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First Show-Tournament for Heroes III - Horn of the Abyss

(First HotA Show-Tournament)[/CENTER][/SIZE]
http://vk.com/h3hota
A true heroic show, featuring:

Amiloo
Dirty_Player
Gomunguls
HellLight
KobRa
Maretti
Pit for LM
=Stinger=



General Information:
Dates: March-April 2015.
Number of participants: 8.
Format: Single elimination (all games bo1, including the third place match; final - bo3)
Game version: Heroes III - Horn of the Abyss. Latest version at the time of tournament start.
Templates: 2SM4d(3), Diamond, Mini-Nostalgia, Jebus Cross, 8mm6a, 6lm10a, 8xm12a.
Template selection - standard draft, blue starts.
Castle selection - draft from 10 castles (including Wharf), red starts.
Restarts: 113.
Timer: chess timer.
Rules: http://vk.com/topic-59561616_30971585

Tournament Features:
Each match will be broadcast live on the channel http://heroes3.tv/twaryna. Tournament commentator: twaryna + guests. Stream announcements will be in this thread.

Prize Pool: 20000 rub.
Prize distribution: 10000 rub - first place; 6000 rub. - second place; 3000 rub. - third place; 1000 rub. - fourth place.

Tournament host and judge - twaryna (ICQ - 301303816, Skype - ТварЫна). Assisted in judging by Dirty_Player (ICQ - 408722873)

The tournament is invitation-only; no registration. Participant list: Amiloo, Dirty_Player, Gomunguls, HellLight, KobRa, Maretti, Pit for LM, =Stinger= (substitutions possible at the organizer's discretion).



Rules for Heroes III - Horn of the Abyss Online Games

General rules for all templates.

1. Restarts.
In the situations described below, players must/may start a new game with map regeneration.

1.1. Mandatory restart. A mandatory restart must be taken. Immediately after game generation, players must check for grounds for a mandatory restart and are required to take one within 1 minute in cases where:
- a player or the computer is missing a starting castle;
- no roads lead out of the starting castle;
- ГО generated right next to the starting castle (such that it is impossible to exit or enter the starting castle without a battle with ГО).

1.2. Restart on first encounter up to 115-116-117 inclusive for fast-medium-slow roads respectively.
An encounter is considered direct contact between players, i.e., any battle between them (battle between any heroes, battle with the opponent's castle garrison or mine).
If an encounter occurs within the specified timeframe, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the match, the game continues. Subsequent encounters in this generation occurring within the specified timeframes are not grounds for a restart.
After the first encounter restart, the timeframe for taking a repeat restart is reduced by one day, i.e., the second encounter restart is taken up to 114-115-116 inclusive for fast-medium-slow roads respectively. The timeframes for the third and all subsequent encounter restarts are reduced by another day, i.e., up to 113-114-115 inclusive for fast-medium-slow roads respectively.

1.3. Subjective restarts.
Each player has the right, without explaining reasons, to take a restart/restarts no later than the end of their turn on the corresponding day. It is possible to take either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second days (111+112 or 112+111), or one restart on the third day (113).

1.4. Restart at the request of a player whose only road leads into ГО (for templates 2SM4d(3), Jebus Cross, Balance, Nostalgia). Taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart of the player's choice is spent (e.g., on 114 one can take a remaining 111 restart).
If subjective restarts are exhausted and the player discovers that the only road from the starting castle leads into ГО, they have the right to demand an additional restart.

1.5. Restart due to strong block up to 112 inclusive.
A block is a strong guard of something that cannot be destroyed without catastrophic losses in a specific distribution.
The restart is taken at the request of the player holding the block if it is impossible to bypass the block, which cuts off the castle from the main part of the starting zone, leaving no possibility for development up to the block.

If subjective restarts remain, a subjective restart of the player's choice is spent (i.e., on 112 one can take a remaining 111 restart).
If subjective restarts are exhausted, the player has the right to demand an additional restart.

