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TOP 10!

DESCRIPTIONS OF THE "CONQUEST" MAP from the first

tournaments for Heroes 5 on the website www.heroesworld.ru


Presented here are the best descriptions by our forum members!


P.S. Original style and spelling remain unchanged...

AlexeyPank


Walkthrough of the tournament map.



On the very first day, build a tavern and take a second hero to run around and collect. Attack Gilraen with Agrail. Keep Cave Demons in reserve—otherwise they'll get shredded. The main task for the first week is to take the mines (the gold one where dendroids are, the stone mine, and the sawmill). Get sulfur for upgrading the kennel from the east, along with the artifact. In the home town on the first week, you need to build the prefecture, the kennel, and upgrade it (see sulfur). Around the third day, take another hero to speed up troop transfers. At the end of the week, send your dogs for upgrade; they'll be delivered at the start of the second week.
At the beginning of the second week, take the southern elven city and head toward the eastern one via unicorns and earth elementals. With cerberi and a phantom, it's easy to defeat them (the main thing is having enough mana). Head to the western city. This city must be taken by the first day of the third week for growth. All heroes near this city are easily defeated. At the start of the third week, I went back to the first captured city; on the way, I visited magic power and broke through a passage. In the first city during the second week, I built archers and upgraded fairies to dryads. Took these dryads and archers and headed back up.
Passing by (toward the gemstone mine), I left the non-upgraded archers and took them to the city for upgrade. In that same week, I built druids and unicorns.
At the very beginning of the fourth week, reinforcements arrived from the western city via a chain. On the fourth week, the main goal is to destroy the druids (to stop growth) and create a continuous chain of heroes to the eastern city. Druids and dendroids are easily wiped out (almost all cerberi even stayed alive). Agrail and two other heroes head to the eastern city. Two heroes act as bait. You need to lure Gilraen out of the city, but so that he doesn't have time to reach Agrail. I positioned Agrail so that by the first day of the fifth week, he would reach the city. At the start of the week, transfer the army to Agrail via the chain (see above). Now his entire army is elven (except for cerberi). Go and take the city. There, upgrade your druids and unicorns. Sell all resources and buy out troops (except dancers, and there wasn't enough for all dryads). On his turn, Gilraen attacks; further details in the description of the final battle.

Final battle with Gilraen (he attacks, I defend in the city)



Gilraen:


Attack - 6;
Defense - 7;
Magic - 3;
Knowledge - 4;
Luck 3;
morale 0;
Mana 40/40

Army:
51 bow masters;
70 death dancers;
23 high druids;
92 dryads;
17 combat unicorns;
7 emerald dragons.

Agrail:


Attack - 13;
Defense - 3;
Magic 6 (+2 from artifact);
Knowledge - 7;
Luck 1;
morale 0;
Mana 42/70

Army:
19 combat unicorns;
30 cerberi;
2 emerald dragons;
4 ancient ents;
65 bow masters;
37 dryads;
24 high druids.

Battle:

In principle, the battle can be won even with auto-battle, but losses are much higher.
Setup before battle—using superiority in archers and druids (+ on towers)—first thing is to wipe out dragons, then archers. Unicorns and ents are for plugging holes in the wall.
Cerberi are to take the first portion of the enemy attack (cannon fodder). Dryads are to cast dispel spells. That's exactly how it went.


G: Catapult breaks the wall

A: All towers fire at druids. Three are wiped out.

G: Death dancers run into the moat, lose eight. Dryads cast wasp swarm on druids, wipe one out.

A: Unicorns stand in the passage and attack dancers, wipe 32, they respond by wiping one.

G: Casts rage on unicorns, failed.

A: Druids use lightning to wipe a dragon, dragon wipes one dragon, that one responds by wiping one.

G: Archers wipe all cerberi. Druids cast stone skin on unicorns.

A: Casts ice arrow at dragons, wipes one. Ballista wipes 10 dryads.

G: Dancers attack unicorns and wipe three, they respond by wiping 19 and blinding them. Catapult hits the wall.

A: Central tower wipes 6 dryads.

G: Dragons wipe 5 unicorns.

A: Towers wipe two druids. Archers wipe 3 dragons. Moat catches dryads and wipes 14. Unicorns wipe 39 dryads.

G: Archers wipe all unicorns.

A: Dragon wipes 10 dancers and 10 dryads.

G: Unicorns wipe the dragon.

A: Ents stand in the passage, wipe a dragon. Druids wipe 7 druids. Casts phantom on archers (to distract).

G: Casts stone spikes at archers (wipes phantom) and wipes 3. Druids cast stone skin on archers.

A: Ballista fires at unicorns. Dryads remove skin from unicorns.

G: Dryads cast swarm on archers, wipe two. Catapult hits the wall.

A: Towers wipe 7 archers.

G: Dancers hit ents, they respond by wiping one.

A: Archers wipe 37 archers.

G: Archers wipe 13 dryads.

A: Moat entangles unicorns, wipes one. Casts ice arrow at unicorns, wipes 2. Druids use lightning to wipe 7 druids.

G: Dryads attack ents. Unicorns wipe one ent. Madness didn't work on archers.

A: Ents wipe 10 dryads.

G: Druids wipe 18 dryads.

A: Ballista wipes an archer. Archers wipe 5 unicorns.

G: Catapult broke the wall.

A: Towers wipe 6 archers.

G: Dryads attack ents.

A: Agrail wipes 2 unicorns, druids wipe 2 unicorns.

G: Archers wipe 2 dryads. Unicorns blind ents.

A: Archers wipe 4 unicorns.

G: Deadly shot wipes an ent. Dryads attack an ent. Druids wipe 5 archers.

A: Ballista wipes a druid.

G: Catapult hits the wall.

A: Central tower wipes a druid.

G: Unicorns blind ents.

A: Towers wipe 1 druid and 1 archer.

G: Dryads wipe an ent.

A: Agrail wipes 2 dryads. Dryads—a unicorn. Druids—a dryad.

Battle over.

Bandit

Walkthrough of the tournament map + Description of the battle with Gilraen


I will provide the main thoughts on the walkthrough and the primary battles. Naturally, I won't describe every single fight. At your choice, I can explain any moment or any battle in detail.

Key moments:


1 Upgrade imps. Imp clone is the main breakthrough force until 14 elves from the lower castle arrive.

2 Magic is necessary—raise dead, stopping lightning and naturally the already available clone. Raise dead and lightning are taken in the nearest lower elven castle.

3 Necessary skill—soul eater (otherwise hellfire consumes all mana and it's game over).

4 Do not lose a single elf before the final battle. This is possible. If they are attacked in some fight—do not deploy them. Example—battles with fairies or dryads. Deploy only 2 cave demons. The battle proceeds without losses. (Naturally, do not deploy demons for 1 battle with an Elf. For some reason, the Elf always starts the attack with them and definitely kills one).

Main battles


1. earth elementals—wiped by elf clones without losses. Split demons to lower elemental defense. Distract part of the elementals with clones, let them in group by group and shoot them down. It's a good idea to create an imp clone—it can in turn summon another group of imps, which will then be used to finish off any breakthrough elements. Don't spare mana—stupid hellfire will eat it all anyway. And mana doesn't restore from elementals. No losses.

2. Harbingers of Death—you don't have to fight them, but it's more interesting to win, and we really need knowledge, plus it shortens the path for the future troop delivery chain. Losses are inevitable in this battle (47 imps). Use imp clone and stopping lightning.

3. Druids on the road. Lose 28 imps and 8 succubi. Played on auto. Could be better, but this result is sufficient.


4. Battle with ents—the most interesting battle (39 of them), standing before the druid glade. Lost only one of my own ents and 2 imps in the battle (doesn't always happen, sometimes I lose two ents). Deploy only elves and ents and a couple of units of fodder for one hit (placed 2 imps in 2 piles). Use elf clones (21 elves). If you move an ent one step forward—two elf clones hide behind him. As arrows run out, push these clones to their death. Periodically use stopping arrow and if things get really bad—resurrect ents once (then both will be lost). Do not attack with your own ents—go into defense. Try to shoot down some group immediately—we'll take the necessary mana from them.


5. Final step—kill the elf in the city. Attack Gilraen with hero Agrail.

Agrail has:


17th level,

sum of skills 25 (12, 1, 4, 8),

mercury 4,

Mana 80.

army size
- 8 ents,
8 dryads,
7 unicorns,
40 archers,
1 cave demon,
20 imps,
41 demons.

Has—ballista,
cart.

Gilraen has:


12th level, (4,7,3,4)

army size
- 6 unicorns,
2 ents,
55 dryads,
32 bow masters,
42 dancers,
11 high druids.

Briefly on the battle—the battle is very easy (screenshots attached). First thing, hit elves with elves, block the exit from the castle with ents. Then periodically use stopping lightning, resurrection and clone on elves. Calmly slaughter everyone with elves. Finish off single units with dryad magic.

On the map.

Day 1.

Build a tavern. Buy both heroes. Rutger takes imps, leaves them in the castle for upgrade and runs to the gold.
Transfer his native army to A.

