Posts from Grand Prix
How would you like to participate in the Tournaments?
Wicc, did you keep statistics on the average meeting time in a blitz-jebus tournament? Isn't 117 too early to end the OH?
By turn 117, with chocolate, the opponent will already be breaking your GO for the hot swamp or dungeon. As the Helllight-The match in the OH showed, even 10 percent of the meeting time remaining until the end of the simultaneous turn significantly affects the tournament timeline (due to the need to contact judges or the arbitration committee) and creates difficult-to-resolve conflicts (if something needs to be replayed from the beginning on turn 121 in Jebus, it's usually a huge headache for the players).
ru.twitch.tv/noom11
Alex_nv - draw - Vovan112013 летос 236
alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
With chocolate, against 117 opponents, your turn order will be disrupted, forcing you to fight for the Hotov swamp or Dungeon.
With a timer of 8+4+1? I'm curious, on what date was the earliest match in the Blitz-Jebus tournament?
Is it on an 8+4+1 timer?
The plan is that the players won't be complete beginners – in Haven, Hell often accumulates 50+ minutes of time on Jebus by turn 117 on a standard timer, and the starting stacks in Haven are also excellent. The main thing is that the creature banks are distributed evenly, and not 3 Hives, 2 Zephyrs, and the rest are Minotaurs.
ru.twitch.tv/noom11
Alex_nv - draw - Vovan112013 летос 236
alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
P.S. For the millionth time, I’m saying that I don’t understand the point of any confrontation regarding the game version. I personally enjoy playing HotA, SoD, and WoT. They’re just different games, each interesting in its own way. And in general, “Space Rangers 2” is amazing; if it had a dueling multiplayer mode, it would overshadow Heroes completely :).
In order to talk about the finale, perhaps someone should register first?
Added 10 minutes later
make it impossible to block roads beyond a certain value
Why not make any road blocks impossible?
Some guards on the road should be left in any case. But their size should be limited so that they do not create deadlocks, that is, they can be overcome by the hero and the starting army for any castle without critical losses.
Visually, the optimal limit seems to be 5K value (minor guardian, imp guardian).
Do you mean completely without guards on the roads?
Well, yes, except for the guards at the passages between zones, of course.
Then the chance of restarting due to an encounter will increase significantly.
But this can be adjusted with the template settings.
Some guards on the road need to be left in any case.
It's a multiple-choice poll, so please mark all the options that apply to you.

