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15.04.2012 shpilenger (blue, random, Stronghold, Crag Hack, Solmyr) def theShevanesian (red, random, Tower, Astral, Das) Kite 135
External dwelling of hobbits and a necro respawn visible with one skeleton, a free hero from prison with weak army, Solmyr is present and Aislinn is shining in the tavern, only 6 heroes - we play.
In week 1 I played terribly, losing a lot of meat, captured a necro town and started building a Mage Guild there. On day 125 in Mage Guild level 5 I get Fly :cool: and with it clear 2 conservatories (3 and 2) and gain stats. On day 135 they attack Solmyr with the full army in the necro town and surrender without a fight; yes, in an open field the battle was also easily winnable. Thanks for the game!
Details on my channel
P.S. I express my gratitude to the tournament organizer Gaudin! who supported all tournament participants and me personally, handled everything and did everything to make the tournament a great success :smile02:
P.P.S. Also many thanks to the authors of this tournament's templates, PlayHeroes_HP and Javdet
My personal IMHO about the templates:
1) Kite
+ the only General GO, large number of zones, you can come from anywhere, many development options both at the start of the game and during its course
- GO might be in a teleport, treasure zones can generate crookedly (but doesn't always decide)
2) Speed2
+ common GO, presence of a zone with all rare mines, minimal number of artifacts on respawns, Mage Guild 5 can be built if desired, with proper play there are plenty of fights with cheap troops and usually it doesn't end with just one final battle
- heroes specializing in level 4 destructive magic are too decisive
3) Speed1 M-U
+ double to the spot, presence of computers
- each has its own GO (one gets a pack of magic elementals, the other gets a horde of harpies)
4) Speed1 L-U
- Playing it takes 6+ hours at minimum, paths to computers generate even on impassable terrain (better to just play Jebus Cross or Mininosta)
5) Cross (tested little and mostly with unsuccessful results)
- high probability of re due to meeting, almost everything is decided by the main treasure zone (if the start is tight you simply won't reach it physically in time)
External dwelling of hobbits and a necro respawn visible with one skeleton, a free hero from prison with weak army, Solmyr is present and Aislinn is shining in the tavern, only 6 heroes - we play.
In week 1 I played terribly, losing a lot of meat, captured a necro town and started building a Mage Guild there. On day 125 in Mage Guild level 5 I get Fly :cool: and with it clear 2 conservatories (3 and 2) and gain stats. On day 135 they attack Solmyr with the full army in the necro town and surrender without a fight; yes, in an open field the battle was also easily winnable. Thanks for the game!
Details on my channel
P.S. I express my gratitude to the tournament organizer Gaudin! who supported all tournament participants and me personally, handled everything and did everything to make the tournament a great success :smile02:
P.P.S. Also many thanks to the authors of this tournament's templates, PlayHeroes_HP and Javdet
My personal IMHO about the templates:
1) Kite
+ the only General GO, large number of zones, you can come from anywhere, many development options both at the start of the game and during its course
- GO might be in a teleport, treasure zones can generate crookedly (but doesn't always decide)
2) Speed2
+ common GO, presence of a zone with all rare mines, minimal number of artifacts on respawns, Mage Guild 5 can be built if desired, with proper play there are plenty of fights with cheap troops and usually it doesn't end with just one final battle
- heroes specializing in level 4 destructive magic are too decisive
3) Speed1 M-U
+ double to the spot, presence of computers
- each has its own GO (one gets a pack of magic elementals, the other gets a horde of harpies)
4) Speed1 L-U
- Playing it takes 6+ hours at minimum, paths to computers generate even on impassable terrain (better to just play Jebus Cross or Mininosta)
5) Cross (tested little and mostly with unsuccessful results)
- high probability of re due to meeting, almost everything is decided by the main treasure zone (if the start is tight you simply won't reach it physically in time)