(A - Agrail, main hero). Second hero stays in the castle. A hits an elf—get advanced gate opening and advanced sorcery in the hut, take the money chest.

Day 2.

Upgrade imps. Bring them to A. Not enough time to deliver. Rutger takes gold and runs to buy demons. A breaks through dancers, takes money, breaks through stone mine (doesn't take it himself).

Day 3.

A hits fairies. Takes castle and runs to the gold mine passing through 1000 experience. Build a tavern in the elven city. Rutger bought demons and runs to A. Marbas transfers imps to A, takes peasants and runs to stone mine. Get soul eater.

Day 4.

Build level 1 magic in elf city. A breaks through gold mine and runs to the elven castle. No time for +1 spell power, nor is it needed for clone. Marbas takes gold mine. Rutger a pile of wood.

Day 5.

Build level 2 magic in elf city. A enters, learns magic. Hit skeletons and break through same sawmill. Take it with A. Two heroes pick up resources and take stone mine.

Day 6.

Build money in both cities. A breaks through unicorns and ents near the wood. (No time to enter +1 attack, and not enough money for the wood). Build a chain of 2 secondary heroes, picking up resources from skeletons along the way.

Day 7.

Build elves. (We won't build anything else here for now) A enters arena (+2 attack) and runs to earth elementals. Align the chain. The main thing here is to place heroes so that when neutrals appear, the chain doesn't break (achieved experimentally).

Day 8.

Rutger takes 500 coins in the garden. Buy hero Nibros. Buy up 14 elves and fairies. Transfer via chain to A. A breaks through elementals and runs through the spring to the Ent house. Gets secret knowledge. Distribute unnecessary troop fodder among secondary heroes so that if needed, they can catch enemy secondary heroes.

Day 9.

A takes 2 ents. Run to the 2nd elven castle. Secondary heroes follow, picking up resources on the way.

Day 10.

A takes castle, hits harbingers of death, takes +1 knowledge. Gets expert logistics. Build unicorns in the castle. Buy hero Grok, equip him with small, unnecessary troops. Grok follows right behind A. Other heroes move closer, take wood mine, run to gold.

Day 11.

Build Stronghold. A kills the strongest secondary hero. Takes +1 attack. Grok kills two others and blocks the third. Start building a chain from secondary heroes. The point of the chain is to transfer troops from the castle and ent dwellings to A in 1 day.

Day 12.

Build markets in first two cities. A breaks through druids on the road, buys elves and runs to ents via flag. Grok follows him. Secondary heroes continue building the chain, capturing almost unnecessary mines along the way.

Day 13.

A hits ents, turns and runs to the last enemy castle. Gets expert sorcery. Grok takes all troops from A and smashes druids in the glade.

Day 14.

Build ents. Transfer remaining army to A. A runs to the last enemy castle, smashing fodder on the way. Main thing is not to get too close. Stand at a distance of one move, so that you just barely have enough to run and take the castle (together with the elf). Otherwise, the elf jumps out of the castle and we lose one turn. Align the chain.

Day 15.

Buy hero Deleb (she closes the chain). Sell all resources except mercury. Buy out all troops except dancers. Also not enough money for half the dryads. (Don't forget to buy 7 elves on the way and of course ents in dwelling). Transfer army to A. Attack bow masters on the way and attack the castle. Victory.

DeMoN


Description of the battle with Gilraen


I am defending in the castle (Intil)

Gilraen attacks !!!

Agrail has:


17th level

Attack-13

Defense-1

Magic-6

Knowledge-7

morale-1

Luck-2

Mana-70/70


troop count;


Green dragons-4pcs

Ancient ents-8pcs

High druids-4pcs

Bow masters-26pcs

Death dancer-3pcs

Gilraen has:


12th level

Attack-4

Defense-7

Magic-3

Knowledge-4

morale-0

Luck-2

Mana-40/40


troop count;


Green dragons-3pcs

Combat unicorns-12pcs

High druids-19pcs

Bow masters-23pcs

Death dancer-60pcs

Dryads-75

First of all, before the battle, I divide the High Druids into 2 parts (2 groups of 2 units). The amount and damage of the druids' magic depend on this. Since the computer placed its troops in one pile, the druids always hit there until they run out of mana (using the "Stone Spikes" spell), dealing damage to Bow Masters, High Druids, Green Dragons, Death Dancers, and the ammunition cart.
The computer's crowd is still standing.
The computer (the hero himself) only kills my Ents, while my hero hits with the "Ring of Frost" spell in the same place as my High Druids (until 8 mana remains). This spell hits almost all units.
Since dragons cannot fly in within one turn, to my delight, they get stuck in the spikes of my Castle.
It is at this time that I shoot them down to the end with my hero and druids.

Then I shoot the dryads with the druids.

From the remaining mana, I create a double of the High Druids (2 units)

My opponent meanwhile finishes off the Ancient Ents.

And I pray that they don't take down the towers and break my fence—I hit the enemy unicorns and death dancers with my hero and remaining druids!!!

Gilraen used magic once: "Stone Spikes" (when I summoned the double).


When I killed Gilraen, I waited for growth, bought up the entire army, and went to hit 39 Ancient Ents.

During the battle, I simply cloned the Bow Masters, spending all my mana (clone bonus: 50% miss chance).


The next day during the final battle, I had 4 mana and with the remnants of my army (Ancient Ents-5 and Bow Masters-12), I killed 24 High Druids and 6 Ancient Ents.
I divided the 12 Bow Masters into 2 and placed them in the corners of the field.

The Bow Masters shot at the High Druids, and my hero finished them off.

My Ancient Ents stayed on defense.

After killing the High Druids, I used my hero's shooters to kill the Ancient Ents.

After the battle, I had left: 1 Ancient Ent and 10 Bow Masters.


fanat

Final battle with Gilraen (he attacks after skipping a turn)

Battle with Gildraen:


Agrail (in the castle with three towers) is level 16


Army size:


Pit Fiend - 2

Hunter Master - 6

Succubus - 18

Senior Druid - 4

Familiar - 135

Horned Demon - 69

Treant - 4

Gildraen (attacks the castle after skipping a turn) is level 12


Army size:


Emerald Dragon - 3

Silver Unicorn - 12

Hunter Master - 46

Senior Druid - 19

War Ballerina - 60

Sprite - 75

Battle Description:


The key to victory is the Berserk spell. We cast it on the war ballerinas and they attack everyone who enters the strike radius: hunter master, senior druid, sprite. The Treants in Agrail's army serve as meat for Gildeaen's arrows; this allows the pit fiends to conduct an attack (naturally, a Fireball into the archers' area). After two turns, the archers pose no threat at all. After breaking through the wall, only dragons and sprites will be able to enter past the moat (of which not many are left after the tower strikes, so they don't represent a serious threat); we kill the dragons using horned demons, familiars, remaining archers, and the hero himself. The dragons die quite quickly and do no particular harm. Unicorns get stuck in the same thorns, and by the time they get out, only 1-3 will remain at most (mine didn't even come out, but maybe something will go differently during a check), plus we cast Berserk on the ballerinas once more and they attack the unicorns. In general, without dragons, the army is nothing, so we finish off the remnants and here it is—VICTORY !!!
Further according to the Walkthrough: next turn after the battle ends, population growth, buy up archers and druids, and then it's just a matter of technique. The only thing worth doing is buying dragons and adding them to the army using creature summoning. Final step—capture the northwest castle; capture the southern one with a second hero (first the south, then clear out the forest gang with Agrail and immediately go west bypassing the shadows). The final battle is quite simple; it's won in any case.


Kolbazzer

Tournament map Walkthrough + description of the battle with Gilraen


Key moments of the map:


1. There is no point in capturing mines (except for the sawmill and ore) near the first captured castle, as total losses will be high.

2. Mines can simply be taken near the second captured castle.

3. In the first week, it is necessary to capture the first castle, as this will allow archers to be built in the first week, thereby increasing their number.

4. The Inferno castle makes no sense, as army growth there is small. Replenish the army only through captured castles.

Day 1

Upgrade imps, buy them up and stop by the Imp Cauldron for more imps on the way.

Day 2

Attack Gilraen; after the fight, stop by the hut to upgrade the Sorcery skill.

Day 3

With Agrail, kill the ore mine guard. Capture Vinlen. Buy a hero and capture the ore mine.

Day 4

Agrail reaches the experience stone. After killing the sawmill guard, Agrail captures it, then kills the skeletons and takes the money (in the treasure chest); now we have enough for the town hall in Vinlen. The second hero captures the fairy growth.

Day 5

The second hero transfers the army to Agrail. Agrail increases attack.

Day 6

Agrail visits the fountain of eternal youth, then kills the blade dancers and takes the artifact (+2 to spellcasting).

Day 7

Agrail visits the fairy circle, then kills the unicorns.

Day 8

Agrail takes the treasure chest and visits the magic stream (we already have 140 mana; it won't be too much). The second hero buys up the army and moves toward Agrail.

Day 9

The second hero gives the army to Agrail and collects freebies.

