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RO32 First Game (0.5-0.5)
10.01.14 Toganash (red, citadel, Tyraxor, Tyraxor) draw Psyche_7 (blue, castle, Valeska, Valeska), Spider, 226
The game took place a long time ago, so I'll recall what happened from memory. We played for a very long time, about 15 hours straight, so after 10-12 hours of play the timer was completely drained and mistakes started due to time pressure and fatigue. I gained control much earlier, collected more stats and troops, captured towns, but the opponent cleverly holed up in a Sanctuary, from where he could take back one of three towns on his turn. To win, I would have had to save up resources for two more towns and level up two scout heroes so they could protect my cities. The game promised to drag on for at least another month and a half. But before that, I had committed technical violations such as: on the 12th hour of the game, my Tyraxor, when there were still move points left for one more step and the timer was already counting down the last seconds, used Dimension Door, which turned out to be the third time. Thanks to the opponent for not taking a hard stance, as some are capable of, and simply letting me replay the turn. Then, towards the very end, a scout hero with advanced Air Magic used Dimension Door to get a Breastplate +3 defense and was supposed to return home with Town Portal, but here I blundered again and used Dimension Door instead. In principle, it didn't change anything, but a violation is a violation. Based on all this, I decided not to continue this painful game and we agreed to a draw with the opponent.
Thanks for the game.
RO32 Second Game (1.5-0.5)
11.01.14 Toganash (blue, swamp, Bron, Gunnar) def Psyche_7 (red, rampart, Kyrre, Kyrre), 2sm4d(3), 211
We both picked all our rests. The template gave me a double. Gating Guardians and Efreet Sultans, and I'll have to fight both. There's a Dragon Utopia on the respawn of the double and Gunnar appears in the tavern. On the first day I capture all three secondary mines and on the last day in the double, instead of building a Wyvern, I build a tavern. Oh well. The plan for day 131 was to gather troops from the double and take the Dragon Utopia. Gorynyches will carry. On day two, Mullich on the Necromancer secondary takes the level 1 Griffin Conservatory, I run to the metro to another Necromancer, where there is also a Griffin Conservatory. I check it – 2-4. I don't attack, I don't want to leave a Wyvern or Gorynyches there if it's max. I decide to take the Dragon Fly Hive, which is one day's travel away, and then break the Griffin Conservatory without a problem. But on that turn, Kyrre accelerates from the entrance to the metro from his own respawn and is just supposed to reach that Dragon Fly Hive. Anyway, the next turn Kyrre takes that Dragon Fly Hive and I'm already waiting for him at the gates of the Necromancer castle, so in order not to leave the Griffin Conservatory, I take the Griffin Conservatory. The Griffin Conservatory is level 3, I took minimal losses. Kyrre, however, runs into the treasure zone. The advantage in troops and stats shows in favor of the opponent and he's already eating up in the treasure zone – I'm panicking. Then I don't remember exactly what and how. But in the end, at the end of the second week, Kyrre takes the Necromancer secondary underground. At this time, my Gunnar at the metro entrance on the other Necromancer respawn above sees a Dragon Fly Hive, which he takes, breaks through the metro – there's another Dragon Fly Hive. I go a little further and see a Dragon Utopia – I decide to take it since I've come this far, but I have few troops. The two Dragon Fly Hives I took were minimal. I set up a chain, bring troops from two towns and at the start of the third week take this Dragon Utopia – it gives Cap of the Overlord. At this time, the opponent's scout heroes exit the metro onto my respawn and spot a Dragon Utopia on the double. So as not to leave it for the opponent, I Town Portal with my last mana to the double but I don't make it to this Dragon Utopia with Gunnar by 300 movement points. In the end, a zero-level Tazar takes the Dragon Utopia with considerable losses and, in the last seconds, transfers the troops back to Gunnar. But we have the Curse of the Netherworld – that's full control. Then the opponent's main attacks Gunnar, Gunnar buys back in the Necromancer and sits the next turn there replenishing mana. The opponent takes my native town and the double. A turn later, Gunnar with full mana attacks Kyrre, who has no magic at all, and with implosion I leave only 51 Archangels from his entire army, with which he buys back and runs again into the treasure zone. Gunnar, meanwhile, returns all his towns, takes the opponent's main, and, so as not to chase Kyrre, also jumps into the neighboring treasure zone. After 2-3 turns, Kyrre returns home still without control and runs to take his main. He attacks the town, again a decent stack of Wyverns, the same Archangels, tries to lock him in the castle and shoot him with the Golden Bow, but still cannot overpower Gunnar.
Thanks for the game.
RO32 Third Game (2.5-0.5)
20.01.14 Toganash (red, tower, Solmyr, Tant) def Psyche_7 (blue, castle, Valeska, Valeska), 2sm4d(3), 145
I went through all my rests, in the end it gave complete misery without money, and the only way out of this situation, it seemed, was to go for a meet-up rest. However, this decision was made too late. I capture the Necromancer secondary, still no money in sight, and I run along the chain to break through the golems on the roadless terrain to the opponent's secondary, in order to get to his respawn from there for a meet-up rest. I break through the golems, nearby there are snipers, which the dads from the stream also want me to force me to break, claiming it's the guard of the opponent's secondary and his respawn. I insist that this cannot be the case and that the guard from his respawn to the secondary is further, and I run there. And indeed – there are zombies standing there, which I break through, but now the dads tell me that I had no right to run through the opponent's respawn to this guard, half a tech defeat. After reading the rules, I understood that I actually had that right. The only violation I committed was the following: after breaking through the zombies, I incorrectly decided that since the guards on both sides were broken through the secondary, I could already run past the Gating Guardians, because there is no clear statement on this in the rules. It would have been more correct to immediately ask the opponent, of course, but since the timer was very tight and at around day 116 there was only about 1 minute left, I decided to run through and attack the opponent in order to get a meet-up rest, and if I was wrong, to find out during the battle when the timer is stopped. I relied on that understanding from the opponent that Psyche has always demonstrated. Going around from the secondary, I wouldn't have made it in time to attack, since the opponent moved his troops away upon seeing me, and apparently, unwilling for a meet-up rest. In the end, we figured out that I still did not have the right to run past the Gating Guardians and decided to continue without a meet-up rest. Once again, I express my gratitude to Psyche, who does not build the game on trying to catch the opponent on something like that, although he could have.
In the end, I have complete misery. On the stream, they advise me to surrender and start a new one. But the next turn, the situation improves a bit. On the opponent's secondary, a scout hero takes two treasure chests, there is a Griffin Conservatory 2-4, I find a little money on the Necromancer secondary, and Nagas are built in the citadel. On day 121, Tant arrives, on the Necromancer secondary in the corner, a scout hero scouts an Amulet of the Undertaker +10 necromancy, and I understand this is my only chance. Money-wise it has become easier, scout heroes have found things, I clear a dungeon in the underground, everywhere I build +1000. And even the imps, which the template threw at me more than enough, and which apparently ate up all the value of the respawn, now seem very fitting for Tant. In the end, Tant starts to necro slowly, immediately picks up Earth Magic, clears the Tunic of the Cyclops King. On day 125, I plan to use a chain with Fiore to take the Griffin Conservatory on the opponent's secondary, but Valeska beats me to it and immediately jumps into a portal to the treasure zone. Sad. Now the plan is to gather 400-500 skeletons and go to the Dragon Utopia, which was scouted in the underground near the dungeon. I only reach the Dragon Utopia on day 136, but I already have 800 skeletons. It gives the Curse of the Netherworld and a shield +4 all. Nearby I take a Necklace of Supreme Mastery +3 spell power and knowledge. Then the Crown of the Dragon Kings. In short, Tant already has 20 spell power and knowledge, and with the dungeon it's just imbalanced. It should be noted how the game changed with Tant's arrival: he immediately picks up Pathfinding to walk on snow, then Earth Magic, right away there's an Amulet +10, an artifact for +4 spell power, and all subsequent artifacts were for knowledge and spell power, a dungeon for double mana, and a Necromancer secondary for conversion. Then in the treasure zone I take a couple of Pandora's Boxes, there I mistakenly lose 200 skeletons (forgot to resurrect) and break my return to home. From there I run to the Gating Guardians, break the bears, and stand at the Tree of Knowledge. The next turn, Valeska, who managed to return from the treasure zone, attacks after scouting with a scout hero. But against Tant with his Resurrection and mana 200+ against the opponent's 40 – no contest.
Thanks for the game.
Overall, very interesting games occurred, in the last two games, when it seemed the initiative was completely with the opponent, the game changed dramatically thanks to lucky Dragon Utopias or other small things that together allowed winning the game. Thanks again to the opponent for the time.