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Posts from Let's talk about our Red Rush strategy... Auto-translated

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Ban or allow Red Rush:
54 voters
Multiple choice Public votes Closed 2013-09-20
This poll is closed.
allow on XL+U templates
50% 27 votes
Leave the ban on XL+U templates in place
50% 27 votes
allow on the Diamond template
25.9% 14 votes
leave the ban on the Diamond template
55.6% 30 votes
allow on the Mini-Nostalgia template
27.8% 15 votes
leave the restriction on the Mini-Nostalgia template
53.7% 29 votes
In reply to RiMpel2
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#115
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In short, let's not rush things. We'll leave everything as it is for now, carefully re-evaluate everything, consider it, and only then make a decision. Fortunately, there's a worthy example to follow:
Feb 19, 2013 – The state of Mississippi ratified the 13th Amendment to the U.S. Constitution... The amendment, which prohibited slavery...
In reply to Dima Surmay
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#116
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We need to create a poll. Then we'll remove the trolls and noobs, and count the votes.
Не бійся коли ти один, бійся коли ти нуль.

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#118
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Chingis
On the other hand, three simple questions were asked here, and for some reason, no one answered them. I'll answer them myself:).

Question 1. What prevents Red from attacking Blue on Sunday (117, 127, etc.)?
Answer:): It's pointless because there's no growth, no advantage over Blue:)(the smile doesn't fit on the monitor).

Question 2. What prevents Red from attacking Blue on Monday (121, 131, etc.), but without growth?
Answer:): Read the answer to question 1:).

Question 3. What prevents Red from attacking Blue on Tuesday (122, 132, etc.) with growth?
Answer:): And this is just stupid, because Blue also gets growth, so Red's efforts are in vain, it's frustrating, and again, there's no advantage.:)

Conclusion: AAAAAAHHHH, Blue is so bad, you just can't attack him with an overpowered advantage!:) What a scoundrel and villain, Blue is:).

Does RR mean that Blue MUST, SHOULD, etc., die?

Answer CONCRETELY to all 3 questions? Just no fluff.

Or let's allow RR, but take away 1 restart from Red, and let's see what they'll say:).
I have nothing to add, let's turn to the classics.
http://www.youtube.com/watch?v=OGsHshpYkiU
In reply to Dima Surmay
#120
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I may, of course, be mistaken, but Red Rush on 121 is practically impossible, as the English say — here Red needs a mega-layout to break through to Blue, and on virtually all L and XL maps contact starts later. If I'm wrong, explain. So the question about Red Rush is either to allow it or not, and by week 3, Griffin Conservatories, Dragon Fly Hives, Pandora's Boxes, and other things already come into play
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#121
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Iamsamstan
I could be wrong, of course, but RR on 121 is practically impossible, as the English say; here, the red player needs a mega-lucky layout to break through to blue, and on almost all L and XL maps, contact begins later. If I'm wrong, lay it out. So on the RR issue, either allow it or not, and by week 3, the role of Griffin Conservatories, Dragon Fly Hives, Pandora's Boxes, and so on already kicks in.
That's exactly it. On XL+U, even restarts due to encounter are not uncommon.
In reply to Dima Surmay
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#122
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Message from PReDS:
The thing is, you're engaging in bare theorizing, with which you can pour tons of water for either side and prove nothing. Vic, on the other hand, is referencing many years of experience participating in and running tournaments on the templates being discussed. The principle: "Practice is the criterion of truth" — he didn't invent it.

Why would it be bare? I myself have personally encountered many situations where RR would have been very decisive! Literally in a second, epic games with Scorpiona, Outlaw, and Jebus's events come to mind, as well as many games where I can't recall the opponents off the top of my head right now. This is just a drop in the ocean out of hundreds of games; recalling all the rest, I cannot deceive myself and say that RR wouldn't have decided the outcome, because it would have decided it!
- when playing with control on any of the 7 days, Red risks being attacked without mana, which is usually more important than the weekly growth, and is forced to take this into account in his actions.

