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Posts from CHALLENGE The_ CHAMPIONS LEAGUE, The_'s CHALLENGE CHAMPIONS LEAGUE
You could say he came to play with his second squad to test the youngsters. I decided right away I wouldn't take rests. The start was a bit poor, but there's Gunnar, Monya, and a Dragon Fly Hive right at the road fork. There's a crossroads here — to the left archers, I go right into the desert, then into the metro and by 116 I barely made it to the village. I found another Dragon Fly Hive, a Griffin Conservatory, and a Wyvern Nyka. And on 117 Gundula appeared from the other side near the archers. So much for playing. I didn't even set up a Citadel. I took Nyka Wyvern and built markets for trade. But Gundula on 121 and the Dragon Fly Hive passed mine, and didn't take hers, and didn't reach the capital, and didn't even block the passage :cool:. The army returns, the noob takes the Dwarf Dwelling for 20 rich ones. Buying up, splitting, guild, Dragon Fly Hive, and attack on the Urukhais! And the buyout there wasn't complete, blocked the path to the shooters and victory. Thanks for the game.
I confirm... hmm, a bugged passage that would have given me a clear victory turned into a defeat, on 116 I miscalculated with the chains and didn't take the second computer, which meant I didn't have enough money for the buyout later. I could have also closed the passage, but I ran a bit too far ahead, and didn't have enough movement to close it. Thanks for the game.
I picked all my rests and got the most fun generation. First week: Daddy Ufretin in the tavern, one road to a teleport with 10+ regular mages, an adjacent zone with computers off-road in the snow. There's an external dwelling of ponies, but guarded by 50+ vamps - Pandora helped out. Almost no gold, scattered to respawn, Kyrre on resource collection, temporarily put Ufretin in folders. There's a Dwarf Cottage ;) The paths to native Conflux are like this: to green off-road, running about 5 days, to pink through a one-way portal. I gave up on them. In the end, first week a pony in the Citadel, a Dwarf Cottage, army by the end was 10 Centaurs and 30 Dwarves. Second week: upgraded the Dwarves, broke through the mages, there's a shield +6, a Dragon Fly Hive, took the Conflux village and ran back home, wanted to grab the Dwarf Cottage with Kyrre, but it's huge. In the end, I ran further. Captured the castles of the opponent's native town and orange. Troops and gold were as absent as ever :confused: Third week: broke through the vamps for Pandora and the external dwelling of ponies, got 50 Dwarves :D . Orange recaptured his castle. Finally found the first Griffin Conservatory - a tier 1 one. And the first Dragon Fly Hive was also a minimum one by the way. But Kyrre leveled up divinely - Tactics, Earth, Defense, Offense. By the end of the week, I decided to enter the native treasure zone on the grass. Ate one beehive, the University, and got wrecked. Also didn't really amass much that week, the opponent wasn't visible. But there was more loot there, which was already obvious. Fourth week: recaptured his Citadel from orange and ran to finish him off in the semi-treasure zone. Saw the first Dragon Utopia, but guarded :D There's also a swamp treasure zone off-road. Luckily, after running further, I spotted a couple of Dragon Utopias and hope appeared... Kyrre has 4k+ movement. Fifth week: bought Air Magic as the last skill in Conflux, leveled it up, and with the KV from a Dragon Utopia, things got more fun. Started gradually catching up to Mephala in stats, but there was a good reserve of meat. By the end of the week, the papal SoD timer made itself known and the awkward situations began, oh and so many curses were uttered by me at that moment... Kyrre with full control. Sixth week: first contact with the opponent.. That moment when you realize that bracers not won in time could have decided everything. I cover the enemy Necro with a bunch of skeletons, shaved off a bit, and a buyout follows :mad: By the end of the week, I seized all the opponent's castles. He was finishing off the treasure zone in the underground. Seventh week: again I cover the Necro with a bunch of skeletons, but I already have the bracers, and, naturally, I didn't put them on with the logic: there are no castles there, he won't be able to run away (damn noob). Another buyout follows, and that was a good lesson... Opponent is still finishing off the treasure zone. Eighth week: on day 233 the opponent reaches my computer and buys out Clavius with 1k skeletons... On day 234, I was afraid to attack Mephala without checking, who as it turned out was supported in the castle. Although I had the Cloak, there was a solid stack of dragons in the castle and skeletons were wandering God knows where. And on day 235, I decide to attack regardless. In short, I cast FB terribly, in the first round instead of a shield I decided to shave off angels with one Imp, but a resist worked :mad: Plus, my damn ballista broke the wall with one shot, through which 1k skeletons then flew out. In short, a mass Haste and a rush follows from the opponent. In the end, I traded my entire army for the angels and phoenixes, there were 80 dragons and 1k skeletons left. Then I think, how best to outsmart the opponent with the Imp at 5k. But after Mephala attacked and there turned out to be a Cloak of Abnegation... There was a Bolt for 1100, thought about running to find a booster. In general, I understand Kyrre can't catch him. On day 237 I leave him with two castles - my main and the Conflux village in the adjacent zone. And on day 241 comes a redraw... Just like that... Sadness. Thanks for the game.
