Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Group D. Al Feyn, [red, Rampart, Kyrre, Luna] def wowa [blue, Inferno, Calh, Calh] 6lm10a, 132
The opponent won the coin toss and chose blue for himself, setting up the 6lm10a map. We agreed on everything, but I wasn't going to play as blue (and the conditions for playing as blue were quite unfavorable). Finally, the classic scenario played out: blue had only one path leading to a dead-end village and an entrance to a one-way teleport. The map generator even trolled wowa, giving him two exits: one back to the same zone in the field, and the other relatively close to me. Wowa immediately flew to the field and never checked the second option until the end of the game. The other paths led from the underground without a road to the desert, from which the border with the swamp was visible! There's not much point in describing the rest of the game. By the time Inferno merged into a maxicon on turn 132, I had Luna with all the air spells (Pandora), expert fire and air magic, and Kyrre with Oil. A well-developed Miner. A strong hero-mage-logistics expert from the prison. 6 cities against two. Both expert views and a clear advantage in troops. The most difficult part was getting Luna and Kyrre to jump into the opponent's dead end, but the maxicon saved me from that. Thanks to the skilled 6lm10a map.
Group D. Al Feyn, [red, Rampart, Kyrre, Luna] def wowa [ blue, Inferno, Calh, Calh] 6lm10a, 132
The opponent won the coin toss and scribbled 6lm10a for himself as blue. We scouted everything; I had no intention of playing as blue (and the returns for blue were pretty scary). And finally, a classic happened — blue had only one road to a corner dead-end village and an entrance to a one-way teleport — moreover, the generator trolled wowa and gave him two exits: one back into the same field zone, and the second more or less already near me. Wowa immediately flew into the field and didn't even check the second option until the end of the game. Other paths led from underground to the surface without a road... into the desert! From which the border with the swamp loomed! Otherwise, there is little point in describing the course of the game. By the time Inferno collapsed at 132 in the maxi-cons, I had Luna with all air spells (Pandora), expert fire and air magic. Kyrre with oil. A reasonably leveled Miner. A strong hero-mage-logistics from the prison. 6 cities against two. Both expert views and a confident superiority in one's army. The hardest part was jumping into the opponent's dead end with a couple of Luna-Kyrre, but the maxicons saved me from that. Thanks to the skilled template 6lm10a.
Last 3 games — and not even once did it give a road network without bugs! Template schemes can be thrown away for good! I must say, all 3 times I was the host — is my PC generating them like this? Then maybe it should be thrown away too? :D Actually, when you see such an ass-end, you build a tower without trading resources, but there's still nowhere and no way to tempo at all... but the necessary wisdom was also not observed — there wasn't much to level up on... as for the game — I took the 3rd city without critical losses, before that the 1st, but the max town on the next turn was without GS, which is actually worse when being shot down.... despite vowing not to trade resources, I had to trade from 2 markets just to buy Castle archers in abundance, but it didn't work — 2 stacks immediately went to clash with magogs, then, when only one full stack remained there, they chewed through the angels via morale! For us, as usual, morale didn't kick in once! Although even if it had, it likely wouldn't have saved me given that development compared to the opponent and the crappy contents of the only scouted Dragon Utopia in the dead end
gg, thx for the game :)
ps: not 3, but 4!!! and in a row without interruption — 2 lm10 without native PCs, immediately with 6 guards and a choice of either a dead end or the opponent, 1 mini-nost with 2 microscopic treasures and no road to the 3rd, and also a "fir tree" where on the 1st week via fast roads despite all efforts I couldn't capture anything, but only reached my 2nd city))) that's it, hosting is suicide for me! :D
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"
Group G. Gee [red, the Rampart, Ivor, Mephala] def злой романтик [blue, the Dungeon, Shakti, Shakti] 2sm4d(3), 131 Huge starting zone for me and very rich, with 3 elves dwellings only 2 taken, 3 consevatories with 6 angels and 2 hives with 8+4 wyverns. I planned to attack in week 3 but in 131 my opponent said gg. Thanks for the game!
I played well only for the first 6 days, then I started making more and more mistakes. After the second week, I made a mistake every turn. The most notable thing happened when I tried to destroy a hero to replenish mana, I even gave him flight, but he still couldn't reach the destruction point - and the hero had expert Teleportation. My opponent also didn't play very well, but when he started to pressure me, I successfully summoned 7 Fairy Dragons and 18 Angels, but they didn't decide the game; instead, it was the King's Robe that I assembled later. Thank you for the game!
I played decently only for the first 6 days, then started making mistakes increasingly, after the second week I was blundering every turn, the most notable thing happened when I tried to break a hero to replenish mana, I even cast Fly on him, but he still couldn't reach the break point - and the hero had expert Town Portal. The opponent didn't press the tempo either, but when he started pushing me, I got very lucky by joining 7 Fairy Dragons and 18 Angels, but what decided the game wasn't them, but the Cloak of the Undead King assembled a bit later. Thanks for the game!
I confirm. But in my opinion, the decider wasn't the Cloak of the Undead King, assembled fairly late (there was only one Cloak on the map due to a quest amulet, which left no chance for me to assemble it), but rather the absence of Town Portal and Earth Magic on my main heroes, which nobody ever learned, as well as my lack of Shakti (I could have caught Kira several times and the game would have ended earlier, when I was stronger), and also the fact that the opponent killed my Adele.
Due to the withdrawal of the player PutinKing from the tournament, the player Herolwy will take his place. Therefore, the deadline for the first-round match between RozenKran and Herolwy will be extended.
Group E Redwhait (Blue, random, swamp, bronze) def Osfaraon (red, random, swamp, tazar) h3dm1 122
Thanks for the game!
Confirmed. I was behind in tempo, took risks, but the Necropolis was against me, although there were some good opportunities for the boarding ram for the Admiral; you could have chosen a slightly different direction :) Thanks for the game!
Player NoAngel has withdrawn from the tournament – aka.Ward3n will be his replacement. The time limit for the match between Javdet and aka.Ward3n will be extended due to the substitution.
Group D. Al Feyn, [red, Tower, Aine, Labetha] def yarik1987 [blue, Castle, Valeska, Valeska] 8mm6a, 133
I decided not to postpone using the Tavern, which isn't considered very strong. Here, on 8mm6a, it wasn't hopeless, as there's a chance to quickly reach the opponent with spellcasters and mages, and maybe even win without reaching the late game. Much of the game was decided by the decision not to take a restart on 111, even though I could only buy three heroes, and scouting in both directions immediately found exits from the tiny starting area, which had almost nothing. I figured that for a quick game, which I was hoping for, the small home base was even better. The following days showed that this was at least a good decision. In principle, I managed to implement the plan in general terms. In the middle of the second week, I seemed to have blocked the opponent in his right lower zone (if you orient yourself according to the template scheme). And in the middle of the third week, when he tried to break through past me, I managed to catch Valeska and win the final with a clear advantage. I'm disappointed by the abundance of small and not-so-small mistakes along the way. For example, on 117, after taking the Angel's Lair, I realized that I would have to change almost all the resources to buy this angel - and my first move was to trade all the gems. After that, when the facepalm pose ended, I had to crawl around the corners with all the remaining heroes, instead of the planned route, and collect all the crumbs I could reach, just to scrape together enough for the angel. This mistake cost me a couple of in-game days of frustration and a financial crisis until the very end of the game. But I still managed to pull through.