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“Two Seasons: Summer-Autumn 2016” Tournament. Online games for rating (reports, discussions).Auto-translated
4.3. Subjective restarts: each player has the right to take a restart/restarts no later than the end of their turn on the corresponding day, that is, start a new game with map regeneration. It is possible to take either 2 restarts on the first day of the game (111+111), or one restart on the second day (112).
Of course, by mutual agreement, you can play according to standard tournament rules "totaling 3 days".
Automatic report submission. Only reports submitted using the automatic reporting system will be counted towards the rating. To gain access to submitting reports, you must предварительно register for the tournament. Players who have played at least 5 matches with different opponents on the HW forum can participate in the tournament (it is necessary to provide links to detailed reports). Before writing reports, it is mandatory to familiarize yourself with Rules for writing reports. If there is an error when entering any parameter, you need to inform the tournament judges: Pit for LM - icq 471401475 or Dirty_Player - icq 408-722-873 or Nitro icq 627769385 for correction or cancellation.
Judges. If problems and disputes arise during the game, immediately contact the moderators and judges, as there are many of them, so most likely someone will be online:
If no one is found, calmly save the game and postpone it. After that, write private messages to the judges - in the upper right corner of any page of the forum there are words Private Messages, click on them, select the menu on the left - New Message, enter the names of the recipients: Dirty_Player ; Pit for LM ; Nitro ; Mizrael ; Redwhait HP ; злой_романтик ; Amiloo ; and describe your problem.
Offtopic. Here - only seasonal games - reports and discussion of those game situations that occurred in them. It is forbidden to condemn players for: - writing reports with deadlines from the first week (111, 112, 113...), - refusing to provide autosaves and gum restarts, - playing with weaker opponents, etc. In this topic, such discussions will be off-topic and trolling and will be deleted without explanation.
P.S.: PLEASE NOTE If you have unconfirmed reports at the time of registration for this tournament, you will be denied registration. You can find out about your debts by following this link. http://heroes3stat.tk/unconfirmed/xxxx replacing xxxx with your nickname. Thank you for your attention!
A decent game with a normal amount of air units. One of the secondary paths offered a very quick and convenient route to the opponent. I was thinking of making a rest move on turn 116, as I was likely losing in terms of troops. But, I need to know the rules that rest moves on fast paths are only possible up to turn 115. And on turn 116, the opponent overwhelmed me :) Thanks for the game.
I managed to sell the castle and the color for 7500. That ultimately saved me in the end. We picked all the rests and, as usual, got an unplayable Jebus Cross. Immediately from the castle to the right, the road to 80% of the spawn is blocked by a double block: 40 Pegasi for a Dragon Utopia and chests, and 15 Monks for a Helm of Knowledge +5, resources, and annoying mobs. Both need to be fought. To top it all off, there's also a Pikeman Drill with the second hero. We have 50 Gremlins. The road to the left was short; on it, there was a blocking pack you could run around — 90 Witches for a Cape of Speed, next to a Hive for a horde of Elves, and after a day and a half of travel, a GO — Gray Lords. I ran through wasteland, just collecting money, and on day 113 nearly lost to 50 Grave Zombies, which 50 Gremlins without a cannon could not shoot down; I had to finish almost half in melee. Then, using refuge deep in the snow, I got 2 Scorpicores and struggled — I was dragging them through the snow. On day 116, I fought off 40 Marksmen, after building a Naga dwelling and Giants. Meanwhile, one of my scouts made a deep run downward, got out behind that block, and it turned out there was a level 3 Griffin Conservatory and a couple of Hives. I started actively collecting everything from day 121. Charney necromanced; there was a Dragon Utopia, and he necromanced 180 Skeletons for it. The saving grace was that I did manage to get both Boots of Speed and Gauntlets. With a Moner character having advanced Offense, 180 Skeletons, 3 Angels, and 24 Ducks with a fire-elemental shooter, I enter a level 2 Dragon Utopia; I lost a few Ducks and the shooter. Inside there was a Book — unfortunately, Water Magic — and a Helm of All +6. But I already had a Mace +4 Attack and a Shield +3/+3. Charney's stats were something like 27 12 12 12 (100 mana). I have Mass Haste and just picked up basic Water Magic for the Book. Meanwhile, the opponent, being broke, also had a very low tempo; I managed to grab a few more Treasure Sites and a couple of Dragon Utopias in the center, getting Sphere stats but no Air Magic Control. I picked up KZ from the ground and got Earth Magic as my third element. One slot remained; I have no more Logistics, but I wanted at least 1 combat skill against Crag Hack. Meanwhile, the opponent positions himself near his own GO with a decoy and main force. I see that I can reach him; he has 5-9 Gray Lords, a stack of Ducks, and 9 Angels. I have 37 Ducks, 3 Angels, 3 Giants, 4 Naga Queens, and a few Blues. It was on day 131; from the castle in the center, I break through the GO towards the opponent and see that if I attack the decoy, and there is a buyout (no Shackles), then afterwards I will be attacked and won't have moves left for Town Portal. So, using the decoy standing before this GO, I chase away the entire chain, including Crag Hack, Town Portal home myself, make 6 Titans, buy more Nagas, Genies, and sit down in the central castle right in the center (the one from which I breached the GO near my and the opponent's GO). Nearby, there is also a Dragon Utopia, a fat chest with a scroll guarded by 90 Centaurs. Sitting in the castle closer to the opponent is risky; from an external Tavern, Crag Hack could reach me; if he has some kind of Elixir and Shackles with a Sphere of Magic, he could simply tear me apart with Bears, since Charney has no combat skills yet (3 elements and Intelligence learned). The opponent turned out to have full Air Magic Control. He takes the castle from which I breached the GO using the same Gurni and clears my entire chain of the remaining objects in the center. Then he runs Crag Hack towards the castle where I am sitting and does not dare to attack. He flies into the nearby bushes and camps at a Hive without taking it, because the guard itself is far away behind resources, and in the third slot, there's a horde of Genies with Grave. I finish the Dragon Utopia; inside is Gladius and Shackles! From the chest guarded by Centaurs, 15 upgraded Cyclopes, and I also grab a Treasure Site for 8 Ducks. In short, I became significantly stronger, which most likely decided the Final Battle, since Charney also learned basic Offense, breaking through the Genies — the Hive guard where the opponent was sitting. There was an option to equip a Breastplate for Spell Power (would be 26) and 250 mana with Expert Earth Magic and a Boost under KZ; this would undoubtedly have decided things. But there was no way to check Crag Hack's artifacts against magic, so I equipped the Breastplate +4/+4, took off the Books, and equipped morale artifacts (since morale was my weak point) and equipped the pocket myself (which also gives 200 mana and 20 Spell Power). In the end, my combat stats were around 55, and the opponent's were 40. To summarize, it can be noted that if the opponent had attacked a day earlier, I would have had 6 less Attack, 8 fewer Ducks and 15 fewer Cyclopes, and not even basic Offense; some chances could have been seen in the Final Battle. And it's quite clear that if the opponent had gone into the bushes earlier, just to clear the center — that would have also smelled like a victory, since it was completely unclear where I could get Air Magic Control.