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Group H.
14.10.12. Pit for LM (blue, Dungeon, Shakti, Tarn) def Alessandro (red, Rampart, Kyre, Kyre), balance, 134.
The first two generations were terrible, restarted. All respawns were blocked, poor, the second time one stack came with Lorelei.
The third deal – the army is standard, I immediately take the Dwarf Cottage for 20, though losing a dozen troglodytes. They give defense, a scout on the respawn shows gold, external dwellings for troglodytes and minotaurs. The heroes are excellent – Luna, Grindan, Gunnar. And there's a Griffin Conservatory. But then the opponent takes 111.
In the next generation, on my 111, the mod crashed with an error, but the opponent loaded an autosave, thanks to him for that, otherwise I was ready to take the last restart on a good layout.
111 – we have 3 strong stacks of troglodytes, 4 Evil Eyes, a few harpies. In the tavern – Tarn with undead, I switch to him immediately. The castle has a Griffin Conservatory, an external market, a Dwarf Cottage, and most importantly, an external dwelling for Evil Eyes.
112 – I take the external dwelling, break through some slow neutrals, necromancy is still advanced.
113 – I take the native village, set up a portal there. Shakti breaks a prison – and there's Jeditte with a bunch of troops.
114 – I break a 15-dwarf dwelling. Tarn gets and advances Earth Magic.
115 – Tarn passes into the neighboring zone through rough terrain. The passage is very convenient, the town is close, the road is close. The army moves to the other flank to capture a mine and check the Griffin Conservatory. It turns out to be 3-4, very good, now to find Slow. I also see the edge of a Medusa external dwelling, which is interesting.
116 – I take a barbarian village, build a Mage Guild – only Shield. But next to it I discover another Griffin Conservatory. I sit down to replenish mana, build a chain to capture the Medusa external dwelling and then transfer it to Tarn for the Dwarf Cottage.
117 – I capture the external dwelling, place the Medusas in a citadel with a portal, the Dwarf Cottage turns out to be 15. Tarn eats a scholar and gets Defense.
121 – Money runs out very quickly. Buying is quite partial, even with resource exchange. I build a Mage Guild in the capital – no Slow. In the secondary town – also none. Very bad. I capture the artifact's armor and +1 luck. I level up Earth Magic.
122 – I attack mummies in the center, Jeditte grabs a town there – and it's Necromancer. Funny.
123 – I take an extremely unpopular measure due to the lack of Slow – upgrade 200 troglodytes into skeletons. I get about 350. With them, I go into the Griffin Conservatory near the secondary town. It's max there ☺. Well, great, we take it out without losses. I made a big mistake on leveling up – they offered Fire Magic, but I didn't take it ☹. In the end – Learning. And I have Haste and Curse in the spellbook... I broke into the capital, doubled mana, and ran to the second Griffin Conservatory.
124 – I advanced to the Griffin Conservatory. Along the way, I capture gold to upgrade Evil Eyes and Medusas. Jeditte on harpies with archery rushes to the second central fort.
125 – +3 angels, + a few skeletons. I run to the ГО (angels). Upgrade Evil Eyes (61).
126 – upgrade Medusas (21), I attack my ГО without losses. Jeditte captures a secondary Conflux town; beyond the mountains there are Boots of Speed. I need to capture them somehow. I use Earth Magic scouting to see how everything looks. The roads are slow and very long, I won't make it to the opponent by the end of the week. Super-treasure zone in the desert, you can't really run around there.
127 – I captured a gold mine in the center. Then I give 5 angels to Shakti, and he loses two in a Hive that turned out to be max. Fine, I break Gunnar for the Boots, leveling up his Logistics to expert along the way. Tarn, after Learning, grabs Artillery. Really bad.
131 – Gunnar captures the Boots and prepares to break. Tarn stands guard at the super-treasure zone.
132 – I fought carelessly, lost 100 skeletons. I took a Hive for 8. Gunnar broke and bought a spellbook.
133 – Gunnar captured a necklace of +1 Speed, Tarn took another Hive for 6.
134 – Here the opponent breaks his ГО (trolls) and stands next to it. Tarn recruits more skeletons, another 8 wyverns, then everything is given to Gunnar and he attacks:
Gunnar (9, 4, 3, 3(40)), expert Tactics, Logistics, and advanced Archery, +1 Speed, -2 Morale, +1 Luck, +2 spell duration, 42 greater medusas, 79 greater Evil Eyes, 5 angels, 34 wyverns, 38 greater harpies, and 484 skeletons; Kyre (7, 9, 3, 3(9)), expert Archery, Logistics, Earth Magic, basic Catapult, advanced Attack, Pathfinding, and Wisdom, 40 grand elves, 10 dendroid guards, 10 war unicorns, 64 centaurs, 4 angels, and 23 silver pegasi.
Even though Gunnar didn't have time to level up much, the huge advantage in army power left the elves no chance.
Thanks for the game.