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Forget about your tournaments, but you're essentially ignoring ours. You're not very involved here.
P.S. Regarding the fixes, the leader made a good point: you're playing, but the tournament is on hold. Look at r55Max; he's taking care of his favorites, kicking people, checking when they'll play, arranging replacements, etc. Everything is well-organized. I can't say the same here.
He doesn't care about his own tournaments, but he doesn't care about ours either. He's not very involved.
P.S. Regarding the fixes, the leader made a good point: he's playing, but the tournament is on hold. Look at r55Max, he's taking care of his favorites, kicking people, asking when they'll play, arranging replacements, etc. Everything is well organized. I can't say the same here.
People, why don't you see what an unrecognized, incredibly [censored] specialist we have: he knows better than anyone what to change in WoT and what to leave as is, but Ivor is a fool and doesn't listen to him, and he knows how to organize tournaments – bow your heads and listen to what the "dad" says!:mad:
Sticky, he actually answered all these questions a long time ago:StickyFingaz
P.S. and regarding the fixes, Leader was right, you're playing, but the tournament is on hold.
It's strange. Does Sticky really have to play the interportal himself? The right thing to do is to put up those players who can play, which is what was done. You'll understand how difficult it is when you hold a tournament. Especially when Cobra is in your tournament :D StickyFingaz
I don't care about my tournaments.
You can come up with a good idea, organize it, get people involved... But there's a quality in you where, when something doesn't go smoothly, you immediately give up. That's not quite right. IMHO.
We started today at 9 MSK and played non-stop the entire time! An exhausting match. I cleared the treasure zone by the end of week three, while the opponent destroyed 3 ГО and took my capital (he had an external dwelling of Manticores and, accordingly, a strike stack of them). Both had Loga, and the opponent set up his economy well — he had enough money to wage guerrilla warfare. Starting from week 4, continuous skirmishes ensued: first one, then the other would lead in castles, we knocked out almost all each other's heroes, but methodically, cell by cell, I ultimately gained map control. First I cleared my home spawns of hostiles, then the provinces, then a game of cat and mouse through three wide passages in his spawn area. Deemer mercilessly rained on me (they apparently can do that without building the guild oO), but in the end, having lost almost all my troops and left with just one village, the opponent surrendered! And I had even started recording a video, like a VOD, but gave up on that hopeless endeavor by the fourth hour :D
Thanks for the game!
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
I don't agree; I've looked at the map and reached my conclusions. 1. In this game I managed a 5-hero opening; the money was basically never delayed. Can the efficiency of a 3-hero opening even compare to 5 heroes — aren't those 2 extra heroes a week of any use? In one week, you could say all the money in the main and secondary areas got cleared, and that value surely covers the cost of 2 heroes? With a 3-hero opening, who knows when you'll even get the ore. If you really did lose with a 3-hero opening, it's fair to say it was because too few heroes made it inefficient. 2. The small Inferno secondary didn't help much — that's something you only saw after taking it. Are you so sure the Inferno secondary didn't have a simple route into the middle? Isn't scouting a 2-secondary map important? If you could open a path in a week but didn't. Flip the situation: if the Inferno secondary was full of money and easy to push into the middle, and losing meant you could collect, why not push into the middle from the Inferno secondary? You'd also get to see how the main route was doing. 3. As for taking the Champions' dwelling on D1, the suicide risk aside, the loss of 50+ Troglodytes aside — was it really worth it? My plan was to take 2 secondaries in week 1, then produce Champions and then clear the dwelling (on D6 or D7 — the ability to clear the dwelling is about the same for several heroes, and far fewer Troglodytes would die), but unfortunately when I produced the Champions I found the economy was no good — I couldn't even afford to clear the dwelling, and there was still the suicide risk. Suppose you opened 3 heroes and took the Champions' dwelling on D1 — let's see how many you could buy in a week. The key point of this game was that the economy couldn't keep up. Since you didn't even clear the dwelling-summon in week one, and cleared 2 secondaries but the economy still couldn't keep up (the extra money you earned exceeded the 2-hero cost), how efficient could a 3-hero week-one opening really be? As for being unable to push into the middle — clearly the main's skills weren't good enough, the army couldn't take shape, and the economy could never keep up (at this point the number of Champions wasn't the issue — even with a lot, there's no money to buy them). In week 3 the main got Expert Earth and could enter the middle the next day — already too late. 3. The premise of not being able to see the intersection on D3 — what is it? Under your playstyle do you see the intersection on D3? Under your playstyle, even on D1 if you take 2 Champions (the upper intersection takes a few more days to open, and can you be sure you'd find the ore)? 