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11-12.12.12. St_Klaus (red, Rampart, Mephala) def Rockmachine (blue, Necro, random, Galthran) 143 2sm4d(3)
We didn't take restarts for some reason.
111 – nothing special, collecting resources, building Elves, 4 heroes, Kyrre arrived.
112 – turns out enough gold was given, Mephala takes maxi-crypt (artifact from hypnosis), scout hero frees prison -> + another scout hero; a swamp secondary area scouted, guarded by 10-19 Ogre Magi, guard broken. Dendroids.
113 – territory exploration, resource collection. Isra arrived as the sixth hero, although later there wasn't much need for necromancy. Citadel.
114 – took secondary in the swamp -> + tavern. Clearing the respawn, gathering resources. Pegasi.
115 – upgraded Elves, as there's a need to pass to an adjacent grassy respawn guarded by 20-49 Griffins, transporting troops from the castle.
116 – Griffins broken, along the way a quest artifact guarded by 10-19 Wizards is scouted. Unicorns.
117 – Mephala frees Valeska from prison. Level 1. Valya captures a secondary castle, builds Archers there. Already 8 heroes. A Guardhouse scouted, the only external dwelling in the whole game, never took it. Start exchanging resources on the market to build the castle in the capital, just can't make it within 6 minutes, result – 13456 in the Citadel.
121 – Selective clearing of adjacent respawns, upgraded Unicorns, building level 1000 in the swamp, taverns – in the castle. Decided to level Mephala on 20+ Earth Elementals. Turned out they were very "+", though guarding just one mill. Almost lost, only 9 Elves left.
122 – Resource gathering. Upgraded Centaurs. Level 1000 in the castle. Scout hero reveals the view, now I can observe the opponent's hero movements from the underground to the secondary (castle) and back.
123 – Kyrre on 5 Unicorns takes a crypt, clears the respawn of remaining shooters, collects chests, Mephala runs to the capital, where Mage Guild-1 is built. Scouts move chaotically, creating the illusion of some kind of chain. Built a Smithy in each secondary.
124 – Hide a scout in the castle, hire Ivor from the tavern with 4 Elves and 20+ Centaurs. Scout movements happen: either to pick something up, or to transfer troops. Finally built the castle in the capital and + Mage Guild-1 in the castle.
125 – Another path goes towards the dirt, scout hero breaks the guard, send Isra to check, build a chain towards the Wizards for the quest artifact. At the tip of the attack is Mephala, decided to make her the main hero. Mage Guild-2 in the capital, a Fort in the castle.
126 – Mephala takes the artifact from the Wizards with considerable losses – 2 Unicorns and over a dozen Centaurs, breaks into the swamp secondary, nearby – a Seer's Hut, gives 15k experience for the artifact. Main hero – expert leadership, armor, wisdom, water magic, basic archery, stats 5-7-4-2 with no artifacts at all. Build level 1000 in the capital.
127 – First contact in the swamp with the opponent's scout. Main hero takes Gnoll Flail from 50-99 thieves, breaks into the secondary castle. Built Dwarves in the capital for some reason. Scouts mostly transfer troops back and forth.
131 – Upgrading Pegasi, almost all recruited except Centaurs and Dwarves; break the Basilisks guarding the elevator to the underground in close proximity to the elevator from which the opponent runs to his secondary. Take the last risk to boost the main hero. Scouts deliver troops.
132 – In the underground there are 2 directions – south and east. Go south, scout hero takes a shield +4 from 20+ Obsidian Gargoyles, find blue hero Nagash hiding with a dozen Zombies taken right there from an external dwelling. Can't reach him. A guarded prison nearby. Remove the guard. Build an Archer upgrade tower in the castle.
133 – Nagash kills my scout squire, runs away. Whether I chased him, I don't remember. Free Sorsha from prison. Isra hangs around the dirt, didn't go far – blocked by shooters, collects loot. Upgrade Dwarves, recruit, transfer.
134 – Advance in the underground to the east. Mephala, Kyrre, and a scout hero. Mage Guild-3.
135 – Decided to first take the opponent's secondary that's visible from the overlook, exit towards him with the main force from the metro. The opponent apparently built a Darkness Veil in his main, and with every turn in the underground – pitch black. Positioned scouts so it wouldn't get dark. Market in the capital.
136 – Main hero takes the opponent's secondary castle, boost with Pegasi. Built Mage Guild-1 to replenish mana. Scouts scout the road to the opponent's main castle. Started fooling around, built a Miner's Guild for some reason ).
137 – The opponent's hero came with seven Black Knights, killed my scout. Or two. So the necro castle is very close. Main hero takes a Hive with 8 Wyverns. Meanwhile, Isra builds a Wyvern Nest in the swamp secondary, planning to transfer next day.
141 – Everyone rushes together from all sides towards the underground. Mage Guild-4 in the capital. Just in case. With Frenzy and Prayer.
142 – Kyrre intercepts the troops delivered by scouts and catches up with Mephala heading towards the opponent's castle.
143 – Mephala visits the Marletto Tower and with stats 9-13-5-3, 39 Grand Elves, 51 Grand Centaurs, 11 Unicorns, 12 Wyverns, 18 Pegasi, 16 Dendroids, 24 Dwarves, and 30 mana attacks the castle where Galthran is with 4-5-3-3 (or 5-5-3-3) with 8 Black Knights, about fifty Zombie Lords + small numbers of Vampire Lords and Liches, 60 mana. Only the central castle tower was spitting painfully. Otherwise – no chance. Thanks for the game.
Not a single external dwelling except Pikemen, and not a single Conservatory encountered in the entire game.