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Posts from Fan tournament: Full contact.Auto-translated
I tried the template, it feels a bit unusual, and in my opinion, Barbarians are the best. If Dogs come, immediately use Birds, and then Bears. Go for Dungeon, Skeletons, Rampart, and Castle.
as always, the main advantage will be skillful hands Although, no :) In this game, probably, a clear head is more important In terms of intelligence, not hair color.
Show your true face when losing. Make sure it`s not ugly.
I'm signing up, hoping to find some players among the participants. I'm not often on ICQ, but my number is 629761212. I don't have the ND mod, and I don't want to download it. I'd like to ask its users if it's so useful that it will be difficult to play against its user on equal terms without it? What interesting features does it have besides splitting units and transferring armies? And does it work with the standard SOD mod used by the opponent?
I'm ready to play tomorrow and the day after tomorrow in the evening, if needed.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
Started a test game with Savior yesterday. I wanted to share some thoughts... Playing SOD on this map is pointless, if only because of the slow roads – what kind of full-contact combat can you have on slow roads?:confused: For a complete experience, you need the fastest roads, or at least medium ones for the faint of heart, but restarting on slow roads, even by agreement, can take a couple of hours:smile15:! Also, the map feels incomplete because of the war on three fronts – and with slow roads, it's a death sentence for the pace (and considering morale, stacks, and the constant troop exchanges resulting from skirmishes with the opponent...:rolleyes:). Although morale and stacks are a matter of preference, so you can leave it to those who enjoy it:). It seems that mages and the Wisdom skill in general are the key – it's one of my least favorite, especially for building up (which is why I'd like the option to rebuild the guild...). The blue color seems better, although I don't know how the resource distribution will be – replenishing mana with some kind of arrow for 50-60 might even be decisive in the early game, not to mention all sorts of lightning spells:) . These are just my first impressions, so don't judge too harshly... But playing this map on slow roads seems even more inappropriate than playing Jebus or HL+U on them....
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
I completely agree with you, Kostya, about the roads. On this map, it's best to have fast or, at worst, medium-speed roads. And the mandatory rest for the SoD (Stronghold of Darkness) on slow roads is taken into account in the tournament rules in the first post.
And magic is very effective:smile16:. Also, don't neglect the defense of your castles; building a Citadel or even a Castle allows you to repel powerful enemy attacks.
It's also better to always have a reserve of money so that, if necessary, you can bribe and redeploy troops to another front. Small armies don't cost much. Don't forget that if there's a threat of bribery, it's better to get rid of all ballistae and ammunition carts, as you'll also have to pay for them. But when retreating, military units are preserved.
Regarding the color, red seems better, in my opinion. On day 1, you can capture a castle with an old growth and stay in it, releasing a new one.