4. As for the final guerrilla warfare, there was no choice — the two-sided central position was too brutal, there was no space, and the opponent's main kept carrying a full army. 5. As for producing magic: on W3D4 I had 0 Mercury, and with the Champions upgraded from Leap, even grabbing the Mercury near the experience stone was useless; plus with the main's tiny P/K, no magic would have worked anyway, so just don't produce. Meteor and Resurrection were both available, but unfortunately not a single Scholar. 6. The key to the final loss: the main took the full army down to the Mercury mine but passed the wrong troops, and ended up running away with one bird to kill; the secondary carrying P-Champions couldn't escape the opponent's main's attack range and got one-shot. Otherwise, after the main finished taking the Mercury, he could have retreated to his own main-town area. The opponent had to go retake his own main; the main went to the 2-secondary to grab D2 and farm resources. The P-Champions one-shot the main, and the secondary had nothing left to do. Summary: the main's final choice was still the Savage + Haste — first, at least there was Haste, the most basic guarantee; second, since there was a Champions' dwelling, the opening didn't carry Archers, and the Demon's tiny Archery was basically useless; third, in #B the role of Tactics is much greater, no need to say more. In the end, if you really used the Demon as the main — a map with no artifacts, no stat boosts, the Demon would be just as garbage, probably not even enough mana to get past the big monsters, let alone fight the Gold Dragon of a Silver Pegasus hero. Going by the Russian's efficiency, in a single-player run with the starting save, on D1 produce the Eyes and buy the full army, buy Champions; on D2 build the Capitol; on D3 build the Summon and buy Champions, and fight it out — see how you grab the center. Also, the opponent's efficiency far exceeded my imagination; in this game a lot of my play was fairly conservative — in a spirit of fighting hard, I could have played even faster, like passing the full army through the same secondary, fearing blockages and guards, and so on.
I won't record every single move, just the key points. 1. In w1, I calculated the economy and decided to stay home and produce cavalry. I pushed out to a junction, took a look, and came back; going further was meaningless, as there are no free lunches in the treasure areas—it would only waste troops.
2. Dragonflies around 60 were the first hurdle, so I traded all my resources to deal with them. Calculating combat power, it should be slightly over 1x. Based on 3 possible grouping scenarios, 2 of them used 4 groups, so I set my formation against 4 groups: 1 Pike Swordsman N Pike Archer Cavalry 1 Pike 1 Pike On the 1st round, groups 1, 3, 5, and 7 were hit. Then the swordsmen moved down to block the archers and pikes, focusing on one group together; cavalry and archers also focused on one group. Losses were minimal. Unfortunately, the tree was too small—only 4 dragons, not very useful.
3. I saw the wings, so my temporary goal was to get more dragons and build a level 5 tower. Due to various reasons later, I never actually took those wings until the end.
4. A small mistake occurred on w2d7. I am blue and often mistakenly think I move second, so I didn't capture the red dragon nest on d7 (just to wait for 2 cannon fodder), resulting in one less red dragon in w3. This made a significant difference in combat power, especially regarding suppressing ranged units.
5. By w3, the economy had improved. My main force was high Earth, so I first built a mage tower and bought a book. With a large discount, I wasn't worried about roadblocks. After clearing a few nearby trees, I found that the Dragon Utopia was P; 32 ducks were enough to take it down. The handcuffs and K10 are both great—no need to worry about mana anymore.
6. Before taking the dragons, I noticed the opponent already had a hero approaching my other tower outpost, then turned back (later Necromancer same-sex appeared in the tavern, confirming that horse head was him). Since there were at least 3 trees between the outpost and my main city, to prevent the opponent from clearing trees and attacking my capital, I flew over and took it down first. If the opponent attacked with a strong army, it wouldn't be too late for me to fly out from the other side.