Day 10

Agrail upgrades armor, visits the fountain of luck and the fairy circle. Kills earth elementals.

Day 11

Agrail moves toward the city of Fyeris.

Day 12

Agrail captures the city of Fyeris. Buy a third hero and start capturing adjacent "free" mines.

Day 13

Agrail learns the Ring of Frost spell from the stone.

Day 14

Agrail catches up to and kills the computer's heroes and positions himself so that on the next day, the third hero can bring the purchased army.

Day 15

The third hero buys up the army in Fyeris and gives it to Agrail, while continuing to capture mines. Agrail visits the experience stone.

Day 16

Agrail visits +1 attack and kills druids. Buy archers on the way.

Day 17

Agrail moves toward Intilly and visits the watchtower on the way.
Computer's turn: To my surprise (this time), Gilraen left the castle and headed toward the Dragons.

Day 18

Agrail positions himself so that he can reach the city of Intil on the next turn (here is my chance to conquer the city without a fight !!!).
P.S. In previous games, Gilraen did not leave his castle, and I had to position myself so that he couldn't reach me in one turn, and then when he came close... take the castle "without a fight." As they say, fishing with live bait (luring out the opponent).

Day 19

Attack Intil (the guard there is not important... just one hero with one dryad). Build the castle (this will improve our chances of victory when Gilraen attacks).

Day 20

Sit and wait for an attack on the castle :) But before that, we'll reduce the opponent's mana and remove all bonuses like luck and morale :), i.e., attack with the left hero and imps.
Computer's turn:
Gilraen attacks hero Agrail in Intil castle.

Agrail has:



Level 16, (stats: 10/3/6/7/0/1/64)

7 Unicorns

14 Dryads

3 Succubi

2 Cave Demons

2 Green Dragons

33 Bow Masters

37 Death Dancers

Gilraen has:


Level 13, (stats: 5/7/3/4/0/2/28)

34 Bow Masters

63 Death Dancers

15 High Druids

83 Dryads

10 Unicorns

5 Ancient Ents

Undoubtedly, the opponent's strong points are:

34 Bow Masters (since they shoot painfully)

15 High Druids (since they cast magic and shoot too)

Good armor (7 vs 3)

The opponent's weak points include:

Having 23 mana (which was reduced by attacking with a hero bought the turn before, with an army of imps :) )

Low spell power (only 3 vs 6)

Attack (5 vs 10)

And naturally, the fact that he attacks the castle gave me an advantage in battle (as they say, sit back and shoot yourself out, don't stick your head out).

My strongest points are undoubtedly 33 Bow Masters and 2 Cave Demons (the latter contribute to the fight with one fireball and armor reduction), as well as 2 Green Dragons (while they are being destroyed... I'm not just idling either)

Tactical description of the battle:


Before the battle, place all shooters near the Unicorns (so magic doesn't hit them unnecessarily).

The main focus of the battle was on destroying all shooting-magic troops of the opponent (including the ballista) by means of our shooters and mass magic from the hero (Level 7 Spellcasting helps greatly in this).

Then, through wait (hero), clone the archers (after all, there are 33 of them).

Through wait, because after cloning they try to be taken down by everyone possible.

Generally, we sit in the castle and don't stick our heads out, and whoever tries to climb in (through holes or fly over), we kill !!!

After the battle, I had the following troops left:

33 Bow Masters and 2 Cave Demons (when playing manually)

from 3 to 10 Bow Masters (in auto-battles :) )

Day 21

Wait for army growth.

Day 22

Buy up the army and go to the druids.

Day 23

Go to the druids.

Day 24


Kill the ents.

The final battle was easy (stats: 12/3/4/7/0/2 although there was only 1 mana):

My troops before the battle:

4 High Druids

2 Ancient Ents

40 Bow Masters

5 Dryads

Against:

24 High Druids

6 Ancient Ents

Undoubtedly, 40 Bow Masters decide everything here (after all, they take out 6 Druids per shot).

We destroy the druids with our Archers, Druids (via Stone Spikes magic to hit two at once), and once with heroes (the druid who has no "pair" left after archers destroy a druid's "pair").

Then we make a block with our ent and dryad... so the enemy ent doesn't reach the archers... and destroy the enemy ent with all forces.

After the battle, I had the following troops left:

1 Ancient Ent

40 Bow Masters

1 Dryad


Map completed (in 24 days) on day 3, week 4, month 1.

*Paladin*

Final battle with Gilraen - final turn


Attack Gilraen with hero Agrail.


Agrail has:


Level 24,

Army size:

24 Emerald Dragons

89 War Unicorns

95 High Druids

216 Bow Masters

357 Fire Demons

95 Ancient Ents

232 Imps

Ammunition cart

Ballista

Gilraen has:


Level 22,

Army size:

12 Emerald Dragons

45 Ancient Ents

779 Death Dancers

507 Bow Masters

706 Dryads

75 High Druids

60 War Unicorns

Ammunition cart

First aid tent

Ballista

BATTLE DESCRIPTION.


The battle began.

Emerald Dragons: attack. Emerald Dragons took 1457 dmg (died: 7)

Emerald Dragons: attack. Ancient Ents took 1213 dmg (died: 6)

Ancient Ents: attack! Emerald Dragons are entangled!

Ancient Ents counterattacked. Emerald Dragons took 504 dmg (died: 2)

War Unicorns: defense.

Imps stole 58 mana. Gilraen is furious.

Imps: open gates.

Death Dancers: attack. Emerald Dragons took 3168 dmg (died: 16)

Emerald Dragons: successful counterattack.

Bow Masters took 1192 dmg (died: 77)

Emerald Dragons: successful counterattack.

Death Dancers took 949 dmg (died: 67)

Emerald Dragons: attack. Fire Demons took 653 dmg (died: 43)

Emerald Dragons: attack. Bow Masters took 599 dmg (died: 37)

Fire Demons counterattacked. Emerald Dragons took 451 dmg (died: 2)

High Druids: attack. Dryads took 1182 dmg (died: 147)

Dryads: attack. Emerald Dragons took 996 dmg (died: 5)

Bow Masters: successful attack. Bow Masters took 1816 dmg (died: 114)

Bow Masters: attack. Bow Masters took 915 dmg (died: 57)

War Unicorns: attack. Emerald Dragons took 764 dmg (died: 1)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

Ballista: successful attack. Dryads took 350 dmg (died: 44)

Fire Demons: attack. Emerald Dragons took 480 dmg (died: 2)

Emerald Dragons counterattacked. Fire Demons took 129 dmg (died:
9)

Fire Demons: victory inspires us!

Ancient Ents; attack. Emerald Dragons took 1294 dmg (died: 1)

Gilraen; "Ice Bolt" spell. Ammunition cart took 108 dmg (died: 1)

Bow Masters: attack. High Druids took 1000 dmg (died: 28)

Bow Masters: "Stopping Arrow"!

Bow Masters: attack. High Druids took 1034 dmg (died: 30)

Bow Masters: "Stopping Arrow"!

High Druids: casts "Stone Skin" spell. Ancient Ents are affected.

Ballista: successful attack. Imps took 71 dmg (died: 8)

Ancient Ents restored 10 health (0 revived)

Ancient Ents: defense

Imps: defense

War Unicorns: defense

Death Dancers: attack. High Druids took 1917 dmg (died: 54)

Death Dancers: attack. Bow Masters take 2660 dmg (died: 166)

Death Dancers: attack. War Unicorns took 1292 dmg (died: 16)

Death Dancers: attack. Dryads took 4115 dmg (died: 514)

Battle to the last! Dryads avoided death with 1 health.

Death Dancers: attack. Ancient Ents took 433 dmg (died: 2)

Dryads: successful counterattack. Bow Masters took 4 dmg (died: 0)

Dryads: successful counterattack. Death Dancers took 2 dmg (died: 0)

Dryads: successful counterattack. High Druids took 3 dmg (died: 0)

Dryads: "Summon Wasp Swarm" spell. Imps took 12 dmg (died: 2)

Fire Demons: open gates.

Bow Masters: attack. War Unicorns took 522 dmg (died: 6)

Bow Masters: successful attack. War Unicorns took 983 dmg (died: 13)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

War Unicorns: attack. Fire Demons took 787 dmg (died: 52)

Fire Demons: counterattack War Unicorns took 568 dmg (died: 7)

War Unicorns: victory inspires us!

Imps stole 6 mana. Gilraen is furious.

Imps: defense

Imps: defense

War Unicorns: casts spell. War Unicorns blinded!

War Unicorns: successful attack. War Unicorns took 1374 dmg (died: 17)

Battle to the last! War Unicorns avoided death with 1 health

Ballista: attack. War Unicorns took 82 dmg (died: 1)

Death Dancers: attack. Bow Masters took 1524 dmg (died: 95)

Battle to the last! Bow Masters avoided death with 1 health

Death Dancers: attack. High Druids took 704 dmg (died: 20)

Battle to the last! High Druids avoided death with 1 health.