2. Permitted Actions, Prohibitions and Restrictions

2.1.1. On all templates except XL+U size templates, red-rush is prohibited: the player playing as red is forbidden from attacking on the first day of the week with growth purchased that day:
a) the blue castle (even if the castle is unguarded);
b) blue heroes or guarded mines, if the presence of growth may affect the outcome of the battle or losses in the battle for either player.
Clarification 1. The following are not considered growth and can be used without restrictions:
- troops not purchased last week;
- troops from neutral cities and villages captured on that day;
- troops arriving with purchased heroes and heroes from liberated prisons;
- troops from external dwellings ("caches") and troops from Summoning Portals;
- troops from Pandora's Boxes, Griffin Conservatories, Poison Snake Hives, Seer Huts, Refugee Camps.
Clarification 2. Upgrading any troops is permitted.

2.1.2. The concept of red-rush is not applicable when the opposing players' heroes end up on different sides of the Monolith/Portal or Underworld Gates during an attack, if red cannot see where the blue hero is standing.

2.1.3. When it is impossible to distinguish old troops from growth troops (in case they were merged at a hero or in a castle), it is assumed that growth dies in battles with neutrals.
Until growth has been mixed with old troops, it is considered growth, regardless of losses to the old army.
/For example, if 4 Cavaliers were purchased on 121 to join 2 existing ones and 3 Cavaliers were lost in a battle with neutrals, then when attacking the opponent, two Cavaliers can be used, and one should be dismissed / left in the castle / transferred to another hero. But if the old army suffered losses of one Cavalier on the way home, and only after that mixed with growth, then when attacking the opponent, only one Cavalier can be used./

2.1.4. In a game involving more than two human players, the rule applies sequentially to other colors (blue-rush, tan-rush ...).
In games with alliances, an ally's growth is also understood as growth.

2.2. Hit-and-run is prohibited: Your hero attacking an opponent's hero has no right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to the defending hero.

2.3. Taking monsters wishing to join is prohibited. You must either kill them or let them escape.
Diplomacy is permitted only for reducing the cost of same-side bribes and lowering the required level for access to the Library of Enlightenment.

2.4. Dimension Door spell:
- on all templates except XL+U size templates, can be used by each hero no more than 1 time per day;
- on XL+U size templates, can be used by each hero 2 times per day with expert air magic.

2.5. Transitions between zones.

On all templates except XL+U size templates:
2.5.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, destroying any one of choice is sufficient.
2.5.2. If the guard of the passage between zones is shifted deep into the neighboring zone, passing into that zone is permitted for its elimination. In the presence of several passage guards, passing into the neighboring zone to eliminate any guard of the player's choice is permitted. Elimination of the guard in these cases must be the first action in the new zone.
2.5.3. It is permitted to enter a neighboring zone without breaking through the passage guard to visit an object belonging to the zone where the player is currently located.
2.5.4. When passing through a Monolith/Portal or Underworld Gates, it is sufficient to eliminate the guard at the entrance.
2.5.5. In the absence of a passage guard, free movement from zone to zone is permitted.
2.5.6. It is permitted to enter neighboring zones using Angel Wings, Dimension Door and Fly spells without destroying the guard.
2.5.7. Passing by passage guards without destroying them is permitted if
- the player has already passed through this passage themselves (i.e., destroyed one of the guards);
- the player saw an opponent destroy one of the guards or pass through this passage;
- there is any other indisputable evidence that the guard was destroyed.

On XL+U and Diamond size templates, it is always permitted to pass from one zone to another without breaking shifted guards.

This rule applies only to guards of passages between zones. Bypassing object guards is permitted by any means available in the game.

2.6. Assembling the Cloak of the Undead King artifact set is prohibited. All other artifact sets may be assembled.

2.7. Actions not prohibited/restricted by these rules are permitted.

3. Fair Play
The most important point: players must play fairly and respect each other.

3.1. Using cheat codes, unauthorized programs, or bugs resulting from the use of additional programs and files during a match is prohibited.
3.2. No one except the judge/tournament host has the right to open save files of an unfinished match, and only in the event of a disputed situation in the match. For this purpose, it is recommended to set passwords on saves at the start of the game (function available in HD-mod). If there is no connection with the judge/host at the moment a dispute arises requiring the opening of save files, the match must be interrupted and saved by both participants until contact with judges is established.
3.3. Viewing the hero's skill tree via software tools is prohibited (equated to maphack).
3.4. Opening the map on which the game is being played in the editor before the end of the match is prohibited.
A match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be reported separately. Only after this is it permitted to open save files and view the map in the editor.

