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Posts from [Tournaments-HotA] Urfin Jus and his wooden soldiers

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9 years ago
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As previously mentioned, the goal of HotA is to move away from all verbal restrictions; all functionality should be implemented programmatically. A significant portion of these restrictions has already been implemented, but some things remain ...

One such unresolved topic is Diplomacy. Many options have been proposed—from tuning numbers to radically changing the functionality. However, the problem with all such ideas is that their effect is difficult to evaluate mentally, as there are few clues in existing tournament experience.

Therefore, an idea arose to create such a clue—to hold a tournament with slightly curtailed Diplomacy. Rampart was chosen as the starting castle, as it has both a top diplomat and a strict examiner—a honored master of sports in athletics.

Rules:

1) Game version - HotA+HDmod+HWrulez (latest versions for all)

2) All games are played as Rampart

3) Diplomacy may be used to join troops of levels 1-5. This rule may change in either direction during the tournament; stay tuned for updates.

(!) in HW_Rulez, you must play without the "HW rules" checkbox checked (!)

4) Tournament format - Olympic bo3.

5) Templates:
- Jebus Cross
- Mini-Nostalgia
- Diamond
- 6lm10a
- Spider
- h3dm1
- mt-Diamond

In the first game, the player who is higher in rating chooses the color and template; the player who is lower in rating chooses the hero.

In the second game, it's the opposite. The template must be different.

In the third game (if necessary), the same-color player chooses a template from the 5 remaining templates. The same-color player starts if they are lower in rating. Color/hero is negotiated; the winner of the negotiation chooses either the color or the hero.

6) Games are played with simultaneous turns. By agreement, they can be played without them. Simultaneous turn deadlines:
- 7 days for Jebus Cross, h3dm1
- 5 days for Diamond, mt-Diamond, 6lm10a, Spider
- 12 days for Mini-Nostalgia

7) Restarts. For mirrored templates - 1 day, for others - 3 days.

8) Timer = 16+8+1 on all templates.

9) Red-rush is allowed on all tournament templates.

Other rules are standard.

Players have the right, by mutual agreement, to make any changes to the rules except for the choice of starting castles.

Miscellaneous:
- This is a fan tournament
- Tournament games go into the seasonal rating by default; they can be played without rating by mutual agreement
- The winner will be awarded something for their avatar (suggestions are welcome).

Registration lasts 2 weeks, the tournament starts on 11.11.2016 (immediately after the 2nd round of the swamp tournament ends)

Registration is closed.

35 people signed up, so there will be 3 qualification pairs for newcomers and a pair of "examiners":

Derbent (Red, Rampart, Kyre, Kyre) def Fill-ua (Blue, Rampart, Ufretin, Ufretin) 6lm10a 121
Derbent (Blue, Rampart, Kyre, Kyre) def Fill-ua (Red, Rampart, Uland, Uland) Jebus Cross 125

BuTaJIuK (Blue, Rampart, Riland, Riland) def Sevan_80 (Red, Rampart, Kyre, Kyre) Jebus Cross 136
BuTaJIuK (Red, Rampart, Kyre, Kyre) def Sevan_80 (Blue, Rampart, Riland, Riland) Mini-Nostalgia 147

DeadShot - calvert

Round of 32 Draw:

socola (Red, Rampart, Kyre, Kyre) def yarik1987 (Blue, Rampart, Riland, Riland) h3dm1 126
socola (Blue, Rampart, Kyre, Kyre) def yarik1987 (Red, Rampart, Riland, Riland) Jebus Cross 125

freesha (Blue, Rampart, Kyre, Kyre) def BuTaJIuK (Red, Rampart, Riland, Riland) Mini-Nostalgia 115
freesha (Blue, Rampart, Kyre, Kyre) def BuTaJIuK (Red, Rampart, Riland, Riland) Jebus Cross 135

Dandy (Red, Rampart, Riland, Riland) def Diabler (Blue, Rampart, Kyre, Kyre) Mini-Nostalgia 211
Diabler (Red, Rampart, Riland, Riland) def Dandy (Blue, Rampart, Kyre, Kyre) Jebus Cross 124
Diabler (Blue, Rampart, Riland, Riland) def Dandy (Red, Rampart, Kyre, Kyre) 6lm10a 137

PROger (Blue, Rampart, Kyre, Kyre) def Hi-Tech (Red, Rampart, Ivor, Gurnisson) Jebus Cross 137
Hi-Tech (Red, Rampart, Kyre, Kyre) def PROger (Blue, Rampart, Riland, Riland) Mini-Nostalgia 121
PROger (Red, Rampart, Riland, Riland) def Hi-Tech (Blue, Rampart, Kyre, Lorelei) Diamond 133

BISHOP (Blue, Rampart, Kyre, Kyre) def Jubi-Juby (Red, Rampart, Riland, Riland) 6lm10a 213
Jubi-Juby (Red, Rampart, Riland, Saira) def BISHOP (Blue, Rampart, Kyre, Kyre) Jebus Cross 147
BISHOP (Red, Rampart, Riland, Riland) def Jubi-Juby (Blue, Rampart, Kyre, Kyre) h3dm1 145

battanas (Red, Rampart, Ivor, Ivor) def Javdet (Blue, Rampart, Kyre, Kyre) Diamond 133
battanas (Blue, Rampart, Kyre, Kyre) def Javdet (Red, Rampart, Mephala, Jeremy) h3dm1 223

ckotuHa (Red, Rampart, Kyre, Kyre) def Pyre (Blue, Rampart, Riland, Riland) Jebus Cross 133
Pyre (Red, Rampart, Riland, Riland) def ckotuHa (Blue, Rampart, Kyre, Kyre) h3dm1 136
Pyre (Red, Rampart, Kyre, Kyre) def ckotuHa (Blue, Rampart, Riland, Riland) 6lm10a 125

tun7gus7 (Red, Rampart, Riland, Riland) def Tofsla (Blue, Rampart, Kyre, Kyre) 6lm10a 127
Tofsla (Red, Rampart, Ivor, Ivor) def tun7gus7 (Blue, Rampart, Kyre, Kyre) Jebus Cross 123
tun7gus7 (Red, Rampart, Riland, Riland) def Tofsla (Blue, Rampart, Kyre, Kyre) h3dm1 141

wowa (Red, Rampart, Kyre, Kyre) def PaTRioT (Blue, Rampart, Riland, Riland) Jebus Cross 131
wowa (Blue, Rampart, Riland, Riland) def PaTRioT (Red, Rampart, Kyre, Kyre) 6lm10a 117

R@sIM (Red, Rampart, Mephala, Mephala) def Wyndoc (Blue, Rampart, Kyre, Kyre) Jebus Cross 126
R@sIM (Red, Rampart, Kyre, Kyre) def Wyndoc (Blue, Rampart, Yanova, Tiva) 6lm10a 135

PutinKING (Red, Rampart, Kyre, Kyre) def Derbent (Blue, Rampart, Riland, Riland) Jebus Cross 142
Derbent (Blue, Rampart, Riland, Riland) def PutinKING (Red, Rampart, Kyre, Kyre) Mini-Nostalgia 137
Derbent (Blue, Rampart, Riland, Orrin) def PutinKING (Red, Rampart, Kyre, Kyre) Spider 124

=Lizard= (Blue, Rampart, Kyre, Kyre) def KobRa_RR (Red, Rampart, Riland, Riland) Spider 242
=Lizard= (Red, Rampart, Kyre, Kyre) def KobRa_RR (Blue, Rampart, Riland, Riland) Jebus Cross 137

wariator (Red, Rampart, Kyre, Kyre) def Deadshot (Blue, Rampart, Riland, Riland) Jebus Cross 132
Deadshot (Red, Rampart, Ivor, Craig Heg) def wariator (Blue, Rampart, Kyre, Kyre) 6lm10a 144
wariator (Red, Rampart, Riland, Riland) def Deadshot (Blue, Rampart, Kyre, Kyre) Diamond 223

Rep1sk (Red, Rampart, Riland, Riland) def Dark30 (Blue, Rampart, Kyre, Kyre) Jebus Cross 132

Replacement korvet => yarik1987
yarik1987 (Blue, Rampart, Kyre, Kyre) def u2noob (Red, Rampart, Riland, Riland) Mirror Diamond 112
yarik1987 (Red, Rampart, Kyre, Kyre) def u2noob (Blue, Rampart, Riland, Riland) Diamond 135

Player Rep1sk is disqualified; Dandy advances to the round of 16 instead

Replacement flate => BuTaJIuK

BuTaJIuK (Blue, Rampart, Kyre, Kyre) def Toganash (Red, Rampart, Mephala, Enain) Jebus Cross 133
BuTaJIuK (Red, Rampart, Kyre, Kyre) def Toganash (Blue, Rampart, Riland, Riland) Mini-Nostalgia 142

Round of 32 deadline - 5 weeks, i.e., until 16.12.2016
For players going through qualification, the round deadline is individual—I'll be flexible if needed, but please try not to drag it out.

Round of 16 Draw:

PROger (Red, Rampart, Kyre, Kyre) def Derbent (Blue, Rampart, Riland, Beatrice) Mini-Nostalgia 213
PROger (Red, Rampart, Kyre, Kyre) def Derbent (Blue, Rampart, Riland, Riland) h3dm1 224

wowa (Red, Rampart, Riland, Riland) def yarik1987 (Blue, Rampart, Kyre, Kyre) Jebus Cross 124
wowa (Blue, Rampart, Riland, Jeremy) def yarik1987 (Red, Rampart, Kyre, Kyre) Diamond 124

Diabler (Blue, Rampart, Kyre, Kyre) def BISHOP (Red, Rampart, Riland, Riland) h3dm1 126
BISHOP (Blue, Rampart, Kyre, Kyre) def Diabler (Red, Rampart, Riland, Miriam) Jebus Cross 125
Diabler (Red, Rampart, Riland, Riland) def BISHOP (Blue, Rampart, Kyre, Kyre) Mini-Nostalgia 141

socola (Blue, Rampart, Kyre, Kyre) def R@sIM (Red, Rampart, Mephala, Mephala) 6lm10a 131
socola (Red, Rampart, Riland, Riland) def R@sIM (Blue, Rampart, Kyre, Kyre) h3dm1 147

freesha (Blue, Rampart, Kyre, Kyre) def Rep1sk (Red, Rampart, Riland, Riland) Jebus Cross 123
freesha (Blue, Rampart, Kyre, Ivor) def Dandy (Red, Rampart, Riland, Riland) Mini-Nostalgia 144

battanas (Blue, Rampart, Riland, Riland) def BuTaJIuK (Red, Rampart, Kyre, Kyre) 6lm10a 116
battanas (Blue, Rampart,Kyre,Kyre ) def BuTaJIuK(Red, Rampart,Riland ,Gunnar ) mini nostalgia - 211

wariator (Blue, Rampart, Kyre, Kyre) def Pyre (Red, Rampart, Riland, Riland) 6lm10a 133

tun7gus7 (Red, Rampart, Kyre, Kyre) def =Lizard= (Blue, Rampart, Riland, Riland) Mini-Nostalgia 114
tun7gus7 (Blue, Rampart, Kyre, Kyre) def =Lizard= (Red, Rampart, Riland, Riland) Diamond 114

Round of 16 deadline - until 13.01.2017

Quarter-finals Draw:

socola (Red, Rampart, Kyre, Kyre) def wariator (Blue, Rampart, Riland, Saira) h3dm1 145
socola (Blue, Rampart, Kyre, Dessa) def wariator (Red, Rampart, Riland, Riland) 6lm10a 144

wowa (Red, Rampart, Riland, Riland) def tun7gus7 (Blue, Rampart, Kyre, Kyre) Mini-Nostalgia 134
tun7gus7 (Blue, Rampart, Kyre, Kyre) def wowa (Red, Rampart, Riland, Labeta) Jebus Cross 134
tun7gus7 (Blue, Rampart, Riland, Riland) def wowa (Red, Rampart, Kyre, Kyre) 6lm10a 124

battanas (Blue, Rampart, Kyre, Kyre) def Diabler (Red, Rampart, Ivor, Ivor) Jebus Cross 131
Diabler (Blue, Rampart, Kyre, Kyre) def battanas (Red, Rampart, Ivor, Jeremy) Diamond 135

freesha (Blue, Rampart, Kyre, Jeremy) def PROger (Red, Rampart, Riland, Mephala) Jebus Cross 137
PROger (Blue, Rampart, Kyre, Kyre) def freesha (Red, Rampart, Ivor, Ivor) h3dm1 145
PROger (Blue, Rampart, Mephala, Mephala) def freesha (Red, Rampart, Kyre, Kyre) Mini-Nostalgia 215

Quarter-finals deadline - until 10.02.2017

Semi-finals Draw:

tun7gus7 (Red, Rampart, Riland, Riland) def PROger (Blue, Rampart, Kyre, Kyre) 6lm10a 125
tun7gus7 (Red, Rampart, Kyre, Kyre) def PROger (Blue, Rampart, Riland, Riland) Mini-Nostalgia 114

Diabler (Red, Rampart, Riland, Riland) def socola (Blue, Rampart, Kyre, Kyre) 6lm10a 217
Diabler (Blue, Rampart, Kyre, Kyre) def socola (Red, Rampart, Riland, Riland) Diamond 132

Semi-finals deadline - until 28.03.2017

Final:

Diabler vs tun7gus7

Final deadline - until 25.04.2017
In reply to Wicc
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9 years ago
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Wicc
It seems to have become clear - the "HeroesWorld rules" checkbox appears to reset when hot-restarting from the game.

I tested this in single player, so I couldn't detect it.

So until the update comes out, we'll restart the old-fashioned way - by recreating the game.
You can simply turn off HeroesWorld rulership.
In reply to Wicc
9 years ago
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At level 121, a diplomat with the "Sylvan" logo was in a castle with an angel, and the opponent surrendered. A cheerful player, who started with Ufretin, never revealed the secret behind his choice. Thanks for the game.
Battle Report Accepted
Оплот / Rampart Faction Оплот / Rampart
Кайри / Kyrre Start Hero Кайри / Kyrre
Кайри / Kyrre Main Hero Кайри / Kyrre
Победа / Def Победа / Def
Оплот / Rampart Faction Оплот / Rampart
Уфретин / Ufretin Start Hero Уфретин / Ufretin
Уфретин / Ufretin Main Hero Уфретин / Ufretin
Map Template
6lm10a
Game Length
121 days
Game Date
11/13/2016
Reported
11/13/2016 1:20 PM
Rating Impact Archived
Derbent 1520 1526 +6 ↑
Fill-ua 1285 1279 -6 ↓
Rated Sep 28, 2022

Accepted by opponent on 11/13/2016 1:34 PM

In reply to Derbent
9 years ago
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Again, I picked Ulanda's Secret Agent. My Mephala with Diplomacy took Utopia as a home city with Castle. Opponent surrenders again.
Thank you for the game.
P.S. Let's talk about a hundred Wizards; I was interested in the possibility of adding them and firing them for a reason, but there's no answer.
Battle Report Accepted
Оплот / Rampart Faction Оплот / Rampart
Кайри / Kyrre Start Hero Кайри / Kyrre
Кайри / Kyrre Main Hero Кайри / Kyrre
Победа / Def Победа / Def
Оплот / Rampart Faction Оплот / Rampart
Уланд / Uland Start Hero Уланд / Uland
Уланд / Uland Main Hero Уланд / Uland
Map Template
Jebus Cross
Game Length
125 days
Game Date
11/13/2016
Reported
11/13/2016 1:23 PM
Rating Impact Archived
Derbent 1526 1532 +6 ↑
Fill-ua 1279 1273 -6 ↓
Rated Sep 28, 2022

Accepted by opponent on 11/13/2016 1:35 PM

In reply to Derbent
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9 years ago
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Derbent
At level 121, a diplomat with the angel logo was in the castle, and the opponent surrendered.
A cheerful person, he started with the Ufretin, but never revealed the secret why. Thanks for the game.
Thank you for the game.
In reply to Derbent
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9 years ago
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Derbent
picked Ulanda's secret agent again. My Mephala with Diplomacy took Utopia as a home town with Castle. Opponent surrenders again.
Thank you for the game.
P.S. Let's play a hundred games with Wizards. I was interested in the possibility of adding them and firing them for a reason, but there's no answer.
Thank you for the game.
In reply to Sevan_80
9 years ago
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Sevan_80
Added 77 green wyverns - tech loss.
Confirmed. Thanks for the game. On day 3, I had 30 upgraded knights. By the end of the second week, I had about 60 un-upgraded swordsmen and 25 upgraded griffins. After that, the question of what to use to attack the utopia was no longer an issue.
In reply to Dirty_Player
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9 years ago
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Dirty_Player
You can simply disable the HW rules.
Not on a mirror map, yes, disable the HWRules, but on a mirror map, it is critical.
In reply to Wicc
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9 years ago
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Baratorch writes that he has updated the HD version and fixed this bug.
In reply to Wicc
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9 years ago
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Recently, the topic of timers has been regularly discussed in the "pope" chats—complaints that Wicc sets too short a timer, that we don't have enough time to do anything, especially on mirror matches.

I have expressed my position on this more than once: a short timer is a blessing for Heroes and for the community, as it allows more games to be played, attracts more players and viewers, delays the moment "popes" retire, etc. For example, if Blitz-Jeb with OH had appeared in 2011, I would probably still be playing.

I have also repeatedly mentioned that many players spend their timer very inefficiently—they perform game actions slowly or clumsily, overthink simple situations, and regularly analyze things on the opponent's turn that should have been analyzed during their own, etc.

In other words, the question "is there too little time?" should only be asked after the question "am I actually using what I have efficiently?". For instance, with blitz control (8+4+1), even perfect execution doesn't allow one to squeeze the maximum out of a layout, so positioning this timer as standard isn't very reasonable. However, on 16+8+1, judging by many streams, if players fail to finish something, it is exclusively due to their own stupidity.

As useful reading, I will provide a series of my old posts about playing on fast controls. They were written 4 years ago for Diamond on a timer of 4 same-old SoD minutes and for the WT timer of 1000+400. But a number of ideas are quite applicable to optimizing timer usage on long controls as well.
Wicc
A small manual on fast play.

Players who only practice long controls often just do everything faster when playing short controls, doing the same things they do on long ones. Although they should often be doing something slightly different...

I am writing for the WT version and WT hotkeys, so for SoD+HDmod, some ideas might not be mentioned or may require adaptation.

Suggestions and proposals are welcome; the topic is quite fresh and poorly developed.

1. General thoughts.

When playing on long control (4000+500 and similar), players usually spend a significant portion of time as early as the 1st week; some hit zeitnot in the middle of the 2nd week, and by the middle of the 3rd, most are there.

This approach seems fundamentally wrong to me, as the most complex moves requiring thought occur precisely on the 3rd and 4th weeks. Therefore, I personally try to accumulate time, approaching the 3rd week with a reserve of at least 2000 seconds. Because of this, many running endgames have been won—opponents in zeitnot made mistakes, took suboptimal decisions, or only managed basic actions, failing to complete additional ones. Moreover, while catching a "pope" for free or taking the main castle happened rarely, killing noobs and taking side castles from opponents in zeitnot happened constantly.

But overall, the strategy of spending time predominantly at the start of the game is quite viable, if only because so many players follow it. But it is designed for a classic scenario—collect everything, move to the center, and beat the opponent between the end of the 2nd and middle of the 3rd week.

On short controls, however, the "cockroach races" begin from the first days, and the accompanying mistakes as well. Therefore, here it is important not so much the tempo, but the absence of fails in obvious places—simple and reliable play can bring many victories just on opponent blunders, even before first contact.

Also, since long moves will be required from time to time, it's desirable to have a time reserve for them. This is also needed to correct mistakes—for example, if you accidentally enter a dangerous fight, the cost of an error increases sharply, and time is needed to make the right decision.

Specifically on Diamond, there is another feature: the road network is quite rich and branched, so the phase of fighting noobs and stealing castles from each other can be very intense and time-consuming. That is, if one player reaches the contact phase with zero on the timer while the second has accumulated 1500, it gives them a serious advantage in guerrilla actions.

To summarize, the main factors on short control are:

a) Reliable play, absence of mistakes in obvious places.
b) Simple play, absence of complex maneuvers requiring time to think and account for non-obvious risks.
c) Economical execution technique of game actions, allowing one to accumulate time for complex moves in the mid-to-late game.

2. Planning actions.

You should think about plans for your turn during the opponent's turn. That is, upon receiving the turn, you should already clearly know what you will do—which heroes go where and in what sequence, and what they will do.

Similarly with battles—the formations for them should be thought of in advance, so as not to waste an extra 10-30 seconds on your own turn.

If a chain is planned, the points for placing heroes should also be determined before the start of the turn.

If information allows, you can even calculate castle buildings, especially those that will be built at the beginning or middle of the turn, before the completion of hero movements.

And it's also useful to estimate how many and what resources there will be in the morning, primarily gold. If a resource trade is planned, it should also be calculated—how much and which resources are sold; this sometimes takes up to a minute. If it's unclear exactly how much money is needed, you can simply designate an untouchable reserve of resources that cannot be traded.

3. Hero specializations

I mean not game specialties, but the functional role of these heroes in your match.

In games with long control, most heroes usually act in different capacities—collecting resources, scouting, transporting troops, and even fighting. This allows for strong play, but spends a lot of time on composing an optimal algorithm of actions.

Therefore, on short control, it is desirable to give heroes a smaller range of authority, specializing them in something. Obviously, depending on the situation, they can be used otherwise, but there should be a "default" specialization for each hero that they will implement if there isn't enough time to find a more reasonable use.

Main specializations are scout/freebie collector, transporter, fighter.

Usually, it is necessary to separate the roles of scouts and transporters; often it's more profitable just to put a hero in a chain than to calculate whether they can also grab a bunch of wood off-road before that. If this isn't a critical resource for building, spending 30-60 seconds here is usually not justified.

4. Remembering hero positions.

I often see people scrolling through the hero list looking for the right one. This wastes time that could be saved if you remember who is where and what they are doing.

This is especially critical if there are 7-8 heroes; here, losses from searching for the right heroes can reach 20-40 seconds per turn. Correct searching for a hero consists of one mouse click exactly on their face.

For example, when building a chain, you shouldn't just remember that "there is a 3-hero chain over there," but also know everyone by sight and name.

This saves especially much time in case of an attack on your noob by the AI or opponent—knowing exactly where the attacked noob is located allows you to reflect on the changed world picture in a calm environment (the timer isn't ticking).

Therefore, after passing the turn, the first thing should be to click through all heroes, remember who is where, with what army, artifacts, etc. Besides the goal mentioned above, this also allows for quickly detecting blunders like forgetting an army/artifacts on the wrong heroes.

5. Sitting at the computer.

As someone who learned esports through Starcraft and shooters, I was amazed by the sight of a typical Heroes player at the computer—left hand propping up the chin, right hand lazily clicking the mouse, body either lounging back in the chair or slumped to the right/left, etc. As if they aren't playing an esports game, but browsing porn sites.

Correct posture when playing on short control should be roughly like that of esports players from real-time games—back straight or slightly hunched and tense, left hand playing chords on the keyboard, right hand clicking the mouse sharply, eyes staring intently at the screen; the whole look illustrates tension and concentration.

Specifically regarding the position of the left hand—it should almost always lie in the Ctrl-Alt-Shift area, not be sent there only when a need arises. This achieves about one second of saving per action, which is a lot.

Similarly with other keyboard buttons—the hand should move there in advance. For example, while performing the last action in a battle, you should simultaneously move your hand to the Enter key to immediately accept the battle results as soon as they appear. And don't stare at them; an extra 2-3 seconds per battle will accumulate into a significant amount by the end of the game.

6. Hotkeys

Much has been written about them, but still not everyone knows/uses them. I have more than once seen even top players splitting stacks manually, touching the slider, etc.

The general principle is this—if a hotkey exists, you must use it. There are few useless hotkeys even in original Heroes, and in their expansions (WT and HDmod), there are none at all.

Separating ones and collecting them seems to be used by everyone, but, for example, transferring via Ctrl-Alt is far from universal.

Example—the very start of the game: you hide your starting hero in the inner garrison and buy a second hero; you need to dump their army to the first hero. Here is what I observed with many top players including Alex—click elves, click elves, click dwarves, click dwarves, click centaurs, shift-click centaurs, drag slider all the way right, click OK. Total: 7 clicks and 1 slider.

When playing with short control, you should not do this.

Correct algorithm: ctrl-shift-click cents, ctrl-alt-click cents, ctrl-alt-click dwarves, ctrl-alt-click elves. Total: 4 clicks. Moreover, these clicks are ergonomically in a row from left to right, not up-down-diagonal, which forces longer aiming.

In general, the slider should not be used under any circumstances—fast buttons are enough for almost all tasks, and for non-standard stack splitting, you should type the number from the keyboard; it's faster even considering the time spent on calculations.

Also, not everyone uses the ctrl-alt-shift button (even split among free stacks). For example, if you need to divide 36 wolves into stacks of 1-1-17-17, this is done as ctrl-shift-click + ctrl-shift-click + ctrl-alt-shift-click (if the other 3 stacks are filled with gobbo-orcs), which with fast hands takes 1-2 seconds, while a slider takes at least 5 seconds or more.

In HDmod, by the way, this operation is even more thought out—ctrl-click + ctrl-click + shift-click; same number of actions, but easier to press, and also not tied to the number of free slots.

I'll also note that many fail on standard SoD hotkeys—passing the turn, viewing opponent's turn, launching a hero along a route, putting a hero to sleep/waking them up, switching underground/surface, Enter for all sorts of confirmations, etc. All this should be done from the keyboard, not by clicking icons on the screen.

7. Battle techniques

Applies only to WT.

You should use hotkeys to the maximum; under no circumstances click manually on wait, def, and cast—only buttons W, D/Space, and C respectively. Moreover, D is even more profitable here, as Space on most keyboards is pressed slightly slower, and the thumb on Space has to travel a larger trajectory than the index finger on D. And Enter at the end of the battle was already mentioned. The saving here is 1-2 seconds per action, which is a lot.

You should also minimize the number of waits in simple battles. If troops won't move/hit after a wait, they should be put into defense immediately. Similarly, do not wait with archers if they won't have a straight shot after the mobs move.

For simple battles, you shouldn't separate all ones just to avoid wasting time on their wait/defense. If the strike stack can beat the mobs alone, then the cover/distraction should be merged into one stack. Although one single unit can be left purely for insurance.

If a tactic is available, do not use it if it's not critical for the outcome of the battle—saving 5-10 seconds will not be wasted. That is, for archer castles, you often don't need to set up cover, and for Tiraxor/Shifter, you can start with a strike stack from the initial position; usually, it reaches where it needs to anyway.

8. Distance calculation

Mainly for chains or curved trajectories. For beginners, a lot of time is wasted here...

The WT alt-click that counts distances helps a lot. But there are often cases where it's impossible to use, and you have to count by eye.

Calculating the exact value usually takes long, so approximate methods should be used. For example, counting in cells—1 for a straight move, 1.5 for diagonal. That is, look at the trajectory, count total moves, then add half of the diagonals. I don't recommend counting step-by-step; in case of an error, you'll have to recount from the very beginning, which is immediately minus 10-30 seconds.

If the move is across different terrain types and roads, first determine the unit of measurement; not always 1 u.m. equals 100 moves—sometimes it's profitable to take a straight road move as the u.m., then you'll have to first convert hero moves into u.m. Usually, WT uses medium roads, where 1 u.m. is 65 moves, so you need to multiply the hero's movement reserve by 1.5, and if roads are fast, multiply by 2.

Also, with varied terrains, I recommend counting moves for each type separately, then adding them at the end. This is also to prevent recounting.

For building and checking chains, don't forget about the WT feature of temporary move resetting; it allows precise placement of heroes even on short control.

From optional but useful—using the same unit type for transport noobs, even if faster ones are available. This will unify movement length and simplify chain calculation/recalculation. Especially critical in situations where several transfers in different directions must be made. For the same reason, it's better to send logisticians/explorers for scouting/collecting, and use simple heroes for transport purposes.

9. Mouse and keyboard

For real-time games, mouse and keyboard are objects of obsession; they are chosen carefully and tested in different modes. For short controls, this issue should also be addressed, albeit less fastidiously.

Buttons on the mouse and keyboard should be pressed easily, without effort, and not stick anywhere. I remember that at SNG in Michurinsk, there were very stiff keyboards with large, high, and hard-to-press buttons.

It's desirable to use a simple mouse—2 buttons and a wheel. It can be very frustrating when, in the heat of the moment, you press some random side button with an unpredictable result.

Regarding mouse settings—cursor acceleration should be set to 0; various extra options like "enhanced pointer precision blah blah blah" should also be disabled. Cursor speed is a matter of taste.

The convenience of settings can be checked via various online games for click speed and accuracy. A classic is the Reflex game at www.missionred.com; mouse settings should be calibrated based on high results and low wrist/shoulder fatigue.

Keyboard layout preferably with a wide Enter, wide left Shift, and without power control buttons above the arrows. The Windows key between Ctrl and Alt can also get in the way. Same reasons—in zeitnot, you might accidentally press the wrong button.

If the keyboard does not meet these requirements, extra buttons can simply be removed; they are easily pried off with a screwdriver.

Laptop keyboards are generally inconvenient for fast play, so it's better to connect an external one. I recommend getting the simplest and cheapest one with a classic key layout and no extra features. Plus, you won't feel bad about poking it open with a screwdriver if needed.

... continuation ...

10. Order of actions

In a game with short control, there is always a risk of not having time to do something planned. Therefore, it's important to set priorities—what to do first and what later.

a) Buildings in castles. Usually, the turn should start with them. Because this takes only a few seconds, but the benefit is great—it can be very unpleasant to get stuck in a heavy battle at the end of the turn, exhaust your time there, and fail to make some buildings because of it. This is especially critical on the 1st week.

If resources for building are lacking at the start of the turn but may appear later, backup options should be planned—what to do if there isn't enough time to secure resources. For example, as Castle, if the last battle is a dwarf-nest that will give money for horses, you need to estimate before the battle whether there will be time to take it. And if there are doubts, build a citadel or griffins, and then horses on the next turn.

b) Collecting freebies. Again, this takes little time but provides huge benefits, so on the first week, this is the second priority after buildings.

c) Pope's move. In the late stage of the game, this is a more priority action than resource collection, especially if the game has entered the contact phase with the opponent. And on the first week, a pope can often even skip a turn, or stop to accelerate near another guard.

d) Chain management. Perhaps the least priority action; often you can place them haphazardly or not at all with the intention of regrouping later.

If chains have completely scattered, you can even designate a separate day specifically for restoring the transport network. Not a very profitable turn, of course, but in the absence of external pressure, this can be done once or twice per game. There is an additional bonus here—accumulating time for more important turns. Usually, such "unloading" turns are made on the last day of the week—instead of long and painful breakthroughs of tough guards on 117/127, it's sometimes more profitable to just place heroes so that on 121/131 you can break through everything quickly and simply with growth.

The WT timer has a bug where if time runs out on the map and the player performs no actions (takes hands off keyboard and mouse), the turn is not automatically passed; it hangs in a zero state. This allows for additional time to place heroes, calculate chains, etc. The main thing is not to enter cities or fight anyone (even on quick), otherwise the turn will be passed immediately.

11. Checking if everything is OK

Usually at the end of a turn, when all actions are done, players spend some more time checking—was something forgotten, should another hero be bought, should a hero in a chain be moved left or right, or just for peace of mind.

This habit must be ruthlessly eliminated, as such actions have extremely low efficiency—they almost never bring benefit, but they burn the timer significantly.

What is done is done; reflection on blunders should happen during the opponent's turn, not your own.

Example—if upon passing the turn a message pops up that one of the heroes didn't finish moving, but a visual inspection of move-bars showed everyone moved, it means someone had an extra cell not reflected in the move-bar. On long control, it makes sense to find this hero and try to utilize their cell, but on short control, you should pass the turn immediately, as the 5-15 seconds spent here are not compensated in any way.

12. Demonstration of threats

If you and your opponent have entered visual contact or are about to, outgoing threats should be shown at the last moment, giving the opponent no time for analysis.

For example—if you place a hero to accelerate before a guard blocking the path to the opponent (which he sees), the opponent will immediately start analyzing the situation, rebuilding plans, tailoring chains, etc. And the more time passes between the demonstration of the threat and passing the turn, the more time the opponent has to make the right decision.

Therefore, such actions should be done immediately before passing the turn. Best as the last action—move the hero and immediately pass the turn.

A variation on the same theme—flickering your heroes at the edge of the opponent's visibility zone. This will force him to use "view turn," perhaps even more than once, thus wasting precious time.

Another trick—occasionally flickering a hero in a lift/teleport that the opponent sees from only one side. This will force him to consider a possible attack with acceleration, a possible noob-fight in this lift/teleport, and generally force him to think and be paranoid, which is useful in terms of burning calories and time.

In general, when entering an unexplored lift/teleport, you should do this—enter and immediately hit space, falling back. Then move the screen and examine the opened perspectives. All because on short control in the contact or near-contact phase of the game, the opponent doesn't go for a smoke during your turn, but carefully watches places where your heroes might appear, even with peripheral vision on the minimap. That is, upon the appearance of your hero, he will immediately look—who and with what army. It's better not to give him such information.

Also, if he happens to be distracted and doesn't notice your hero flickering, it could come back to haunt him—either he'll be too lazy to redo the turn and won't notice the threat at all, or he will do so and be forced under a ticking timer to think about how to survive here.
I'll add more:

13. "Playing by hand"

Experience shows that players usually strive to play the 1st week as well as possible, regardless of timer costs. This approach seems fundamentally wrong to me, as much more complex decisions must be made on the 2nd and 3rd weeks than on the 1st. The only exception here is Jebus Cross; there the situation is reversed.

That is, on most maps it's optimal to accumulate timer during the 1st week, so that there is time to think about the optimal path for developing initiative on the 2nd week. Moreover, in such a way that something remains for the 3rd week when the opponent appears.

For this purpose, one can use the "playing by hand" method on the 1st week; it's quite suitable for these goals because the territory is still small, armies are more or less identical, and the range of possible battles is narrow and well-studied.

This mode can be trained, for example, like this—start in single player with a timer slightly below the target (if target is +8, set +7) and play the 1st week, trying to do as much as possible. During the process, track moments of brain activation—"what did I have to think about?". After the game, carefully analyze each such moment, try to execute it differently, find an optimal solution. That is, the goal is to reach a situation where you don't think, but know.

Yes, in such a mode of play, small shortfalls are sometimes possible—say 1-2K gold or a level/parameter for a pope or 4-6 cells of movement—but this is a perfectly acceptable price for saved time; zeitnot errors have an average cost significantly higher. Moreover, many of these shortfalls are fully compensated on the 2nd week, and with less expenditure of time and troops.

14. Second run-through.

Another training method—after a played match, load save 111 and try to play the 1st week again. You can do it the same way or slightly differently. And measure how much the time expenditure decreased. And write it on a piece of paper.

As statistics accumulate, the average difference will be visible, and as timing training progresses, this difference will shrink—concrete progress figures are very motivating.

A variation on the same theme—load 111 for the opponent (if they are more skilled than you) and play a week for them; compare timer and development level at the end.

15. About training

This is not about the timer, but in general.

I remember reading an interview long ago (in the 90s) with a Russian footballer playing abroad. He noted the difference between Russian and foreign coaches. According to him, foreign coaches constantly teach footballers new technical or tactical tricks; they aren't afraid to criticize the best players in the world for not being technical enough in handling the ball, etc. Russian coaches, however, often believe that the football school should have taught the footballer, and the adult coach's task is simply to train the footballer.

In the Heroes community, the second approach is generally accepted. This is evident from games and individual quotes like: "The last time I looked at saves was many years ago when I was still learning how to play."

But one should adhere to the first approach—constantly analyze your own game and try to improve this component or that. And do not limit yourself only to official games; the greatest training effect comes from games against oneself, as you can play significantly more of them, and in case of a blunder, there is an opportunity to purposefully work through it and understand the reasons for what happened.
In reply to Derbent
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9 years ago
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I played a bit more aggressively than my opponent, engaged in combat, and caught their army in a vulnerable position. Thanks for the game!
Battle Report Accepted
Оплот / Rampart Faction Оплот / Rampart
Кайри / Kyrre Start Hero Кайри / Kyrre
Кайри / Kyrre Main Hero Кайри / Kyrre
Победа / Def Победа / Def
Оплот / Rampart Faction Оплот / Rampart
Риланд / Ryland Start Hero Риланд / Ryland
Риланд / Ryland Main Hero Риланд / Ryland
Map Template
h3dm1
Game Length
126 days
Game Date
11/14/2016
Reported
11/14/2016 6:59 PM
Rating Impact Archived
socola 1489 1505 +16 ↑
yarik1987 1515 1499 -16 ↓
Rated Sep 28, 2022

Accepted by opponent on 11/14/2016 7:00 PM

In reply to socola
User Avatar
9 years ago
Auto-translated
socola
I played a bit more aggressively than my opponent, engaged in combat, and caught their army in a vulnerable position. Thanks for the game!

I couldn't connect with anyone.
Thanks for the game!
In reply to yarik1987
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9 years ago
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If you didn't get any join points, check after the game to see if they exist at all. Run through the game with archmages and bubble mages. If there are no join points, it's a bug; replay the game. If suspicion arises during the game, have the 3rd player check the save. I remind you that before starting the game, you need to disable the "HotA rules" checkbox (or better yet, disable HotA altogether). If the game is played on a mirror (i.e., without HotA, it won't work), update the HD mod; Baratortch said he fixed the bug. And just in case, don't use the automatic restart.
In reply to Wicc
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9 years ago
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Wicc
If you didn't get any join offers, check after the game to see if they exist at all. Go through the codes with archons and bubbles. If there are no join offers, it's a bug, replay the game.

If the suspicion arose during the game, have the 3rd player check the save.

I remind you that before starting the game, you need to disable the "HB rules" checkbox (or better yet, disable HB rules altogether).

If the game is on a mirror (i.e., without HB rules, it won't work), then update the HD mod; Baratortch said he fixed the bug. And just in case, don't use the automatic restart.
The opponent said that he was only offered to join with troglodytes for several thousand. So, there was no bug in our game.
In reply to Derbent
9 years ago
Auto-translated
Thank you for playing!
Battle Report Accepted
Оплот / Rampart Faction Оплот / Rampart
Риланд / Ryland Start Hero Риланд / Ryland
Риланд / Ryland Main Hero Риланд / Ryland
Победа / Def Победа / Def
Оплот / Rampart Faction Оплот / Rampart
Кайри / Kyrre Start Hero Кайри / Kyrre
Кайри / Kyrre Main Hero Кайри / Kyrre
Map Template
6lm10a
Game Length
127 days
Game Date
11/16/2016
Reported
11/16/2016 2:37 PM
Rating Impact Archived
tun7gus7 1758 1769 +11 ↑
Tofsla 1653 1642 -11 ↓
Rated Sep 28, 2022

Accepted by opponent on 11/30/2016 10:33 PM

In reply to Wicc
User Avatar
9 years ago
Auto-translated
A splendid game it turned out to be, despite Kyrre's lack of diplomacy.
Thank you for the game!
Battle Report Accepted
Оплот / Rampart Faction Оплот / Rampart
Кайри / Kyrre Start Hero Кайри / Kyrre
Кайри / Kyrre Main Hero Кайри / Kyrre
Победа / Def Победа / Def
Оплот / Rampart Faction Оплот / Rampart
Риланд / Ryland Start Hero Риланд / Ryland
Риланд / Ryland Main Hero Риланд / Ryland
Map Template
Jebus Cross
Game Length
142 days
Game Date
11/16/2016
Reported
11/16/2016 5:16 PM
Rating Impact Archived
PutinKING 1519 1535 +16 ↑
Derbent 1547 1531 -16 ↓
Rated Sep 28, 2022

Accepted by opponent on 11/16/2016 5:22 PM

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