Death Dancers: attack. Dryads took 5798 dmg (died: 1)

Death Dancers: attack. Ancient Ents took 558 dmg (died: 3)

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 1)

Bow Masters: attack. Imps took 10 dmg (died: 1)

Bow Masters: attack. Imps took 8 dmg (died: 1)

Bow Masters: victory inspires us!

High Druids: casts "Stone Skin" spell. Death Dancers are affected.

Ballista: successful shot. Imps took 66 dmg (died: 8)

Ancient Ents restored 10 health (0 revived)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

Bow Masters: attack. Death Dancers took 347 dmg (died: 24)

Bow Masters: successful attack. Death Dancers 761 dmg (died: 55)

Bow Masters: fire strike. Death Dancers took 77 dmg

Fire Demons: defense

Bow Masters: successful attack. Imps took 19 dmg (died: 2)

Bow Masters: attack. Imps took 8 dmg (died: 1)

Imps: attack. Ballista took 372 dmg (died: 1)

Imps: defense

War Unicorns: defense

High Druids: casts "Stone Skin" spell. Ancient Ents are affected.

Ancient Ents: attack. Imps took 1182 dmg (died: 80)

Death Dancers: successful attack. Bow Masters took 4879 dmg (died: 1)

Death Dancers: successful attack. Ancient Ents took 2784 dmg (died: 16)

Death Dancers: successful attack. High Druids took 3568 dmg (died: 1)

Ancient Ents: attack! Death Dancers are entangled!

Ancient Ents counterattack: Death Dancers took 208 dmg (died: 14)

Ballista; attack. Death Dancers took 65 dmg (died: 5)

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 2)

Agrail: casts "Destruction Beam" spell. Death Dancers are affected.

Magic resistance: "Destruction Beam" spell failed.

Ancient Ents restored 10 health (0 revived)

Imps: defense

Ancient Ents: attack! Death Dancers are entangled!

Ancient Ents: successful attack. Death Dancers took 3591 dmg (died: 257)

Death Dancers: counterattack. Ancient Ents took 950 dmg (died: 5)

Bow Masters: successful attack. Death Dancers took 1040 dmg (died: 74)

Bow Masters: attack. Death Dancers took 662 dmg (died: 47)

Bow Masters: fire strike. Death Dancers took 77 dmg.

War Unicorns: defense

Death Dancers: attack. Ancient Ents took 688 dmg (died: 4)

Ancient Ents: successful counterattack. Death Dancers took 3280 dmg (died: 234)

Battle to the last! Death Dancers avoided death with 1 health!

High Druids; "Stone Spikes" spell. Death Dancers took 158 dmg (died: 1)

High Druids; "Stone Spikes" spell. Ancient Ents took 158 dmg (died: 0)

High Druids; "Stone Spikes" spell. First aid tent took 158 dmg (died: 1)

Fire Demons: successful attack. Ammunition cart took 1084 dmg (died: 1)

Fire Demons: victory inspires us!

Fire Demons: defense

Agrail: casts "Destruction Beam" spell. Ancient Ents are affected.

Imps: defense

War Unicorns: defense

Ballista: successful attack. Ancient Ents took 105 dmg (died: 1)

Fire Demons: successful attack. Ancient Ents took 242 dmg (died: 1)

Bow Masters: attack. Ancient Ents took 606 dmg (died: 4)

Bow Masters: attack. Ancient Ents took 349 dmg (died: 2)

Bow Masters: "Stopping Arrow"!

Bow Masters: fire strike. Ancient Ents took 77 dmg.

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 1)

High Druids: attack. Ancient Ents took 130 dmg (died: 0)

Ancient Ents: attack! Ancient Ents are entangled!

Ancient Ents: attack. Ancient Ents took 744 dmg (died: 4)

Ancient Ents: attack! Ancient Ents are entangled!

Ancient Ents: attack. Ancient Ents took 62 dmg (died: 1)

Ancient Ents: successful counterattack. Ancient Ents took 942 dmg (died: 5)

Battle to the last! Ancient Ents avoided death with 1 health!

Imps defense:

Agrail: attack. Ancient Ents took 289 dmg (died: 1)

AGRAIL WINS THE BATTLE!!!

Combat losses:


24 Emerald Dragons

37 Bow Masters

104 Fire Demons

58 High Druids

103 Imps

14 Ancient Ents

Ammunition cart


P.S. After Agrail's victory over Gilraen, final victory is achieved as all missions are completed.

Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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shoot-nick


Walkthrough of the tournament map + battle with Gilraen


Goal: complete the mission in the shortest possible time.



Main idea: DO NOT WASTE THE MAIN HERO'S TURN ON ANY NONSENSE.


Abbreviations: Ag - Agrael (main/primary hero)

her2 - second hero, bought in the tavern

her3 etc. - third hero, etc.


Turn 1:

1. Ag IMMEDIATELY runs to the "+1 morale" flag and gets extra movement. (note: Ag does NOT ENTER the castle!!)
2. Tavern built

3. Hero Marbas bought (hereafter her2)

4. her2 buys imps in the castle

4. her2 captures the imp crucible and transfers all creatures to Ag

5. Ag fights Gilraen, after the battle remaining: 51 imp, 42 familiar, 20 hell hound, 9 demon, 8 succubus, 2 pit fiend.

6. +1 level: skill "Ethereal luck"

7. Ag captures the garrison

8. Ag visits the witch hut: improves sorcery

9. Ag takes the chest +1500exp

10. her2 visits the flag and runs to the garrison, after Ag.

Turn 2:

1. Build Town Hall.

2. Ag kills the quarry guards (gremlins) (no losses). Ag does NOT CAPTURE THE MINE and does NOT COLLECT RESOURCES!!!
(we follow this rule throughout the entire mission)

3. +1 level: skill "Expert logistics" (Ag becomes level 14)

3. Ag kills the dryads guarding the fairy trees (no losses). Ag does NOT CAPTURE THE FAIRY TREES!!

4. Ag visits the "Dolmen of Knowledge" +1000exp

5. her2 runs after Ag

Turn 3:

1. Ag captures the elf castle (no losses)

2. Build market in the elf castle.

3. Ag defeats the Beasts guarding the sawmill (no losses)

4. Ag runs further towards the unicorns

5. her2 captures the quarry, picks up 2 piles of ore

6. her2 runs to the fairy tree (couldn't make it. /P.S., I made a mistake here, didn't need to approach that tree at all and take the fairies, as it wastes a turn, needed to run further.

Turn 4:

1. Ag defeats the unicorns (no losses)

2. Ag defeats the ents (no losses)

3. Ag visits the tree of knowledge +1 level for 2000: skill "Mana recovery" (Ag becomes level 15)

4. Ag runs to the arena

5. her2 visits the fairy tree /P.S. I repeat, this was my mistake.

6. her2 visits the dolmen of knowledge +1 level: any skill can be taken, as the hero is "disposable"

7. her2 runs to the sawmill

Turn 5:

1. Build Town Hall in the elf castle.

2. Ag visits the arena +2 to attack

3. Ag defeats earth elementals (losses: ballista)

4. +1 level: skill "Advanced gate opening" (Ag becomes level 16)

5. her2 captures the sawmill, picks up a pile of wood.

Turn 6:

1. Ag visits the "Fountain of Eternal Youth" +movement

2. Ag runs to the N-W elf castle

3. her2 picks up a pile of crystals, visits the windmill, takes the gold chest (choose money of course)

Turn 7:

1. her2 picks up a pile of ore in the east.

2. her2 runs to the gold chest (slightly north)

3. Ag captures the sawmill

4. Ag defeats hero Ossir (no losses)

5. Ag captures the N-W elf castle (no losses). DO NOT ENTER THE CASTLE!!!!

6. Ag runs from the N-W castle east along the road.

7. Build the unicorn glade in the N-W elf castle

Turn 8:

1. her2 picks up the gold chest (choose money)

2. her2 runs to the windmill (week just started)

3. Hire hero Deleb in the N-W elf castle (hereafter her3)

4. her3 buys a first aid tent

5. her3 hires 8 elven archers, 4 unicorns, 1 dryad

6. her3 runs to Ag and an army exchange occurs:

from her3 to Ag: 4 unicorns, 1 dryad, tent, ammo cart, ballista

from Ag to her3: 42 familiars, 9 demons, 20 hell hounds, 51 imps, 8 succubi

7. Ag defeats the dancers of death (no losses)

8. Ag visits the "Temple of Magic Touch" learns "Ring of Cold"

9. Ag defeats hero Vingael (no losses)

10. Ag runs to the druids

11. her3 runs to Ag

12. Press the "end turn" button

13. Ag is attacked by hero Ilfina (losses: 3 unicorns)

Turn 9:

1. her2 visits the windmill

2. Dismiss her2

3. Hire hero Grok in the N-W castle (hereafter her4)

4. her4 runs to her3 and gives his troops to her3 (except for one imp)

5. her3 runs to Ag and gives him 31 demons

6. Ag visits the mercenary camp: +1 to attack

7. Ag defeats the druids (losses: 30 demons, 1 unicorn)

8. +1 level: skill "Expert chaos magic" (Ag becomes level 17)

9. Ag visits the flag, + movement and runs to the chest along the road to the Ents

10. Ag must not completely use up his turn, but "stop short" about 1-2 "points"
(movement markers), so that on the next turn her3 can reach Ag.

