Transcript (by Youtube)


13s [Music]
33s [Music]
51s [Music]
59s [Music]
66s hello polytopians uh welcome to the
68s polytopia official channel uh today we
71s have a vanar polium highlights for you
75s uh my name is Adam AKA G aul AKA
79s M um as always I have fantastic guests
83s with me uh two professional polyopia
87s players uh multiple bullet champions and
90s in general great friends of the polyopia
94s folk
96s um sorry let me add them hi Reaper hi
101s Cloud welcome to the stream hello hello
105s my name is Reaper uh I'm a former bullet
107s champion and I've also won polium before
111s um I'm glad to be with you
113s all yeah we'll talk about polium a bit
116s uh later in the
118s Stream hi cloud
122s can you hear
125s us hello
128s hello okay maybe Cloud will will join us
131s uh uh later um okay uh before we start
138s uh as a as a bit of a like a
140s warmup
141s [Music]
143s um uh no we can't we can't hear you
146s Cloud maybe you should like
150s uh just sign out and sign in
155s again hell can you guys hear me yeah now
158s we can hear there go um yeah I'm Cloud
161s glider I'm the house leader of Tempest
163s and uh I sometimes play some policy but
167s not too often okay yeah Reaper is more
170s and more
171s experienced uh in in Challenger mode um
174s okay before we start uh I have a I have
177s a question about uh some uh uh big uh
181s recent events in the world of polyopia
184s so the um mijan has released the aquar
189s aquarium updates uh how do you find the
191s the Forgotten and all the uh balance
194s changes around the the aquarium have you
197s had had a chance to uh to play
200s them yes uh I've actually played quite a
203s few games with them I think the most
205s interesting about it is uh the bubbles
208s uh I like that cuz you know they kind of
210s nerfed um the amphibians and stuff a
212s little bit with them not being able to
214s use roads anymore so I think giving them
216s that extra movement um is definitely
219s worthwhile and it makes crabs just you
221s know slightly more uh deadly and and
223s more useful you know before crabs were
225s kind of looked at as you know a really
227s weak super unit and they weren't worth
229s getting now they're they're kind of
231s important you know just because you know
233s they can move you know faster than a
235s giant can and you know so it makes them
237s more U more versatile in different
239s positions
241s um so
243s yeah Cloud yeah I definitely like them
246s um I really like the skin actually I
249s think it's one of my favorite skins and
251s yeah J are really fun units sharks are a
255s little bit stronger too like that they
256s increase the attack by5 3.5 in doesn't
260s seem like a big difference but it allows
263s it to onot units like Warriors and
267s Riders and things like that which
268s actually is like really big difference
271s so yeah a lot of people were complaining
273s about the Sharks kind of being
274s overpriced because you know like they
277s can't really do much and it's you know
278s eight Stars per per unit so it's
281s like not a big not a good deal for for
285s for shark yeah yeah but you know with
288s all units right uh it's not like you can
290s have just if you just Spam crabs right
292s and you only have crabs well crabs
294s aren't going to win you the game right
295s you need to complement it with other
297s units right uh for instance I mean if
299s you put jellies in front of sharks then
301s they become super deadly uh you know
303s because then you have jellies tanking
306s the damage and you can just have sharks
307s you know clear up any units in the way
309s so yeah I mean I think they're they're a
311s great kind of a backline um offensive
314s tool right you know if you hold them uh
317s for a while and you just like store up
318s you know one or two maybe three then you
320s could instantly kill any super unit
322s that's you know in front of you which I
324s think is extremely powerful
327s so yeah I agree yeah having the uh the
331s surprise or the the one that makes them
334s not take retaliation damage is
335s definitely good
338s mhm yeah it's it's surprised yeah
342s surprised I got to say I do miss the old
344s trien game or fun gam play of just
349s storing up a bunch of trident and just
351s having them hit and run away and just
353s keep doing
354s that yeah so
358s yeah yeah I I do Miss uh the tri denion
361s surely they they were a little bit uh
363s overpowered in the previous update uh
367s but yeah no now I I think they got a
369s healthy Nerf you know um I I do think uh
372s I mean if you still had them like versus
375s you still had previous trid ditions
376s right against the you know current
378s jellies I don't think jellies would