When Kirr started capturing castles, Mepha, while clearing the treasure, didn't really worry. A noticeable advantage in power stats, an army, and a level 2 cloak from a serious implosion (which wasn't worn in the Fortress Battle), guaranteed a peaceful life.
After Kirr lost her entire army in the Fortress Battle, (Mepha had: 70+ vipers, under 1000 skeletons, 17 psychics, 44 storms, and just captured two Confluxes from the company and the blue player, with built-up phoenix nests in the castles), a back-and-forth began - Mepha would take a village, Kirr would jump in, take it back, and run away. Mepha would jump in, take it back, Kirr would take something else (two Confluxes) and run away.
But on Mondays, red players can only collect resources, and Mepha, from her Rampart capital, rushed into the already blue Conflux - a red rush.
Thanks for the game!
And on turn 241, a redraw should be allowed... That's how it is... Sad. Thank you for the game.
It's time to regulate this somehow with the rules. Allow taking an auto-turn, for example, if the territory has already been explored. There definitely shouldn't be technical pauses for this, especially for such a long time!!!
It's high time to remove the redraw rule altogether.
So, Kostya, take care of it. Who else but you? A respected member of the community, a judge, and a tournament organizer, a person who has practically patented the game on Spider mode by 200% :smile:
I really want to troll Rebe)
Added 1 minute ago theShevanesian
Taking a tech win due to a redraw after such a long time... in my opinion, it's a disgrace...
I was just thinking, what if this is some kind of sneaky agreement?! But after looking at the table, I realized that it's unlikely... :D Regardless of the rule about rushing, there's this point: By that time, there will definitely be a tech point available! Why was it necessary to take empty castles from the opponent with an INCREMENT? You can achieve the same native growth in other ways; you can even return for it later.
It’s actually quite enjoyable to read about this “disgrace,” blah blah blah. I suggested using autosave, and when an attack occurred, there wasn’t a pressing need to take extra units, as we had full control. I simply asked in the Heroes chat, “Redraw?” and the opponent immediately left. Anyway, I don’t want to stir up trouble in this already murky pond. I myself am in favor of removing redraws, but if we’re going to remove it, please apply the same sanctions to the SOD timer as well, because it has long outlived its usefulness, and 20+ hours per game (in our case, around 22-23 hours) is unacceptable… Peace to all.
I was just thinking, what if this is some kind of sneaky agreement?! But after looking at the table, I realized that it's unlikely... :D Regardless of the rule about redrushing, there's this point: By that time, there will definitely be a teleportation spell available! Why was it necessary to take empty opponent castles *with an increase*? The native increase can be obtained in other ways; you can return for it in the end.
There was an offer from the auto-match, but I declined. We need to play by the rules.
Initially, the Rampart's increase was supposed to remain in the castle, dying from another raid by Kiri. He's not targeting me specifically, but after buying it, I saw that I had empty slots, so I filled them with the increase so they wouldn't be empty, and that's how the redrush happened.
And the attack was directed at full castles with phoenixes. Meph was playing as the Confederacy. And the trick for red is that if an increase is needed, it's better not to continue defending castles in a chain, thereby chasing the fleeing player, but simply wait for the day to pass, or leave the increase to certain death if the village is a transition village. But taking villages without an increase, then teleporting for the increase, then teleporting to the last defended village, while also cutting down creatures, that's not a game, it's just a chaotic mess according to the rules
If there was a download offer that was subsequently rejected, then I retract my words about the "shameful situation" and apologize; I was referring specifically to the situation where a download is not offered.