I'll let you in on a secret: CONTROL is generally the most pivotal part of the game. We're talking about RR and its absence and this difference. If you're talking about control, give it to both sides to judge fairly.
Message from =Stinger=:
Vic already wrote earlier that for many years on other sites they played without banning RR and there were no complaints about it.
What complaints have you heard on HeroesWorld in favor of removing RR?

I agree with the rest of your post, but
I won't be baseless if I say that in the Chaos League, on the bay, and in the CIS tournaments listed by Vic, games mostly ended by week 3-4! I won't even bring up games on WT, where the game often ends by the end of week 2. And this is by no means due to RR being allowed. There simply wasn't this habit of "hoarding," and hoarders were killed right at their respawn.

What is happening now on HeroesWorld (I judge again from streams and reports).
Games end on average in month 2!
That is FALSE! I tracked the statistics for the last 2 seasons and some tournaments on HL+U templates, attached the file below. There is no average of month 2! There are 23% of completions in month 2. Of those, about 15% in the 1st week of month 2! So mega-long games (past 217) are around 5-8%!

Games on L templates and even m+u mostly end in week 3! There are no wins in week 2 in SoD in general terms! They are rare (less than 15%, or even 5-10%)
Message from Wicc:
I've already typed out more than a kilobyte of text in over a dozen posts here, justifying my position. But you apparently don't even read them. And if you do read them, you don't bother to comment, just droning on about your April Theses from an armored car.
What are you doing with your eyes? HERE IS THE LINK to the response to your kilobytes, which I read: /topic/7340/
Very curious how else I need to comment for you to notice...

P.S.: I also want to add that prolonged games on HL+U going into month 2 are in some cases related to specific players who played drawn-out matches 4 times, which might indicate a game tactic or a lack of skill in others. I made a slight error in the calculations; the percentage will be closer to 20.
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МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to Dima Surmay
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#123
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I've been thinking about our current rule. It needs to be revised and supplemented; several points are not reflected, and the concept of "increase" is not clearly defined. Therefore, I propose the following: I will revise the rule regarding Resource Rushing (RR), post it, we will discuss it again, and then we will hold a vote on whether to allow RR on XL templates.
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#126
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Let's resume the discussion about red-rush. To avoid repeating everything, I've compiled the recent posts into one topic. So, read from the beginning if you don't remember.

I've expanded and clarified the wording regarding the questions that players most often ask the judges.

Let's discuss the wording, and then I'll attach a poll about banning/allowing red-rush on XL+U maps.

What we have now:
3.1. Red-rush is prohibited, i.e., a player playing as red is not allowed to attack on the first day of the week with reinforcements purchased on that day:
a) on the blue's Castle (even if the Castle is not guarded);
b) on blue's heroes or guarded mines, if the presence of reinforcements can affect the outcome of the battle or losses in the battle for either player.
* Troops that come with purchased heroes, as well as troops from Outposts ("Niches"), Pandora's Boxes, Summoning Portals, etc., can be used without restrictions.
* The concept of red-rush does not apply if both heroes end up on opposite sides of the Portal or Underground Gate during the attack.

New wording:
3.1. Red-rush is prohibited: a player playing as red is prohibited from attacking on the first day of the week with reinforcements purchased on that day:
a) on the blue's Castle (even if the Castle is not guarded); *
b) on blue's heroes or guarded mines, if the presence of reinforcements can affect the outcome of the battle or losses in the battle for either player.

The concept of red-rush does not apply when the players' heroes end up on opposite sides of the Portal or Underground Gate during the attack, if the red player cannot see where the blue hero is. **

Clarification 1. Reinforcements are considered to be:
troops that appear at the beginning of a new week in the cities (towns) of the player or in the cities (towns) of the opponent (human or computer) captured on that day;

Clarification 2. The following are not considered reinforcements and can be used without restrictions:
troops not purchased in the previous week;
troops from neutral cities and towns captured on that day;
troops that come with purchased heroes and heroes from freed prisons;
troops from Outposts ("niches") and troops from Summoning Portals;
troops from Pandora's Boxes, Griffin Conservatories, Serpent Nests, Seer Huts, Refugee Camps.