11. her3 runs to the tree house

12. her4 runs to her3 /P.S. I messed up again, her4 should be sent immediately to the gold mine south of the N-W castle.

Turn 10:

1. her3 runs to the tree house, hires elven archers

2. her3 runs to Ag and takes 1 dryad and 1 demon, gives all troops to Ag

3. her4 runs to the gold mine

4. Ag defeats the Ents (losses: 29 imps)

5. Ag defeats the Druids (quest) (no losses)

6. Ag runs to the N-E elf castle

Turn 11:

1. her4 captures the gold mine

2. her4 runs to the treasure chest further east

3. her3 runs to the quarry

4. Ag runs towards the N-E elf castle

Turn 12:

1. Ag defeats the "Dancers of death" (no losses)

2. Ag runs to the N-E castle

3. her4 picks up the treasure chest (choose money) / we will need her4 more

4. her3 captures the quarry and runs to a pile of sulfur

Turn 13:

1. her3 picks up the pile of sulfur / we won't need her3 anymore

2. Ag runs to the N-E castle

3. Ag defeats hero Alastor (no losses)

4. Ag captures the N-E elf castle (no losses)

5. +1 level: skill "Magic resistance"

6. Ag enters the castle

7. Press the "End turn" button

8. Gilraen attacks the N-E elf castle, we defeat him (losses: see the "Victory screen" screenshot)

9. Celebrate, drink beer, etc.

Last Turn: Battle with Gilraen

Last Action:

Standing in the castle, press the "End Turn" button: on this same turn, Gilraen attacks us
we fight > we win > mission complete.

Agrael, Level 18

13-1-4-7 (attack-defense-spellpower-knowledge)

0-1 (morale-luck)

43/70 (current mana/total mana)


1 x Pit fiend

1 x Pit fiend

42 x Familiar

57 x Imp

20 x Hell hound

15 x Master archer

8 x Succubus


Gilraen, Level 12,

4-7-3-4 (attack-defense-spellpower-knowledge)

0-2 (morale luck)

40/40 (current mana/total mana)


69 Dryads

47 Dancers of death

11 Druids

32 Master archers

2 Ents

6 Unicorns

Force Deployment:


1. Place the troops in such a way
that the enemy cannot hit 2 stacks simultaneously with the "Spikes" spell
(except for the 2 slots of Pit fiends, because there isn't enough space, so we place them adjacent to each other in the right corner)

Battle:


1. Gate units behind the walls so as not to get hit by the "Spikes" spell on 2 creatures simultaneously

2. Shoot the master archers with the archers

3. Cast "Ring of Cold" with the hero on enemy clusters

4. Do not stick your head out of the castle

5. When the enemy master archers have 1 HP left, switch your master archers to the dryads that have flown in
(hit with masters, finish off with succubi)

6. Continue casting "Ring of Cold" with the hero

7. Do not use any other creatures at all (press "defend")

8. Start shooting the dancers of death with the master archer, and finish off the druid with the succubi

9. Now create illusions of the master archers with the hero

10. Finish off the dancers with the archers, close the breached wall with summoned infernal creatures

11. Shoot the ent once with the hero

12. Finish off the unicorns with the archers, illusions, and succubi

13. WIN!!!!!


Mission completed on turn 13, during the "Green player's" turn (AI)



Svyatoslav

Battle with Gilraen and description of game tactics



Attack Gilraen with hero Agrael.

Agrael has:


Level 22

Emerald dragons 32

Ancient ents 107

War unicorns 114

Nightmares 40

High druids 152

Fire demons 432

Familiars 293

Gilraen has


Level 16

Emerald dragons 22

Ancient ents 77

War unicorns 89

Sword dancers 344

Master archers 172

Dryads 1113


Achieved troop superiority by capturing the two main druid cities.
Instead of recapturing cities, Gilraen chased Agrael, and since Agrael moves much further, Gilraen could not catch him.

When Gilraen (the computer probably calculated) realized Agrael's army was stronger, he started constantly staying in the last city. I
first brought one hero to weaken him further, and then attacked with Agrael.

I don't think there's much point in describing it in detail. First, my troops waited for the enemy dragons to fly in, which were quickly killed by the whole crowd.
Then the extermination of the rest of the army began. Familiars steal almost all of Gilraen's mana at the very beginning, so he cannot cast spells.
I create phantoms of the high druids, and they attack additionally. After the battle, I still had plenty of troops left.

The main problem when playing this map is the druids summoning troops that block the roads. Since they start
casting only after capturing the castle Itil (the one closest to Agrael's castle), I left capturing that castle for last, and first
killed the summoning druids.

Moreover, I kill Gilraen there immediately.

Varg-Nar

Walkthrough of the tournament map + battle with Gilraen



Description:



For simplicity of description, I used some abbreviations (A) - Agrael;
dsd - dancers of death ;

At the beginning of an action, the hero who performed it is written; if the action transfers to another hero, their name will be
indicated.
If a battle took place, it is written as (hero's losses - neutral's losses). Also, to save time, I omitted some words…

Day 1


Ur-Karg\ build tavern.

Hero Rutger bought.

Rutger\Imp crucible captured.

Rutger-(A)\army transfer.

(A)\torn flag visited, attack on Gilraen. Enemy fled. Level up +1 knowledge,
advanced gate opening, garrison captured, witch hut visited, advanced sorcery obtained, chest 2000gold picked up

Day2

Ur-Karg\ build town hall
Rutger\ visited torn flag, devil's tower captured
(A)\attack on dsd (0-57) picked up 5 wood, 800gold, 800gold, attack on gremlins(0-52)

Day3

Ur-Karg\ build devil's tower
Winlen\ build market
Rutger\ picked up 500gold
(A)\ore pit captured, picked up 5 ore, 4 ore, attack on dryads (10 imps, 3 familiars-49), dolmen of knowledge visited, level up +1 knowledge, expert gate opening, attack on castle Winlen

Day 4

Winlen\ build town hall
(A)\ picked up 2 emeralds, attack on beasts (0-46), sawmill captured, picked up 2 wood, attack on bone warriors (0-216)
Rutger\ witch hut visited, basics of sorcery obtained.

Day 5

Ur-Karg\ mage guild level 1
Rutger\ fairy trees captured, dolmen of knowledge visited, level gained
(A)\ picked up 4 ore, chest 1000gold, idol of luck visited, army exchange (A)-Rutger, exchange wood on market.

Day 6

Ur-Karg\ hell kennel
Winlen\ mysterious pond
(A)\ attack on ents (16 familiars, 4 hell hounds, 3 imps, 2 demons-7), gold mine captured, picked up 700gold, 6 wood, attack on steel golems (0-51), obtained 3 ore, picked up 500gold, planetarium visited

Day 7

Ur-Karg\ familiar crucible
Winlen\ halls of forest guard

Day 8

Ur-Karg\ market
Winlen\ tree house
Rutger\ hired demons in devil's tower
(A)\ picked up 4 wood

Day9

Ur-Karg\ halls of temptation
Rutger\ hired imps in imp crucible, visited Ur-Karg, bought all creatures

Day10

Winlen\ mage guild level 1
(A)\ attack on dsd(0-40)

Day11

Rutger\ hired fairies in fairy trees, mage hut visited
(A)\ visited Ur-Karg, took army, visited torn flag

Day12

Ur-Karg\ warehouse

Day13

Winlen\ warehouse
(A)\ attack on lizard riders(29 familiars, 12 hell hounds-33), level up +1 attack, mana recovery

Day14

(A)\ emerald mine captured, took 2 emeralds

Day15

Winlen\ magistrate
Rutger\ hired demons in devil's tower

Day16

Winlen\ magic forest
(A)\ attack on dsd(5 familiars,1 archer,36 hell hounds-84), torn flag visited, attack on dsd(28 familiars-76)
Rutger\ hired imps in imp crucible, visited Ur-Karg

Day17

Ur-Karg\ cerberus kennels
(A)\ visited Ur-Karg, bought creatures, attack on dryads - they run
Rutger\ visited castle Ur-Karg

Day18

Winlen\ high halls
Army transfer (A)-Rutger

Day19

(A)\ hired fairies in fairy trees, visited idol of luck, visited Winlen, bought creatures

Day20

Winlen\ smithy
(A)\ bought tent and ammo cart, attack on monks(156 familiars-33)

Day21

Ur-Karg\ hell stables
Winlen\ unicorn glade
(A)\ captured gold mine, picked up 1000gold and 1000gold, attack on mages(50 familiars-38), level gained,+1attack, expert logistics, picked up sulfur 4 and 2, sulfur deposits captured, attack on dsd(0-41), mercenary camp visited, exchange wood on market

