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Game 3: M8mat (Nature) lost to Havr (Chaos) - 145.
I think I played my most successful Bizarro. It all started with an excellent layout. Starting as Chaos, both level 1 dwellings were thieves, with a direct path to a Neutral Order site next to which was a dwelling of 40. What more could I wish for? As a bonus, there were great roads and a system of 4(!) two-way green portals. There is a purchasable robe, and overall the stats layout is great. The starting wizard went into Scout, the second wizard into Tactician, and taking the 40. By the end of the second day, I cleared the dwelling; losses didn't matter. After that, with two sorceresses, everything was fine. Thanks to the portals, I plotted a route where a couple of 40s easily cleared levels 1-2 and even took out two squads of vamps with the help of a hero with Misfortune. One of the squads guarded a medium cactus that gave exp to the Scout, and as a result, he reached his level by day 7. The Ancient Behemoths (AB) in the castle appeared according to the minimum schedule; nothing unnecessary was built, including experience, until they were constructed. The luck was only just beginning :) I freed a prisoner, and nearby was a witch's hut with Order. Without thinking, I dualed the prisoner into Order. The Scout would become a Grand Master thanks to the altars, and a Grand Master of Order against Nature is not at all a bad thing. Then it got even better. I hit the second Bizarro hut (the first gave 10 gems) and got 16 efreets into the army! I lost one immediately while clearing an abandoned sulfur mine (the first and last time bad morale due to the 40s in the army let me down), but those are trifles. By that time, the ABs in the castle were ready; I also bought more efreets and took the last castle (the home secondary was already taken). There, I decided to add goblins from the dwelling for a future join. Later there would be a join of one stack, but in the end, they give so much "change" when joining top monsters that you can't bring yourself to detach them. After taking the 4th castle, I looked at the path and realized there would be no more mushrooms. I thought I'd hang around here to step on the nearby ones on the next turn. As a spot to hang out, I spotted a large cactus behind the frenzied bulls with monsters. 1 AB, 4 goblins, and 23 efreets with hero support managed it. One hero died, but I had to go through the castle anyway. And the cactus gave an AB! How wonderful just before the join. With this army, I clear the AB dwelling (the second hydra, not needed), adding another AB from the castle on the way, and I buy diplomacy. Now, it's safe to join. The sorceresses were detached long ago so they wouldn't get in the way. From roughly this point on, you don't even have to think about the battles, especially after joining the first Mega-Hydra. A good tactician means none of the units on the map can do anything, not even to the single Mega-Hydra that ran ahead. The large cacti continue to please: two for 10K to the tactician, then about 3-4 times—not Order, I don't remember exactly—they gave +3 levels. True, they didn't give gloves for a long time; I only got them on 1.3.3 at the penultimate medium cactus. But almost everything went into defense for the tactician. After opening up, I clean up the last corner, and by the end of 1.4.2, I stand by the mushrooms near the passage to the opponent. I search for him there for a couple of days, leveling up a bit more on what I found along the way. Plus, with the lord, I buy a scroll for 25K — Hand of Death for the tactician — and I manage to transfer it to him, even though I had already given up hope.
Finally, on the opponent's territory, he finds me himself and attacks.
His army:
General-22 (defense 146 with Chaos breastplate), Demonologist-16 (Summon Devils), Bard-19 (GM Nature), 18 phoenixes, 3 squads of 5 manticores.
My army:
General-31 (defense 203, robe, ring of health), Wizard-21 (GM Order with stealing all spells, Master of Chaos, defense 100 with Nature breastplate), Pyromancer-20 (GM Chaos with Staff of Chaos in hand, Disintegrate hits for 1155, defense 84 with dragon breastplate), 6 megas, 10 ABs, 31 goblins, and 39 efreets. The tactician's sets are present: axe +40, ring of the warlord and commander's helm on one of the heroes, dragon shield and ring of protection on another.
The opponent tried to hold my megas and ABs with his manticores, and use phoenixes and devils to kill the Chaos caster. However, my Order caster stole immortality, specifically for him, right after the phoenix removed it :). And the manticores all fell on the first turn to the goblins, efreets, Hand of Death, Disintegrate, and megas, while the ABs flew in and removed the immortality restored by the tactician. On the next turn, both the ABs and the megas were already at the opponent's heroes. Game Over.