7. The opponent didn't come; calculating the time, I estimated their main force had moved far away (and they had one more outpost). So, I sent my same-sex general with 1 red dragon to act as a nuisance; unless the opponent has several angels, the general will definitely have no way to deal with the red dragon.
8. As soon as the general with the red dragon crossed the border, he achieved success—not only killing 2 one-off heroes, but I also discovered the opponent's main army (judging by the tavern): less than 500 skeletons and fewer than 28 dragons (P+S). Without a second thought, my main force immediately pursued them.
9. The strength of the Necromancer should not be underestimated. Saying that necromancy is weak in the face of diplomacy is something I've never experienced; some time ago I used it once and by w3 already had 2k+ skeletons, growing at a rate of 200+ per day. At this point, my economy was very strong and I had high diplomacy, so naturally, I wanted to find a way to land one big hit—worst case, surrender and go back to the wings.
10. Another surprise: I caught up with the opponent's general and wiped out his entire army instantly (the handcuffs weren't even noticed). Next, naturally, was striking straight at the opponent's main city. Whether it could be destroyed is one thing; the key was to prevent the opponent from building a mage tower (rules state that even with fly/jump, you must build a level 5 tower to use them), so the opponent would be forced to walk, while I had wings in sight.
11. After taking the opponent's main city, I built a watchtower and found the opponent had left me boots. Ahead was snow + desert; beyond the portal, it was unknown. With the support of the boots, I continued pursuing through the portal to see what the situation was. Meanwhile, my main city's new week troops were preparing to attack the opponent's only remaining outpost.
12. After passing the portal, I found a swamp. Perfect, I had pathfinding; by observing the terrain (not the sky), this swamp area was simply too large. However, a gem mine occupied by the opponent pointed me in the right direction. The horse head facing the other tower's eye was clearly meant to mislead me; I ignored it and chased straight toward the gem mine.
13. A major mistake occurred during the general's siege, leading to failure. This error extended the game time by 2 weeks; otherwise, the opponent would have been kicked from the game for having no city for 7 days. My apologies to the referee.
14. Although the difference in mobility between both sides wasn't great, I was running in a straight line, while the opponent had to fight left and right to increase combat power. Eventually, I caught up, brought over the 25 archers prepared for the other siege via surrender, and entered the final battle with handcuffs on all troops:
Since I have sp1, except for the archers' speed of 7, all other troops are speed 8+, faster than the opponent's dragons. Everyone waited, so the opponent didn't dare charge. After the dragons and skeletons moved (blinding my dragons), I accelerated everything over to wipe out the opponent's 2 squads of archers and small angels. On the 2nd round, I moved first and retreated everyone to heal the dragons and maintain deterrence. Surprisingly, they went berserk and killed 33 of their own 38 crawlers. On the 3rd round, I put everyone on wait. Since all my troops were faster than the opponent's, the berserk state had no opportunity to strike. The opponent cast Armageddon directly; this was very critical—if it had 3 more P, I would have only dragons left (and with only 1 squad, they'd be blinded to death). The surviving 3 squads of cannon fodder allowed me to keep the initiative. This round, the dragons couldn't reach the skeletons, so they moved into attack range and added a small fire resistance. On the 4th round, to prevent the opponent from continuing Armageddon, I first sent 1 squad of cannon fodder to bait the skeletons' counterattack, while others waited. If the opponent continued Armageddon, I would only have dragons left, but 2 hits would be enough to cripple the skeletons. The opponent helplessly cast a group counterattack to avoid my 64 dragons hitting the 500 skeletons for free. My goal was to destroy the skeletons to prevent further Armageddons, so I used armor break on them. On the 5th round, I continued using armor break on the skeletons; after one more hit, only 81 were left, while I still had 59 ducks. Without any surprises, I won the battle.
W1D1:
W1-W2:
W3D1 Hotyun:
W3D1 Redwhait:
W3D6 Hotyun, got Dragon Utopia:
W3D6 Redwhait:
W4D3 Hotyun - gold/day: 6925 vs. 2850:
W4D3 Redwhait:
212 - Redwhait was ambushed by Hotyun and lost most of his troops: