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We defended against all rushes, and in the end, he didn't surrender the fountain, but he did have a Necropolis and a clear view. With the Gate of Oblivion, he was sending Firebirds through the portal. We quickly leveled up a Necromancer and started attacking with him. We found a level 2 Consul, and with that Gate of Oblivion (and Efreeti on the other side), the only question was time. The opponent didn't try to stall.
We defended against all rushes, and in the end, he didn't surrender at the fountain, but he did have a Necropolis and a clear view of the Gate of Oblivion, from which firebirds were coming. After quickly leveling up the Necromancer, he started to heavily use Necromancy. I found a level 2 Consul. With such a Gate of Oblivion (and on the other side, there were Efreeti and Sultans), the question was only about time. The opponent didn't try to stall.
Thanks for the game!
Regarding the rushes: I spoke with Vik later. It turned out that I was right. It's a mixed feeling; on one hand, we avoided a conflict, but on the other hand, the advantage of 1 restart ultimately decided the game. Right after leaving the castle, there were lizards and water elementals with a large stack. I broke through - half the army remained. After that, there were no prospects. Overall, thanks for the game.
I don't know, either I can't read, or it's written this way. Before this, I played all the games, and restarts are spent in any case, except for those described in the topic about the basic rules (for example, there is no road from the Castle, the hero did not appear, etc.). In the footnote about objective restarts, it says that restarts are used if they exist; there are no gradations – a restart is taken either for a block or for the absence of a road, all in one place, so it is logical to conclude that it is valid. I didn't look at the saves (not because of what Javdet is coming up with, but because it's possible that there was a road, but I just didn't see it/didn't investigate it properly), and I understand that they are no longer available.
In any case, if the organizer says that this is a mandatory restart and the player's restarts are not spent in this case, I suggest a replay.
Although I think all this is not very good (in terms of interpreting the rules), but since I admit that Vik and I may be thinking in different terms and perceiving the text differently, I agree to a complete replay.
Objective restarts (taken on the day of discovery): - upon encounter (up to 116 inclusive) - if there is no path to the main objective - if there is a path to the opponent's territory bypassing the main objective - if there is no path between opponents (for example, cliffs block the path along the treasure) - if there is no path to one of the secondary zones - due to a blockade, if the only path is blocked by a guard that either cannot be broken through or can be broken through with critical losses (more than half of the army). A restart due to a blockade can also be taken if the main objective blocks 2 or more paths out of 4 in the Inferno zone (Inferno Castle + 3 secondary zones). A restart due to a blockade is taken if subjective restarts are exhausted. If, for example, restart 111 remains, and the presence of a blockade is discovered on 113, then a restart due to a blockade can be taken, losing restart 111.
Therefore, only the restart due to a blockade counts towards subjective restarts. And the remaining objective restarts are taken without affecting the subjective restarts.
We played the game. 06.04.2014 The_ (blue, Rampart, Ivory Tower, Aislinn) def Javdet (red, Swamp, Fortress, Charon) DD, 131.
Aislinn is found immediately, a stable is located near the Castle, and Necromancer becomes an expert on the second day. I take the Tower, start building a Guildhall. Through scouting, I see a Consort at the Castle respawn; I decide to go there last, while exploring the Necromancer's dungeon zone. And that zone was simply a gift: two Consorts (2+4), a den with 300 Imps, boots, and many Guardians. At the same time, Galtran appears in the tavern; I send him to collect skeletons and guardians at his own respawn (gave him all the reinforcements). Galtan didn’t disappoint, gathering 180 skeletons, which came in handy because the Consort on the grass turned out to be maxed out GS, but I took it without magic ((I brought 5 Angels and 330 skeletons with me (180 were still on Galtan at that moment)) decided that it was better to sacrifice skeletons than angels, as a result, minus 200+ skeletons, but now there are already 10 Angels. Aislinn is doubling mana and learning Flight + DD in the Tower. GO at 125 with fully upgraded Efreeti, then a couple of Hydras (both large - KZ + red orb + tough parameters). I gather 5 Hives for 30 Vivs, plus 700+ mana and implants for 2.5k+. On turn 131, Charon breaks the double GO (Minotaurs + Wizards), takes the central Castle, but in my turn, he surrenders; besides a stack of Minotaurs and ~500 skeletons, there's nothing else to offer.
Hard struggle as usual. Built wyvs with citadel in main town and wyvs in 2nd town and found boots week 1. Otherwise not much to say about week 1. At 121 I attacked a con with throng griffs with a pretty small army but exp earth and many spellpoints. It turned out to be full which ment some loses but not to bad, but even worse, allmost all my time disapeared. The rest of the game was one big rush to avoid time running out. Broke at 125 with 6 angels and 48 horned demons and more vs 114 enchanters. Was a hard battle since they cast haste round one and I only had adv tacs with exp earth and no off. I also had exp leadership and exp resistance, but wasnt that usefull in this battle. Loses could have been worse but time ran out after the battle. Next day I took a hive and shield +3 att and def. Then opponent attacked with a big stack of skells and high spellpower but not much else. With severel resistance and a big diff in moral I won it pretty big. Opponent ran with only 13 skells left. Next day I took the middle town, but only had 5 mana left. He attacked again with a small army but caused alot of damage with slow and lightning bolts. In the end I got moral and could kill his last troops before he could flee. Thanks for playing.
Thus, the winner of the tournament, without a single defeat, is:
Maretti!
Thank you all for participating!
Added 2 hours 10 minutes ago
Statistics on colors and Castles are available in the first post; I will comment briefly.
The balance between colors turned out to be surprisingly good – in 45% of cases, the higher-ranked players chose blue, and until the last rounds, those who preferred to choose it were playing. At the same time, blue won in 39% of the matches, so if blue is overrated, it's not by much.
Higher-ranked players won in 63% of cases; I don't know if this is a lot or a little. Essentially, this is a criterion for the dispersion of the template; it would be good to compile statistics for other templates to establish benchmarks.
Regarding Castles:
- Dungeon deservedly took 1st place; it is very suitable for a melee-focused template – strong, cheap, with a portal and vortex, perfect for assembling a strike force in the early 2nd week. True, there weren't many games played with it, but in my opinion, the result is quite consistent with its potential.
- Strong also played a few games, achieving excellent results. Perhaps the underestimation of double-color strategies played a role (Strong was played mainly with red), because it is easiest for Strong to build its double-color strategy.
- Flax was played mainly with blue, and it was the one that boosted the blue color's statistics. I don't know why red Flax was played so rarely; it should be good for both colors. Nevertheless, it is the most frequently played Castle.
- Necropolis has its classic tournament statistics – everyone calls it overpowered and uses it, but the result is mediocre. This is probably because players have little experience with Necropolis, and they usually allow less skilled players to play it.
- Castle and Inferno are workhorses; they were played a lot, mainly with red, and achieved around 50% +/- statistical error.
- Rampart became the main disappointment of the tournament; even with a double-color strategy, it only achieved a 50% win rate, and for a long time, it was at the bottom of the ranking, only improving its position in the last rounds. Perhaps this is because people stopped being afraid of it and started giving it to everyone. The reasons are unknown; maybe the high cost of the Castle had an effect, or something else. I also note that the starting Kirq on this template is, in my opinion, not a very good idea; it is better to take Ivora.
- Swamp was quite popular with the Cherk template; however, this Castle is very poorly suited for this particular template – there are no hives or drowned men on its territory, and this is where the strength of Swamp lies. 50% with a double-color strategy and a failure without it.
- Tavern was well-promoted by Stinger, and a trend emerged to play it against strong Castles. I think that if it hadn't been for the unfortunate loss in the match against Maretti, Tavern's result would have been closer to the middle of the table, and the intrigue of the tournament would have lasted longer. It is the only Castle that was played strictly with one color.
Dirty_Player
As my experience playing TC3 shows, the Cherk template does not change the essence of the 18 Castles. In any case, it results in a limited selection of strategies.
If we exclude pairs of identical Castles, then out of 36 possible pairs, 27 were played, that is, 75%.
Most often, Castle and Swamp met each other – 5 times, 3-2 in favor of Castle. Rampart and Inferno met 4 times (2-2 :smile04:). Castle-Tavern, Castle-Flax, Rampart-Swamp, Inferno-Tavern, Dungeon-Flax, and Flax-Inferno met 3 times each (2-1, 2-1, 2-1, 2-1, 2-1, 3-0).
Surprisingly, the pair Castle-Inferno never met, although these Castles took 2nd and 3rd place in terms of the number of games played. Of the remaining "less popular" Castles, Flax-Tavern, and 4 match-ups for Dungeon and Necropolis, including a match between them.
A hard struggle as usual. Built wyverns with a citadel in the main town and wyverns in the second town, and found boots in week 1. Otherwise, not much to say about week 1. At 121, I attacked a con with a throng of griffins and a pretty small army, but gained earth magic and many spellpoints. It turned out to be full, which meant some losses, but not too bad. Even worse, almost all my time disappeared. The rest of the game was one big rush to avoid running out of time. Broke at 125 with 6 angels and 48 horned demons against 114 enchanters. It was a hard battle since they cast haste round one, and I only had advanced tactics with earth magic and no offensive spells. I also had expert leadership and expert resistance, but it wasn't that useful in this battle. Losses could have been worse, but time ran out after the battle. The next day, I took a Hive and a shield +3 to attack and defense. Then, the opponent attacked with a big stack of skeletons and high spellpower, but not much else. With several resistance and a big difference in morale, I won it pretty big. The opponent ran with only 13 skeletons left. The next day, I took the middle town, but only had 5 mana left. He attacked again with a small army but caused a lot of damage with slow and lightning bolts. In the end, I got morale and could kill his last troops before he could flee. Thanks for playing.
What can I say, I could have won both the first battle and probably the second (and the result of the second battle directly depended on the first), but unfortunately, I played poorly in some places, and luck wasn't on my side (3 out of 4 times, Tazar resisted... if even one lightning bolt, which dealt almost 400 damage, had gone through, it would have been a victory; there was only the resistance skill).
Congratulations on the victory; luck favors those who are lucky ;)