Clarification 3. It is allowed to upgrade any troops.

Clarification 4. If it is impossible to distinguish old troops from reinforcement troops (mixing in a hero or in a Castle), it is considered that the reinforcements are lost in battles with neutrals. Until the reinforcements are mixed with old troops, they are considered reinforcements, regardless of the losses of the old army. ***

Clarification 5. In a game involving more than two human players, the rule applies consistently to other colors (blue-rush, brown-rush...). In a game with alliances, reinforcements also include the reinforcements of the ally. ****

* 3.1.a)
Oldboy
Why are there more stringent requirements for attacking a Castle?
The value of a Castle for blue on the first day of the week is incomparably higher than the value of a mine (if there is no army resting in it) or a hero (if he is used for a chain or scouting).

** This point has already been discussed. The existing wording should protect red from time-warping, if blue deliberately sets himself up for a red-rush. However, red can quite possibly see the blue hero in a certain situation (e.g., from a lookout tower...), and, using the rule, consciously rush.
Should we leave it as is, or clarify that it only applies if he can't see it?

*** Clarification 4. For example, if 4 horses were bought on day 121, adding to the 2 horses already present, and 3 horses were lost in a battle with neutrals, then when attacking the opponent, two horses can be used, and one should be dismissed/left in the Castle/given to another hero. But if the old army suffered losses of one horse on the way home, and only then mixed with the reinforcements, then when attacking the opponent, only one horse can be used.

**** Clarification 5. For example, in an alliance between brown and red players, brown cannot use red's reinforcements to attack green in accordance with paragraph 3.1.
#127
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A very monstrous structure results from this new revision of the rules... In my opinion, to maintain universality and simplicity, there are only two alternatives: Either: 1. **Red rush is prohibited: On the first day of the week, with the new resource increase, you cannot attack anything with a blue flag.** (This includes everything - cities, mines, scouts - everything, without any specific definitions of "increase" or "affects the battle"...) Or: 2. **Red rush is allowed.** Based on this, the tactics are built when choosing a color, on the map, during the game, etc.
ICQ601845540

Как сделать так, чтобы в подписи картинка рейтинга была кликабельной?
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#128
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A very long and tedious new formulation. It's not suitable. It's better to leave it as is.
Не бійся коли ти один, бійся коли ти нуль.

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#129
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The new wording is practically no different from the old one. Clarifications 2-6 will be included in the appendix. You will read them when you start thinking about the Seer's Hut, so you don't have to search for online judges. That's how we judge now, but there are often many questions about what is allowed.

The only thing that has changed:
The concept of a "rush" is not applicable when the heroes of competing players are on opposite sides of the Portal or Underground Gate during an attack, if the red player cannot see where the blue player's hero is standing.
There was such a case, so I added a clarification. Is it necessary?
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#130
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No need to, because in this way, blue can specifically block the portal/underground gate, preventing red, for example, from bringing troops to the main hero.
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In reply to Sanin
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#131
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Sanin
There's no need for that because, in that way, blue could specifically block the portal/underground gate, hindering red, for example, from bringing troops to the main hero.
And if red can see it, what changes in your logic?

Pete's suggestion is aimed at preventing accidental rush attacks, where one player is advancing and suddenly gets rush attacked.

In the CIS Championships, a similar interpretation to Pete's was used, only the increase from hidden units (previously painted) and portals (previously built) was still counted as an increase.
In reply to Wicc
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#132
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Wicc
And if red sees it, what changes in your logic?

Pete's suggestion is aimed at preventing accidental red rushes, where someone is moving along and suddenly initiates a red rush.

If red doesn't see it, such a move from blue won't work because the attack from red won't be considered a red rush.

But if red does see it, then this move makes sense. We're talking about a situation where the map has already been explored enough, and blue knows that red sees it. And blue also sees red's actions.
If blue is so afraid of being caught in a red rush, then it's enough to not spend the night in a portal.
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