380s really stand a chance
382s so be too strong yeah so I think you
385s know now I think now that you know you
387s need another unit to make him worthwhile
389s right like you need jellies in front um
391s to try and weaken the units and then you
393s can kind of chain with a tridion or
395s whatever so I mean I do think they're
397s still viable but uh maybe in like late
399s game scenarios I don't know if they're
401s that good in in early game anymore
403s though yeah well finally I think
405s Aquarian is not uh just like a kind of
408s one uh oneway tribe so like going to uh
413s going for TR trien that there are like
415s many more options uh you know while
417s playing them so yeah yeah of course
422s mhm Okie do um yeah so maybe one last
428s question before we start uh start
430s watching those replays uh so have you
433s been have you tried competing in in
435s Challenger mode format uh what are the
438s differences between the the poly Champs
440s bullet and the and the polium if you
442s could share a few details about that um
446s so bullet um you know it's on Tiny Maps
450s um some of it can be very uh you know
453s depending on spawns and stuff obviously
455s you know those always play a factor but
457s you know in bullet um a lot of just like
459s um you know unit management and micro um
463s you know and interactions are normally
465s what determine you know who wins and
467s stuff and polium though it's a little
469s bit larger Maps you know normally on
471s small um and then of course you know the
474s tribe that you know in these games are
476s Wenger um you know you have you can have
479s a little bit more versa il on both sides
480s you know you can go you know with venger
482s you can go you know I see a lot of
484s people try to go into archery you know a
486s lot of people just like spamming swords
488s you know is
489s fair and so uh poly seeum it's it's a
492s little bit longer format I think bullet
494s it's you know matches can last Ian if
496s you go into end game then may be 40
498s minutes but normally games end you know
500s 10 15 minutes in po Sims games can last
503s you know I don't know depending on the
505s player if they're both you know very
507s good then 30 to 40 minutes so I think it
510s provides a little bit more indepth games
513s than it does
516s bullet Cloud I definitely think that
519s bullet ends a lot faster just because
522s you know the map size is a little bit
525s smaller I think the larger size does
527s allow for more complex interaction and
529s reaching later stages of the game on
531s average but at the cost of you know
533s longer games also like that in bullet
537s because uh we stream it and play it live
540s in the VCS and poly Champions you can
544s also talk to your opponents after the
546s game I think for Challenger mode you
548s also have that uh message feature but I
551s think it's less used I'm not sure Reaper
555s have you have you ever texted your your
558s opponent
560s um I don't remember I know I know people
563s have messaged me before um in it but I I
567s hardly I I don't really use it myself I
570s just use Discord that's the best way to
572s to contact me really sure I think i'
575s I've had like one person contact me on
578s like Challenger mode after a tournament
580s they were like oh GG's dude and then it
582s turns out they mistook me for another
587s person okay that's that's nice okay yeah
592s uh so thanks for sharing um so let's
595s let's dive into the the
598s games so I'll add my
601s screen yeah because today we have uh we
604s experienced some some technical
607s difficulties so it will be so I will be
611s operating
612s the the stream sorry the
616s the uh the
618s steam uh and uh our commentators will be
621s giving me some some guidelines what uh I
625s should
626s do um yeah okay so the first game is
632s between uh Chris and pamper
637s treasure
640s mhm so let's look at the look at the
644s spawns
646s first all right so we see um white or
650s Chris has uh five forests and a in a
652s mountain and within venger venger
654s borders uh all of their mountains are
657s guaranteed to have um gold than them so
660s or or so uh at least you know he he
664s could go climbing but it looks like he
666s has a nice uh you know path into
668s forestry U meanwhile it looks like
670s pamper treasure has two forests and two
673s mountains um you know not as many Forest
676s you know maybe he'll lean into mining uh
679s smith3 um but I don't know we'll
683s see Cloud any comments density wise I'm
687s liking Chris's spawn a little bit better
690s he does have access to Villages that
692s have a little bit more land we can see
695s he has like access to these three
696s villages that doesn't look like they can