Day22

Hero Grok bought, bought growth Ur-Karg
Rutger\ hired demons in devil's tower
(A)\ attack on steel golems(0-71), passed bonfire 5 sulfur and 500gold, picked up 6 wood and 500gold, visited fountain of eternal youth
Grok\ hired imps in imp crucible, exchanged army with Rutger, visited Ur-Karg

Day23

Winlen\ mage tower level 2
Grok\ visited witch hut, obtained basics of sorcery
(A)\ attack on dr. ents(0-16), passed red tent, fountain of eternal youth, attack on dsd(0-55), attack on dsd(0-73), picked up sulfur 2, found art(breastplate of immense power) exchange crystals on market

Day24

Winlen\ capitol
Grok\ hired fairies in fairy trees, visited dolmen of knowledge, new level, developed logistics
(A)\ attack on militiamen(0-123), attack on master archers(31 familiars-57), level gained, +1 attack, developed attack, fairy ring, picked up 5 ore

Day25

Grok\ visited Winlen, bought creatures
(A)\ attack on dsd(0-83), army transfer Grok-(A), attack on unicorns(0-25), picked up 2 crystals

Day26

(A)\ windmill 6 emeralds, magic spring, on dryad(15 familiars-153), art necklace of the lion

Day27

Ur-Karg\ flaming stables
(A)\raja rakshas(0-30), orange tent, ents(20 familiars, 57 cerberi-20), dsd(0-84), level, +1attack, fast gate opening
Grok\ Winlen, bought growth

Day28

(A)\ elder silana for 2000 level, +1attack, tactics

Day29

(A)\ windmill 6 ore, magic spring, dryads(29 familiars, 61 cerberus, 5 dryads-295)
Grok\ imps in imp crucible, Ur-Karg hired creatures
Rutger\ demons in devil's tower, army transfer Rutger-Grok

Day30

Grok\ torn flag, opened orange garrison, inferno military outpost, hired devils
(A)\ monks(0-45), temple of magic gesture, arena visited +2 to defense

Day31

Ur-Karg\ bastion of hell

Day32

Ur-Karg\ spawn of chaos

Day33

En route

Day34

En route

Day35

En route

Day36

Grok\ hired devil and demons, torn flag. Bought growth in Ur-Karg

Day37

Grok\ visited Ur-Karg

Day38

Bought growth Winlen

Day 39

Grok\ visited Winlen.
(A)\ attacked dsd(0-210), army exchange Grok-(A)

Day40

En route, bait worked enemy killed hero Grok

Day 41

Winlen\ build altar of dragons
Exchange crystals on market

Day42

(A)\ Intil captured, hero Nibros bought
Nibros\ captured gold mine, enemy killed Nibros

Day43

Hero Marbas bought, bought growth in Intil
(A)\ dsd(47 master archers-241), level, +1spellpower, lord of cold

Day44

(A)\ torn flag, magic spring

Day45

Winlen\ ent vaults
Marbas\ attacked steel golems, level, hell fire, level, developed defense, captured alchemical laboratory
(A)\ attacked master archers(0-128)

Day46

Winlen\ tavern
(A)\ idol of luck, Winlen, hero Letos bought
Letos\ dolmen of knowledge, level, leadership

Day47

(A)\ master archer(65 cerberi-227), dsd(0-237), dsd(0-221), new level, +1knowledge, expert attack, attacked dryads(10 cerberi-227)

Day48

Winlen\ stonehenge
Exchange crystals on market

Day49

(A)\ attacked master archers(0-132), war unicorns(55 cerberi-44), picked up art wand with spell disintegrating ray, 4 crystals and chest 1500gold, passed dolmen of knowledge,
Letos\ visited Winlen

Day50

(A)\ dsd(3 high druid-267)
Hero Alastor bought

Day51

Army transfer Letos-(A)
(A)\ attacked dryads(10 cerberi-346), new level,+1defense, shooting, army exchange Alastor-(A), attacked dsd(0-241),attacked dsd(0-297)

Day52

Alastor\ hired fairies at fairy trees, visited Winlen
(A)\ attacked dsd(0-296)

Day53

(A)\ attacked dsd(0-289), new level, +1attack, expert sorcery, attacked dryads(2 succubi, 5 cerberi-523)

Day54

(A)\ magic spring, attacked dryads(2 cerberi-80), picked up 3 cryst, 600gold, 5 wood

Day55

(A)\ attacked dsd(0-240)

Day56

Winlen\ stone circle
(A)\ attacked master archers( 5 cerberi-280), fountain of luck

Day57

Winlen\ ent alcoves
Exchange on market
(A)\ summon creatures from Winlen, attack on dsd(0-290), purchase of hero Deleb

Day58

Deleb\ visited dolmen of knowledge, level, basics of logistics

Day59

(A)\ visited Intil, attacked dryads(3 dryads-293), attacked dsd(0-241), new level, +1spellpower, basics of light magic, level development limit reached
Deleb\ sawmill captured

Day60

(A)\ attacked dsd(0-258), attacked dryads(10 dryads-385)

Day61

(A)\Attacked furies(0-57), picked up 5 wood and captured sawmill, attacked dsd(0-242), attacked dsd(0-349), attacked dsd joined, picked up chest 1500gold

Day62

(A)\ attacked dr. ents(0-39), attacked dryads they flee, dsd(0-332), on dryads(9dryads-269), reached the circle of druids(6dsd, 13 dryads- 64 high druid, 16 dr. ents)
Deleb attacked by enemy - enemy fled.

Day63

(A)\ attacked dsd(0-264), master archers fled, on dryads joined, captured tree house, attacked druids( 18 dryads-75 druids)

Day64

Intil\ capitol
(A)\ attacked Grol enemy fled, on Ilfina enemy defeated, on Osir enemy fled, bought creatures in Intil, summon creatures from Intil, captured tree house, visited mercenary camp

Day65

(A)\ steel golems flee, alchemical laboratory, master archer(0-324), visited redwood observatory

Day66

(A)\ attacked master archers(0-145), on archangels( 110master archers-33), found armor of the forgotten hero, attacked dsd(0-248)

Day67

(A)\ attacked dryads fled, harbingers of death(0-56),
Marbas\ passed blue tent

Day68

Fjeris\ stone circle
(A)\visited crystal of revelation, captured sawmill, attacked Anwen enemy defeated, attacked Fjeris castle captured, exchange crystals on market

Day69

Fjeris\ ent alcoves
(A)\ attacked dryads(18 dryads-428), on dryads fled, captured gold mine, attacked dsd(0-220)
Marbas\ captured ore pit

Day70

Fjeris\ unicorn garden
Marbas\ sulfur deposits
(A)\ visited Fjeris , exchange crystals on market

Day71

Marbas\ gem mine, bought creatures in Fjeris
(A)\ attacked dryads fled, fountain of eternal youth, bought creatures in Intil, hero Grol bought

Day72

(A)\ attacked master archers(0-269), visited fairy ring
Marbas\ chest 2000gold
Grol\ torn flag

Day73

(A)\fountain of luck
Marbas\ picked up 4 cryst, chest 1000gold, chest boots of the traveler

Day74

Marbas picked up 1000gold and chest 2000
(A)\ visited torn flag and magic spring, army transfer Grol-(A), Grol dismissed

Day75

(A)\ attacked furies(0-190)

Day76

Marbas\ visited Fjeris
(A)\ visited planetarium, picked up2 crystals and captured crystal mine

Day77

Fjeris\ altar of dragons
(A)\ captured alchemical laboratory and visited tower of morletto, exchange crystals on market

Day78

(A)\ attacked harbingers of death(0-40), pendant of icy embrace, 900gold and chest1500gold

Day79

(A)\ attacked dryads(11dryads-582), on dryads fled, on dryads joined, attacked sylvan military outpost, on dryads fled

Day80

(A)\ on obsidian gargoyles(0-267) and picked up 2 and4 crystals, 700gold, army exchange (A)-Marbas

Day81

Marbas\ hired ents at sylvan outpost
(A)\attacked dryads flee, visited Fjeris, bought creatures, on dsd (0- 330)

Day82

(A)\ attacked dsd(0-484), attacked dryads joined, captured crystal mine

Day83

(A)\ attacked dryads fled, on dryads(11dryads-628), on dsd fled

Day84

(A)\ attacked master archers fled, visited torn flag, on dryads(12dryads-712),on dsd without losses..

Day85

(A)\attacked dryads fled, on dryads joined
Marbas\ hired ents at outpost

Day86

Marbas\ visited Fjeris
(A)\ attacked beasts fled, picked up 5 ore and captured ore pit, visited Intil, bought creatures

Day87

(A)\ attacked dryads fled, bought creatures in Fjeris

Day88

(A)\ opened blue garrison, attacked emerald dragons(1dr. ent-13), picked up scroll with spell meteor storm, found art boots of the traveler, picked up 4 mercury, chest 1000gold, 4 emeralds, chest 2000gold, 4 emeralds

Day89

(A)\ picked up 3 emeralds

Day90

(A)\ picked up chest 1500gold, attacked dryads fled, visited planetarium, on death knights fled, picked up chest 1500gold, chest 1000gold and mercury 2, found art armor of dragon scale

Day91

(A)\ visited Intil

Day92

Bought creatures in Intil
(A)\attacked master archers fled, attacked dryads(0-898), on dryads joined, bought creatures in Fjeris

Day93

(A)\ attacked dryads fled, on water elementals(6 high druids, 16 master archers, 1 dr. ent, 76 dryads-232), visited fairy ring, exchange gold on market, bought creatures in Fjeris

Day94

Army exchange (A)- Marbas, exchange gold on market
(A)\ visited mountain fortress, upgraded dragons, army exchange with Marbas, visited fountain of luck

Day95

Army exchange Letos-(A), Letos dismissed

Day96

Alastor\ attacked Winlen, Alastor killed
(A)\ visited idol of luck, Marbas dismissed, Deleb dismissed, Rutger dismissed, Attack on Winlen.
Battle with Gilraen in Winlen castle

Agrael:


Level 24(atk-16,def-7,sp-11,kno-11,MD-1,luck-3,mana-160/110)

Without artifacts(atk14,def-5,sp-9,kno-9,MD-0,luck-3,mana-160/110)


Creatures:
all war machines,

27 emerald dragons,

2045 dryads,

285 dsd,

71 dr. ent,

89 war unicorns,

218 master archers,

99 high druids.


Enemy(Gilraen)


Level 21(atk-6,def-13,sp-3,kno-7,MD-0,luck-3,mana-57/70)


Creatures:
all war machines,


15 emerald dragons,

1505 dryads,

589 dsd,

29 dr. ent,

46 war unicorns,

187 master archers,

59 high druids.

Battle:


A\ skip turn dsd

A\ skip turn dryads

A\ retreat with emerald dragons

G\ dryads cast swarm

A\ unicorns wait

G\ dsd attacks

A\ master archer shoots at emerald dragons

G\ emerald dragons attack ents, hits druids

A\ druids attack master archers

A\ dsd attacks emerald dragons

A\ dryads attack dsd

A\ Agrael casts phantom on dryads

G\ druid attack on dryads

A\ ballista on dsd

G\ master archers on dryads

G\ Gilraen cast battle frenzy on dragons

A\ unicorn attack on dsd

G\ dsd attacks dryads

A\ ents stand next to emerald dragons

A\ dragons attacked the cart

G\ dryads attacked dryads and ents

A\ dsd attacked unicorns

G\ ents attacked unicorns

A\ dryads attacked master archers and druids

A\ master archers attacked dryads

A\ Agrael casts phantom on master archers

A\ druids attacked dryads

G\ unicorns attacked phantom

A\ unicorns attacked ents

G\ dryads attacked dryads

A\dragons attacked dryads

A\ dsd attacked master archers and druids

A\ ballista attacks dryads

G\attacked dragons

G\ ballista attacked dsd

G\ unicorns attacked druids

A\ ents attacked unicorns

A\ Agrael casts phantom on dsd

A\ unicorns attack ents

A\ master archers attacked unicorns

A\ dragons attacked dryads

A\dsd attacked dryads

A\ dsd attacked ballista and tent

G\ unicorns attacked master archers

A\ dsd attacked ents

A\ dragons attacked ents

A\ dsd attacked ents

G\ attacked phantom

A\ unicorns attacked ents

A\ Agrael deals decisive attack on ents

Victory for Agrael!


Supreme

Walkthrough of the tournament map + battle with Gilraen


Introduction.

I played through the map twice. The first time, to scout things out, so to speak. I went from castle to castle, not getting distracted by minor things.
The path is fairly obvious. First to the southern elf castle, then through Dendroids and stone elementals to the Western one.
And then through the griffins to Gilraen. I passed all the monsters up to Gilraen without losses.
The only thing was, Gilraen at the very beginning near the outpost killed a few of my imps (non-upgraded Imps). But Gilraen in his castle tore me a new one.
From my first playthrough of this campaign (outside the tournament framework on "warrior" difficulty), I knew that Gilraen should come out of his
castle on some day. I waited and found out that it happens on the 7th day of the third week (this is genius AI,
I'm just amazed he leaves the castle on the last day of the week!) Then I loaded my fourth day (right after capturing
the first elven city) (thankfully I have saves for each day). And I chose the following strategy.
By the end of the second week, you can collect resources and experience, but you absolutely must capture the second elven city before anyone spawns there. After that, you have a week to complete the side quest (but on Hero difficulty it's the main one) "Kill the druids".
And on the first day of the third week, capture the empty third elf castle, buy everyone, and try to take down Gilraen.
That's what I did. Now for more details.

Hero Development.


First, I'll describe the general concepts of Hero development on the map.

At the beginning, Gilraen absolutely needs to get "Soul Eater". With it, I came out of almost every battle without mana loss
(even though I was constantly casting). Also very useful is Ballista control (since there are few ranged units in the army). Luck and logistics – these two
skills are always needed everywhere (logistics is already there, though). And since Agrael's most powerful attacking spell is
"Ice Bolt" (funny name for that block of ice) and later "Ring of Cold" appears near the second elf city,
you need the Lord of Cold.

Generally, the three keys to success on this map are "Soul Eater", the "Phantom" spell, and Gating. Without any of them, it would be several times
harder.

Gating.

For myself, I divide Gating into two types: "offensive" and "defensive".

Offensive is good against ranged units. The essence of offensive Gating is that the inferno units gate right in front of the ranged units and block their
attacks, while our brave succubi, hero, and ballista shoot them down. Usually, the enemy (neutral with one type of unit) manages to make one
shot. After that, the battle is without losses.

Defensive Gating is designed to protect your troops from strong units with melee attacks, especially
good against "Large creatures". All empty stacks are filled with even imps (the main thing is to have as many creatures with Gating as
possible) and at the start of the battle, everyone who can, possibly even succubi, gate right in front of your warriors, forming an impassable wall.
It works especially well against fat units, as it's enough to gate every other one. An additional bonus is given by the
"Phantom" spell, because phantoms can also gate! This creates a constantly replenishing wall of summoned creatures, helping to win
without losses.

