible (for example, a misplaced mountain sometimes allows passage into a zone; there is also a bug—unguarded roads to another zone or a road through mine guards).
Note: guards near a mine guard only the mine itself; resources near it can be picked up without combat.
Choice of castle, hero, and bonus:
Complete random. If BOTH players agree, the castle, hero, and bonus may be chosen.
Combo artifacts:
Details: All are allowed except for the Necromancer King's Cloak.
Disconnects:
In the event of a disconnect (as far as possible in the given situation), the player making the move finishes their movement either until they need to attack the opponent or until the end of their turn and makes a save; then the connection is restored and the game continues from this save; if a disconnect occurred during battle, all battle turns are repeated after the game resumes (if exact repetition is impossible, it should be as close as possible to how it was).
Random map generation settings:
- size L, no underground
- difficulty Rook (130%)
- 2 human players, no computer players
- no water
- monsters Strong
- turn time: unlimited
TE Settings:
1. ban hit-and-run - yes
2. evil monsters - yes
2. resources by choice - no
4. altered heroes - yes
5. chess clock - no
6. timer stops - no
7. money transfer on day 1 - no
8. Inferno gates - yes
9. Ban some buildings - no
10. New witch hut - yes
11. Tower rebuild - yes
12. Reserve stack - yes
13. Empty fields - no
14. No upgraded stack - no
15. No morale - no
16. Offline mode - no
17. limited DD - yes
18. scroll replacement - yes
19. hillfort replacement - yes
20. build second level - yes
21. DD in water - yes
22. Minsk rules - no
23. necro-patch - yes

--------

Prohibited: summon boat, Walk on Water, DD, Fly
Prohibited arts: water boots, wings, captain's hat, dolphin necklace

1. classes - yes
2. tax - no
3. roads - type 3
4. monster exp - no
Играю на www.heroes-III.com
In reply to SAG
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SAG
house rules and WCL template for TE:

No ghost heroes
Details: It is forbidden to create and/or use a ghost hero, i.e., when the hero has no army at all. (all 7 army slots are empty)
Each rule should have a reasonable explanation. This rule is clearly a relic from SOD, because in TE, a hero without an army has a minimal number of turns.
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I agree. I forgot to remove it. But since it's already there, let's leave it as is for this one game.
Играю на www.heroes-III.com
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Javdet (blue, allrandom, dungeon, Das, Gurney) loose FanQ (red, snow, Solmir, Toad) 135 his majesty balance

Their rule to play without any restarts is of course stupid...
We played some weird TE with morals and without everything.
Castle was the least desired of all, opponent got a better one. The mood was lifted by external dwellings of minotaurs and Beholders. GO is not on the way - which is very unpleasant. At 113, I upgrade the Beholders and charge through pathless terrain. At 117, I was about to build a Castle with minotaurs, but changed my mind - I build Vampires (they are little bastards and played a nasty trick) and a thousand at home.
Took a Pandora's Box spending a day in the snow - junk - 80 skeletons. I'm offered either to expert Earth or a basic armor. I thought for a very long time and took the armor. I was never offered to expert Earth again :( .
123, splitting the army at home and Papa with Vampires explores new territories while the rest scrounge for gold. 6 towns, 3/5 of the map revealed, I was about to hit the psychos at the teleport, then the Conservatory on barbarian land, when the devil made me peek into the Naga dwelling. It turned out to be a level 3 dwelling. It's very easy to take, but not today. The Nagas got morale 3 times, and only the untouched stacks. That was a low blow from which I couldn't recover, and well, I fell apart. Ridiculous inaccuracies like rebuilding a guild and only then splitting with Papa, before Fire Blast on my turn I planned to rebuild the 1st (had no Haste) - I forget, for some reason I captured a Fairy dwelling, etc...
131, Red pops out of the teleport, attacks - too many Nagas - it turns out to be a redraw. We replayed, then for 4 days the opponent stood on the teleport, realized there was nothing to gain - I attack. 22 Corsairs against my 31 Storm Elementals and 59 Evil Eyes under Mass Haste left no chance. As it turned out - the reds had 2 Naga dwellings. Well, respect to the opponent - he played decently, Pit misinformed me.:D
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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Javdet

131 A red creature pops out of the teleport and attacks – there are too many of them – it turns out to be a redrash. We replayed.
I think, and I believe many people will agree with me, that a redrash is a mistake, just like, for example, confusing a minimum-level creature with a stronger one and losing because of it, or forgetting to replenish mana before a battle and suffering unacceptable losses as a result. I think in tournament games, no one should have the right to make mistakes, regardless of what the mistake was. Auto-win should only be granted for disconnects, or at most, for a misclick. I probably wouldn't grant an auto-win for a redrash in a tournament. IMHO.
Всем удачи ! И Морали !
In reply to Wlk777
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Wlk777
I believe, and I think many people will agree with me, that a redraw is a mistake, just like, for example, confusing a minimal-sized can with a larger one and losing because of it, or forgetting to replenish mana before a battle and suffering unacceptable losses as a result. I think that in tournament games, no one should have the right to make mistakes, regardless of what the mistake was. Auto-win should only be granted for disconnects, at most for a misclick. I probably wouldn't grant an auto-win for a redraw in a tournament. IMHO.
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
In reply to Wlk777
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Wlk777
I believe, and I think many people will agree with me, that a redraw is a mistake, just like confusing a minimal conserver with a two-shot and dying there, or forgetting to refill mana before a battle and suffering unacceptable losses because of it, etc. I think in tournament games, no one should have the right to make a mistake, regardless of what that mistake was. Auto only for disconnection, at most for a misclick. I probably wouldn't give an auto for a redraw in a tournament. IMHO=[/QUOTE]
Well, what's the point of such a victory? Just for the sake of it? The goal of the tournament is not victory at any cost. And I lost here completely deservedly, even when I refused mass earth. With mass earth, there were chances in the final battle.
Another thing is that 1 game is clearly not enough, especially on such a balanced template.

P.S. I didn't write this in the report, but I was simply shocked by the number of bugs on the map - and according to their rules, you cannot use a bug path even if the area next to it has been opened. And I was afraid to go into one hole before the treasure zone because I didn't know how to interpret that quirk of the generator: smile32:
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.

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