3.5. When playing with passworded saves, players are required to:
- provide their password to the opponent(s) immediately after the game;
- provide the password for an unfinished match upon request of the tournament host/judge in the event of a disputed situation.

4. Miscellaneous
4.1. If a "stalemate" situation occurs in battle, the attacking player must retreat.
Example: during the battle, the attacker has 100 Dwarves left, and the defending hero has 1 Serpent. The 100 Dwarves cannot catch up to the Serpent. In this case, the attacker with 100 Dwarves must retreat (or pay a bribe). If someone is wearing Shackles of War, it is necessary to load the last saved game, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player who was wearing the Shackles of War must remove them, and the attacker must attack and flee/pay a bribe.

4.2. If a disconnect (desync) occurs during the game, the player whose turn it was saves the game. Then they load from this save file and continue. Alternatively, they load the autosave of the player who was inactive at that moment. If the connection was lost during a battle, after loading all battle moves are repeated as closely as possible to those before the disconnect.

Map setting options, additions, and rule differences for popular templates.

Descriptions and text files for templates, as well as information on how the random map generator works, can be found here: /topic/6313/
It is recommended to adhere to the general rules set out above, with individual differences for each template.

1. Template 2SM4d(3):
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes, with chess timer - (16:00+06:30+01:00).

2. XL+U size templates: 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
Map setting options: map size XL+U, players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%, turn time limit – 8 minutes, with chess timer - (21:00+08:00+01:15).
Additionally:
- Restart on slow roads. Taken at the request of at least one opponent immediately after map generation.
Clarification:
Red-rush is permitted.
Bypassing any guards without breaking through is permitted.

3. Template Jebus cross:
Map setting options: map size XL-U, players - 2, computers – 0; teams – 0; no water, strong monsters, difficulty 160 %, turn time limit – 10 minutes, with chess timer - (24:00+08:30+01:30).
Additional restarts:
- Restart on slow roads. Taken at the request of at least one opponent immediately after map generation.
- Mandatory restart if a player has no ГО at all between their starting zone and the center, i.e., there is no ГО on any passage to the center. Taken on the day this fact is discovered.
- Mandatory restart if a player has no single passage from their starting zone to the center. Taken on the day this fact is discovered.
- Restarts at the request of a player who:
a) lacks ГО in the passage through which the road leads to the central treasure zone;
b) lacks a road to the central treasure zone,
taken on the day these facts are discovered. If subjective restarts remain, a subjective restart of the player's choice is spent (i.e., on 124 one can take a remaining 111 restart). If subjective restarts are exhausted, the player has the right to demand an additional restart.
Additional rules for transitions between zones:
- To exit your zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone to other zones, it is necessary to break through the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is prohibited until the ГО between these zones has been broken.
- Passing via bugged passages between two zones 1-4 is only permitted if the ГО between the central zone 5 and both of these zones have been broken.
- Transition between zones using the Angel Wings artifact and Fly and Dimension Door spells is permitted:
a) between any of zones 1-4 and the central zone 5, if the ГО of any passage between the corresponding zones has been broken;
b) between two zones 1-4, if the ГО between the central zone 5 and both of these zones have been broken;
c) in cases of several ГО for one passage - to approach the ГО chosen by the player, while the first action in the new zone must be the elimination of this ГО.

4. Templates 2sm2с, Balance(200), skirmish at 200% difficulty:
Map setting options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%; turn time limit – 4 minutes, with chess timer - (08:00+04:00+01:00).
Castle and bonus selection is random.
Additional restarts:
- Restart for generations with identical castles. Taken at the request of at least one opponent immediately after map generation.
- Restart on Balance template at the request of a player who lacks a road to their home village.
- Restart at the request of a player whose stone or wood mine, or on the Balance template - home village, is guarded by monsters of level 3 and above or level 2 archers.
Additional rules.
- After each subjective restart, players swap colors.
- Passing from one zone to another via bugged passages is prohibited.
- Using the Trading Post is prohibited.
- Using Fly, Town Portal, Dimension Door spells, as well as the Angel Wings artifact, is prohibited.
- Heroes Solmyr, own-name Dimir and Aislin can use their signature spell against opponent heroes only in cases where:
a) the player has built a level 4 Mage Guild in one of the cities or captured a city with a built MG4. If your castles do not have the corresponding MG level, you must fully build MGs of all levels in any two castles that belong to you.
Visiting these castles with a hero is not mandatory. It does not matter whether the castles with built MG levels are subsequently controlled.
c) if the corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell);
d) if a Magic Book of the required element is found.

