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This issue is resolved by using a good шах.timer. I've seen this papal game with a timer of 4000+400 on full WT ;)
New here? I'm Roha — want a quick tour?
This issue is resolved by using a good шах.timer. I've seen this papal game with a timer of 4000+400 on full WT ;)
I suggest a deck consisting of 5 templates and control:
1. 2sm4d(3) - 8+4+1 (maybe 10+6+1?)
2. M200 (deck of 2sm2s, balance, skirmish) - 8+4+1
3. Diamond - 16+8+1
4. Jebus Cross - 16+8+1
5. 8mm6a - 16+8+1
What do you think?
This problem is solved by a good chess timer. I saw this papal game with a timer of 4000+400 on full WT ;)
ps. WT will not be the default version of the game in any form. by mutual agreement - maybe.
Nothing like that. Well, they will play not for 2 months, but for 3 with a fast timer. The essence doesn't change. In Warlords, at least, you can gain control, but in SOD, you might not, and then the game in the format of "rush vs. control" can drag on indefinitely. The fact that they played XL in Novosibirsk is my fault, but I was once again convinced that XL+U is bad for tournaments, and every tournament confirms this. Maybe try 8mm6a for L+U?
Added 2 minutes later
I don't recommend Warlords, even by agreement. Warlords in its current form is a breeding ground for bugs, desynchronization, gray castles, etc. In Novosibirsk, a lot of time was spent on fixing a gray castle. And the CIS-2013 tournament also confirms this thesis.
Minino is one of my favorite templates, but imho it takes even longer than 8mm6a, due to having a larger number of treasure zones (and unlike the 8, you always know exactly where you're going and where to find them), so even if your opponent rushes you through the center, you can calmly retreat to your corner treasure zones with control, which I always found in any game on Minino, and just run around; the average game duration, by feel, is 4-5 weeks +.
well, that's what I wrote, on average 4-5 weeks, and isn't it the same for 8-player games?
ps. let's finish the game in about an hour and a half, I'll be leaving work soon.
IMHO this is a mistaken opinion. The game is definitely faster due to the smaller map size and linearity. Essentially, it's a mix of SMKA and Jebus Cross. I haven't seen a single game lasting longer than 1.5 months. Often the game ends before the end of month 1. Although maybe that's still long. Maybe I'm overestimating the blitz timer.
The main advantage of the Mini-Nosta is that it is easy to award. You look at the situation, and the outcome is clear. You estimate the time it will take for the fleeing player to finish their turn, you estimate the amount of loot that their opponent will gather during that time, you add it to the strength of the armies/heroes, and you compare.
For example, the Medium vs. Redwait game from the last CIS tournament ended with a mutual agreement to award the victory on turn 14, although there were still 2-3 weeks of gameplay left, but it would only have prolonged the inevitable.
But in 8mm6a, such a calculation is usually impossible - there are too many possible routes for the players, too many castles/villages, teleports, and so on.
Playing 8mm6a on L+U is just ridiculous, I suggest not considering it :)
Yura, your point of view is correct, but it's correct from the judge's perspective. And, statistically, mini-maps aren't any faster than standard maps. More precisely, the endgame on a standard map is unpredictable – it can start from week 2 and continue until the very end, while on a mini-map, it starts around week 3-4 and continues until the end...
Maybe try 8mm6a for L+U?