Walkthrough

First, without getting distracted, we go to the first elf castle. Oh, yes, by the way, a hero running around and collecting resources is very useful,
it saves the main hero's time. Killing Gilraen along the way. This is one of the tough battles (as I really didn't want to lose the
Pits or succubi at the start). After the Nth attempt, I managed to finish it with the loss of a few imps. The battle tactics, unfortunately, I don't remember exactly, it was a long time
ago, but the gist is: from the army, I think, the upgraded imps and demons are removed. Regular imps, like the pits, are split in half.
Gilraen, as far as I remember, has three shooters (archers and druids + Hero) but one of them casts something on the sword dancers.
My actions: succubi and pits shred the shooters (or at least drastically reduce their number). One of them manages to shoot
and takes out one stack of imps (well, they like weak imps :) The hero casts a copy of the hounds. And the second shot hits the copy
(apparently the AI's reasoning is like, a unit with strong attack and easily killed, but that's only better for us). I don't remember if the copy survives or not,
but one more point-blank shot from the succubi at the dancers and Gilraen flees the battlefield.
Capturing the city without problems, we go left and capture the gold mine and the pearl mine. Also without losses. Applying defensive Gating against tri-ents, golems, and lizards. Next, we return to the city and go right and up, capturing the sulfur and gold mines. There were also some losses here, due to the mage and monk shooters. The battle with mages (31 non-upgraded mages) went roughly according to the following scenario. On the battlefield: pits + remaining non-upgraded imps + demons. Imps, like Pits, are split. I think imps need to be split 30:10, otherwise the mages won't make their first shot at them, but will take out the Pits. Demons are never touched by anyone. Offensive Gating. Imps and demons gate to the mages, the mages take out 30 imps. The hero with Ice Bolt and the pit with Fireball take out as many mages as possible. Imps appear around the last ones. There are about 15-20 mages left, and they can't kill the pit, so they attack the remaining 10 imps with a summoned fist. Imps and the hero beat the mage, demons appear, victory! By the way, hellfire helps a lot (imp does 3-4 damage + 75 fire!).
Monks: almost the same scheme, only I had to lose upgraded imps... Split the upgraded ones in half. Put everyone on the field, as upgraded imps are a very sweet bait for the AI and it doesn't even touch the succubi! There are two stacks of monks. Tactics: everyone who can gates to the monks. Pits weaken them as much as possible. The hero tirelessly copies hounds (20 pieces). The first monk shot takes out the first stack of imps. The hero copies hounds, and the second shot goes to the clones (by the way, as far as I remember, it misses). All monks are tied up. Everyone who gated does not attack, only prevents the monks from shooting. The ballista methodically kills one monk at a time. Hound copies first gate, then attack, taking out 2-3 monks each. Sometimes they even survive. Result: a loss of about two dozen familiars. After that, all the way to Gilraen himself, Agrael didn't lose a single inferno warrior.
After this, we go through unicorns and zombies, collecting resources and experience. No need to rush, the main thing is to capture the western elf castle by the end of the week. On this path, the battle with almost 500 zombies was interesting. Essentially, it is passed without losses with defensive Gating and copying hounds. Then we move on to stone elementals…
And here is the second most difficult battle on this map. It is won without losses. I have two pits, 14 imps, 8 succubi, 20 hounds. Split the Pits to have as many "Disintegrating Rays" as possible, and imps into stacks of 5. The enemy has 4 stacks of 18 elementals each. Their constant retaliation is very inconvenient, as the defensive Gating tactic involves attacking with gated 1-2 imps, after which the hounds and pits pile on the unit while it doesn't retaliate. The only good thing is initiative 5. Oh, I forgot to say, before the battle there is a fountain and fairies. I managed to get +3 luck from the fountain, so I had +4 luck total.
Battle. Formation: in the corner, succubi covered on all sides by imps (on a 2x2 square), to their left are two pits, and further to the left and on the near edge are 20 hounds. Three imps completely cover themselves and the succubus with Gating, hounds continue this line, succubi gate next to the hounds on the left. Succubi and ballista shoot at the elementals until they run out of steam. The hero tirelessly copies hounds, which again gate, plugging holes in the defense, and then go into battle. An unpleasant surprise was that no corpses remain from the elementals. I couldn't replenish mana. After the Nth number of turns, the clones take out a decent number of elementals, but the hero's mana runs out. No more than 10, even about 5, elementals remain in the stacks. And then the pits, who have spent all their mana on Disintegrating Ray, join in. 5 elementals are unable to kill the Pits. All remaining summoned creatures pile on the elementals and finish them off. The main thing is not to deal the final blows with non-summoned creatures (they retaliate hard :). Victory without losses, but with zero mana. On the new day, 8 mana units, and in the battle with gargoyles, creating one copy and killing them without losses, I replenish Mana. Next, we attack the forest outpost and replenish mana further, also buying two tri-ents. After that, we attack the rather strong hero Grol (to beat him without losses). All because he knows Ring of Cold… we leave the tri-ents and Pits on the battlefield and take out Grol before he can cast Ring a second time and kill one tri-ent (they are tough!) – this is possible. In the worst case, losing one tri-ent is not fatal.
Just as the 7th day of the week arrives, we approach the elf castle, and on the new week we capture the city. The AI's new week hasn't started yet, so it hasn't bought anyone :. We create a couple more heroes so Agrael isn't distracted by various mines. One week left until the X hour. Agrael goes to the druids, learning Ring of Cold along the way and killing the golems at the mine with defensive Gating without losses. Then we go east through the Royal Griffins. They are also taken out without losses as follows. The Griffins have three stacks of 12-14 pieces each. Agrael places tri-ents, succubi, and hounds all in the corner. The battlefield is such that the tri-ents, taking one step forward, completely block all possibilities for the Griffins to attack the succubi with the hounds. The succubi shoot. The hounds gate to the right, blocking all approaches to the tri-ents (lucky with the landscape.) The griffins, on their first turn, fly to the center and position themselves so that the hero's Ring of Cold covers all three. The griffins take off: two towards the tri-ents, one towards the succubi. The succubi take one step forward. The hero casts Stone Skin on the tri-ents, and the griffins that dive-bombed them kill no one. The succubi and ballista fire another volley. Gated hounds appear. Another Ring of Cold takes the lives of two griffin stacks. The remaining ones can't even kill a gated hound and attack the ballista. The hero collects mana from the corpses, while the ballista and succubi finish off the survivors.
Then time is pressing, and Agrael doesn't have time to reach both the druids and Gilraen by the start of the third week. With Agrael, we kill 40 tri-ents, without losses of course : (by the way, auto-battle loses, killing only 16 upgraded tri-ents!). Also a serious battle, but it's good that one dead tri-ent gives 60 mana! I wasn't lucky with the landscape here – a bare field, not a single obstacle. We use defensive Gating, clone hounds as always. Hit a tree with a small gating imp or hound – there are 4 stacks of 10 trees, by the way. Then pile on it with all the clones and others. The main thing is to watch your non-cloned hound and retreat in time. Keep hitting with clones until the end. After killing the first tree, mana runs out, immediately replenish it, and continue copying. I got through this battle without losing any creatures or mana. Almost 5000 experience for free ;)
There's no time to go to the druids. We go to the elf city. We capture the wood mine and kill 100 fairies appearing during the week from the Sylvan creatures. By the way, a small digression. Battles with similar creatures, neutrals appearing by the will of the druids, follow the same scenario. In battle, only pits (and tri-ents when they appear) are used, and with proper play, neither the elven archers nor the fairies can cause any harm.
Next, we give all the army and war machines to the secondary hero standing nearby, taking from him the 7 archers bought at the neighboring elf house. The next day, Agrael stands one step away from the Elf castle. The hero with the army transfers it to another (it happens that the secondary demon hero was late :, and low morale is useless to us in the battle with the druids). This secondary hero visits various luck and morale bonuses and goes to the druids.
On the 21st day of the Elves, Gilraen runs out of the castle and heads for the green dragons. Agrael must stand carefully as far from the castle as possible so that Gilraen doesn't come to us. On the 22nd day, Agrael victoriously enters the empty castle. He buys the entire weekly growth. Yes, and Gilraen hasn't even bought the Dragons! We upgrade them to emerald. We upgrade our archers, buy all the war machines (thankfully there's plenty of money) and create two more heroes… Meanwhile, the secondary hero with the inferno army goes to the druids. The battle is also not simple. The druids have four stacks of 5 high druids each and 5 upgraded tri-ents. The hero has carefully preserved 8 succubi, 20 hounds, 30 demons, 14 imps + 1 tri-ent (I don't remember where I got that one, I still lost 9) + 5 archers bought for the new week. Offensive Gating. Everyone who can gates to the druids. The hero teleports the demons. The succubi and archers shoot with all their might. The main goal is to kill the druids. The tree, thank goodness, buries itself on its first turn, but on the second it digs up and starts smashing everything around, fortunately there are almost no druids left. As soon as the last druid dies, everyone scatters to the corners and tries not to get in the tree's sight. The arrows also run out, so all hope is on the Hero and the ballista. The mad tree races across the entire field after the remnants of the army, while the hero and ballista hit it as best they can. Hooray, victory. From the once great army that carried 40 tri-ents without losses, only crumbs remain, but that no longer matters.
Let's return to Agrael. He gives all the fairies and druids to two hired heroes and stays standing in the city. Luckily, Gilraen is one step away from the city, and both heroes manage to attack him. One hero has all 7 slots filled, each with one fairy. Because each one deals 10 damage! Plus stupid Gilraen doesn't attack them with dancers and unicorns. The hero manages to take two turns, both times hitting with Stone Spikes; luckily, the archers, druids, and fairies of Gilraen are positioned just right ;) the fairies hit the archers with bees until they all die. Gilraen's losses: 10-15 archers, a couple of druids, and several dozen fairies :.
The second hero has four stacks of one high druid each, and the rest are fairies. The hero manages to take one turn, though… Yes, by the way, this is the recently killed Grol, but he unfortunately only has 6 mana. So he cannot cast Ring of Cold. But the main strength here is the druids, and although they are quickly killed, they manage to chip away at Gilraen's archers and druids with their Stone Spikes. Losses are about the same. :
Then we press Next Turn, Gilraen attacks and dies (unfortunately, the "smartest" AI auto-battle loses, so you have to fight yourself). Victory on day 22!

Final Battle

Agrael

13 dancers of death

14 Elven hunters (archers)

4 war unicorns

4 Ancient tri-ents

6 Emerald Dragons

Gilraen

146 Dryads

60 dancers of death

25 Elven hunters (archers)

15 High druids

12 war unicorns

6 Ancient tri-ents


Battle_begin.jpg shows the deployment of my troops.
Start: dragons fly to the walls without breaking away from the unicorns, dancers stand in front of the unicorns. First objective: kill all
enemy ranged units. Archers first, then druids. First, Agrael uses Ring of Cold (lots of damage, plus a freezing effect),
and then every time until mana runs out, he clones archers (first, this distracts the enemy, and second, it is a very powerful attack).
The enemy archers make one shot at the dancers, who will not hit anyone until the end of the battle, and die under a hail of our elves' arrows.
When the dryads run out of mana, they fly forward. The dragons do not stick their heads out, so as not to get hit by the unicorns and tri-ents. Let
the dryads fly over the walls and die (my dryads for some reason climbed into the briar patch and died there from the elves' arrows without even
flying over the wall). In no case stop shooting at the enemy ranged units until they are completely destroyed, because
they kill the clones. And Gilraen (oh, this wonderful AI hammers the tri-ents so hard you can forget about him).
Well, then, generally, I think anyone can win without problems. The hero clones, as soon as mana runs out,
we drink 42 mana from the dead dryads. The archers and clones shoot everyone under the walls. First the dryads, then the dancers,
then the unicorns, and finally the tri-ents. I can please the fans of the stubborn Gilraen: in the end, he does kill
all the tri-ents that didn't take a single step and loses. Battle_end.jpg shows the losses with which I won. There are enough troops left
for another Gilraen :)
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:

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