5. Template Mini-Nostalgia:
Map setting options: map size L+U; players – 2; computers – 6 (or 0 - in which case neutral castles will be used instead of computer players); teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 8 minutes, with chess timer - (19:00+08:00+01:15).
Castle selection. Players choose their castles and colors via standard draft. Then they choose castles for the computer players - their immediate neighbors on the template: red chooses castles for brown, orange, and green, and blue for light blue, pink, and purple. Castles for computer players are chosen by human players alternately one by one from the list of remaining castles. The player who drafted castles first starts choosing. All starting castles must be different. Before starting, the player creating the game assigns the chosen castles to the computer players.
Additionally:
Passing by a shifted ГО is prohibited. Passing by shifted guards of other passages between zones is permitted.

6. Template Diamond:
Map setting options: map size L+U; players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 8 minutes, with chess timer - (19:00+08:00+01:15).
Castle selection. Players choose their castles via standard draft. After this, players cross out one castle each from the remaining eight that will not participate in the game. The player creating the game assigns the other six castles to computer players in any sequence. All starting castles must be different.
Additionally:
Restart on slow roads. Taken at the request of at least one opponent immediately after map generation.
Bypassing any guards without breaking through is permitted.
In reply to kalababa
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It turned out to be an interesting game. I was expecting some resistance from Cobra, but his actions seemed strange to me, although I liked them :smile23: :smile41: :smile15: :smile08:....it would be nice if opponents came to die on their own more often, so I wouldn't have to chase them :D :D :D ...
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to twaryna
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Please register me for the tournament.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to twaryna
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We took all the restarts, not much gold. In the second one, I dropped 2 Scarlet Towers for 7 Phoenixes and 2 Factories for 3 Giants... by the end of the second one, I also made it to 2 more Factories and Conscription... I cleared all that stuff up, then the opponent came running... I thought there would be something worthwhile there, but it was :smile18: ... practically, in one round, all the opponent's troops turned into a pile of junk... after that, we planned to take everything to the Citadel and break the Dragon Utopias, but a surrender came. So the story ends; whoever watched it, well done)
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
Battle Report Accepted
Цитадель / Stronghold Faction Цитадель / Stronghold
Крег Хак / Crag Hack Start Hero Крег Хак / Crag Hack
Крег Хак / Crag Hack Main Hero Крег Хак / Crag Hack
Победа / Def Победа / Def
Некрополь / Necropolis Faction Некрополь / Necropolis
Изра / Isra Start Hero Изра / Isra
Изра / Isra Main Hero Изра / Isra
Map Template
8mm6a
Game Length
134 days
Game Date
3/7/2015
Reported
3/7/2015 12:34 PM
Rating Impact Archived
Gomunguls 1867 1882 +15 ↑
KobRa_RR 1875 1860 -15 ↓
Rated Sep 28, 2022

Accepted by opponent on 3/7/2015 6:59 PM

In reply to Gomunguls
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Gomunguls
Took all the restarts, not a lot of gold. On the second, I dropped 2 Scarlet Towers on 7 Phoenixes and 2 Factories on 3 Giants... by the end of the second, I also ran to 2 more Factories and a Griffin Conservatory... worked all of that out, then the opponent showed up... thought there was something worthwhile there, but it was :smile18: ... basically, in 1 round, all the opponent's troops turned into a pile of junk... next, I planned to deliver everything to the Crag and break the Griffin Conservatories, but the surrender came. And that's the end of the story; whoever watched, good job)

The opponent played very well, and I screwed up (not even a single curve) a super-layout with no blocks, a ton of Cans and Hives, and fast roads. A noob, what can you do :( I will learn (c) :)


In reply to KobRa_RR
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While the df2 forum, which contained all the links to the description of the HotA innovations, is not working, you can find the description of the innovations here:
http://h3hota.com/documentation/
In reply to Javdet
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The game turned out to be very long, although initially I was expecting a blitzkrieg.
On day 115 I took a Dragon Fly Hive with 6 Wyverns, upgraded them, and ran to take my opponent's town, but the road to it turned out to be longer than I expected.
In the end, I managed to take it only on day 121. Tazar is standing at the spawn point before the road to the center. I took Scouting for both the Dragon and Tazar.
Entering the center, I found a Griffin Conservatory with 2 Angels near the central village, jumped into the teleport, sent the army back, and on the opponent's turn, an enemy hero appeared in the adjacent portal.
I ran with Tazar without a spell book to intercept him, but on my day 125, Tyraxor intercepts me with 4 Phoenixes and 3 Angels. I feared mass magic, so I bought myself out immediately.
After that I started preparing to take the Utopia with the Dragon, using mass Earth magic.
On day 132 I took the Utopia - among the useful items, a Shield of the Dwarven Lords +12. Tyraxor is always ahead in army strength. I see that without Logistics there is nothing for me to do here, so I switch to Dessa.
I try to hold the center, killing scouts running through.
I take over my opponent's town - a Shipyard. From there, I use a Skeleton Transformer to flee further into a teleport, which led to the snow.
I scout a Utopia from the teleport in the snow, a very inconvenient one.
But by breaking through the road to the underground, I find another Utopia.
Dessa learned Resurrection built in a Rampart and Town Portal in another village; at level 5 in both castles - Mirror Image.

After 2 turns, Dessa takes the Utopia with Wings and a Shield of the Dwarven Lords +4 all. Then Tazar takes the Utopia in the snow, where there is a КВ.
I start controlling the map with 3 heroes.
Tyraxor runs out and starts capturing towns, but he only has Town Portal, no Fly, no Dimension Door.
In the end, Amilu never found Ful... the Final Battle didn't happen, but it would have been interesting.

Thanks for the game!
Battle Report Accepted
Крепость / Fortress Faction Крепость / Fortress
Дракон / Drakon Start Hero Дракон / Drakon
Десса / Dessa Main Hero Десса / Dessa
Победа / Def Победа / Def
Цитадель / Stronghold Faction Цитадель / Stronghold
Тираксор / Tyraxor Start Hero Тираксор / Tyraxor
Тираксор / Tyraxor Main Hero Тираксор / Tyraxor
Map Template
8mm6a
Game Length
221 days
Game Date
3/8/2015
Reported
3/8/2015 7:50 PM
Rating Impact Archived
=Stinger= 1807 1815 +8 ↑
Amiloo 1621 1613 -8 ↓
Rated Sep 28, 2022

Accepted by opponent on 3/10/2015 6:20 AM

In reply to =Stinger=
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=Stinger=
at level 5 in both castles, there's a Mirror.

Tiraxor runs out and starts capturing cities, but there are only Teleporters, no Flyers or Death Dealers.
In the end, I didn't find Amila's Full potential, and the Face-to-Face battle didn't happen, which would have been interesting.

Thanks for the game!

Attention, riddle: continue the word: PER... :D
*upd First answer options are coming in: PEREMOGA, answer accepted.


In reply to KobRa_RR
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KobRa_RR
Attention, riddle: continue the word: PER... :D
*upd, the first answer options are starting to come in: PEREMOHA, answer accepted.
Does it necessarily have to be related to the game? Otherwise, I can come up with a bunch of "words" in Ukrainian.
Ася 390383586

Осень-Зима 2013-14.
In reply to BISHOP
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Rebuilding the game map, of course.
In reply to KobRa_RR
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KobRa_RR
Attention, riddle: continue the word: PER... :D
*upd, the first answer options are starting to come in: PEREMOGA, answer accepted.
I was watching the game from the corner of my eye. Overall, I like the changes in Heroes of Might and Magic. Diverse buildings, more development options. I will probably play it. If there is a PER, then a papal match will happen :smile20:
In reply to FireToSky
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I'll add my own comment: I almost died!!! I watched Gomunglus with Cobra until 6 am, and had to finish it during the day. The next day, I watched the madness from Amilu with Stinger until 4 am, couldn't take it anymore, and fell asleep near the computer. On the morning of March 8th, I went to buy flowers and watched again. My wife started to get jealous of Twaryna! :D And only today I managed to finish watching. I'm sitting here, exhausted and sleep-deprived, but as happy as can be! I wish there were more show tournaments with commentary! Well done!
ICQ 245338291
Ник в лоби - Kilgory
In reply to Kilgor
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It was more interesting to listen to the opinions of several commentators, especially when the opinions differed. The idea of having guest commentators who also debate is a good one.
In reply to =Stinger=
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=Stinger=
The game turned out very long, although I initially expected a blitzkrieg.
On day 115, I took a Dragon Fly Hive with 6 Wyverns, upgraded them, and went to capture my opponent's town, but the road to it turned out longer than I expected.
In the end, I managed to capture it only on day 121. Tazar is on the speed boost before the road to the center. I took scouting for both my Dragon and Tazar.
Entering the center, I found a Griffin Conservatory with 2 Angels near the central village, jumped into the teleporter, transferred the army back, and on the opponent's turn, an enemy hero appeared in the neighboring portal.
I ran Tazar without a spellbook to intercept him, but on my day 125, Tyraxor intercepted me with 4 Phoenixes and 3 Angels. I feared mass magic, so I surrendered immediately.
Afterwards, I started preparing to take the Utopia with my Dragon using mass Earth magic.
On day 132, I took the Utopia — useful loot was a Shield +12. Tyraxor was always ahead in army strength. I realized that without Logistics, I had nothing to do here, so I switched to Dessa.
I try to hold the center, killing passing scouts.
I capture my opponent's town — a Shipyard. From there, I flee further with a Haste spell into a teleporter that led to the snow areas.
From the teleporter, I scout a Utopia in the snow, a very inconvenient one.
But after breaking through a path to the underground, I find another Utopia.
Dessa learned Resurrection built in a Rampart and Town Portal in another village. At level 5, in both castles — Mirror Image.

After 2 turns, Dessa takes the Utopia with Wings and a Shield +4 All. Then Tazar takes the Utopia in the snow, there's КВ.
I start controlling the map with 3 heroes.
Tyraxor runs out and starts capturing towns, but there's only Town Portal there, no Fly or Dimension Door.
In the end, I never found Amilus a Full. The final battle didn't happen, though it would have been interesting.

Thanks for the game!

Confirmed. Played the first week well, made a decent power-stack out of Tyrax. Though before attacking Tazar, I had to go into Griffin Conservatory 3 with a weak hero, where I lost 50+ Wolves and 1 Phoenix. But I still went to chase him, counting on a lot of mana and Air magic. Then, literally in a couple of turns, a whole bunch of Cyclopes accumulated, and Wyverns started piling up. Here, perhaps, I should have turned around and gone on the attack. Instead, I ran into the opponent's Treasure, where I found a Town Portal scroll.
I had 2 heroes with Earth magic, so army gathering went even faster. After a couple of Utopias, I upgraded the Wyverns, Angels, and Cyclopes. When there was nothing left to gather, I went to the opponent. I had a strong army, Shackles of War, 31 11 stats, Sword of Judgment, and +2 Speed. However, without Logistics on the power-stack and without Dimension Door/Fly, the attack was very sluggish. I lost more than I captured. I spent the rest of the game in futile attempts to get control. Of course, I should have worried about this much earlier. A well-deserved defeat, because I could have claimed a much larger part of the map; I started splitting my army too late. Thanks for the game!
PS Impressions of the HotA itself. The new creature banks added variety to the game, armies are recruited at a faster pace. This is partly due to the strong start. Full stacks on heroes from the start provide a powerful boost. Tyraxor just tore apart everything he saw. Overall, I got a ton of fun; the game is awesome. If there are more tournaments, I'll sign up for sure.
PPS Alexander, thanks for the invite!


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