698s be easily contested
700s MH his and there's these two ruins too
703s so if these are like Star ruins or some
705s really good ruins they could be really
708s impactful on the outcome of the game on
710s the other hand his opponent does have
713s access to two Villages kind of on the
716s site here if we scroll over to Green
718s bengar side a bit mhm yep they do have
723s these two Villages one being like really
725s in the corner with having that
727s Lighthouse block that Forge spot is a
729s little bit unfortunate but yeah that's
731s that's sad yeah I would say Chris's
734s spawn here looks a little bit nicer but
737s he does have a
739s little it does look like they're going
741s to be kind of fighting most of their
744s battle on this narrow this is this is
747s Lakes map okay yeah yeah
751s okay so let's play the
754s replay all righty so they both go for
757s the Warrior
758s opening both spr out okay it looks like
761s okay both of them set their units
763s different
766s directions so we have we have pamper
768s treasury sending his Warrior over to the
770s West you know trying to scoop up that
772s Village there and then we have him
773s sending his swordsman towards the center
775s um actually no sorry let me let me turn
779s on the
780s on the fog so we uh we see the how this
784s developed not on yeah on the whole map
786s yeah mhm all
789s righty bit unfortunate where this where
792s Chris sends off his first swordsman
794s misses both The Villages here actually
797s it looks like they might get an early
799s meet on turn five yep and he decides to
802s hit here which is a bit interesting
805s considering if you hit the swordsman you
807s actually can't kill it next turn you'll
809s both be at 8 HP so I think that he was
813s kind of going for a bluff here like I
815s might have a unit behind I might not do
817s decide to capture this Village still and
820s it looks like pamper treasure does not
822s fall for it and he goes ahead and hits
823s the warrior
826s anyways get sply
828s Siege we can pause it so we see here uh
832s Chris goes for an interesting riding
834s play with um I'm I'm slightly interested
839s to see why he went riding uh I mean
842s because his resource kind of indicates
843s more of a you know hunting into archery
846s kind of style gameplay uh but I guess he
848s since he missed those uh that you know
851s and he didn't really get any Center
852s Village until it looks like turn seven
854s here um that you know he was trying to
856s prioritize you know expanding and trying
859s to scoop up more Villages um he also
861s makes a play for paner Treasures South
863s Village but uh you know with Wenger it's
866s it's really hard to hold cities with
868s riders uh just because they can have any
871s swordsman in range and well their Riders
873s you know your Rider's dead you're not
875s holding that yeah it's one it's one shot
876s for for for swordsman
880s yeah Chris got his riding through the
883s ruin so it was a bit of an it was
887s questionable ruin I feel like it could
888s have been better but I mean at least you
890s can use writing it's not something like
891s I don't know
893s meditation but um yeah he got writing so
896s I think he trained writers to try to
898s utilize it to to the best of his
900s abilities to maybe try to out expand his
902s opponent at this point in the game the
904s they don't know that the entire like
907s Northwest half of the map is basically
910s all water I think there's like two
912s Villages there but um yeah at this point
916s I think he's trying to play to out
918s expand his opponent and try to shut down
920s their expansion and what do you think
922s about this play here uh so uh that the
926s green hit the uh um the gray swordsman
931s was it green that hit the gray or was it
933s gray that hit the green no yeah you're
935s right yeah the other way around okay
937s yeah so gray hit the Green in order to
939s finally get this kill and Siege this
942s Village I
945s think I think they were making a play to
947s try to take the village since uh the
949s village isn't really making too much
951s since they took an Explorer rather than
952s a workshop but you know with vaner you
954s could really use every Star you can get
957s um he is trading three stars when in the
960s rider itself for The Siege but um I
964s think it was worth the play worth the
965s gamble maybe getting that Village could
967s be pretty big and it also secures this
970s uh West Village a little bit for him
973s just makes it a little bit safer to
975s capture although when he gets un sieged
978s with that swordsman it means that even
980s if he captures that way to Village it's
982s immediately going to get sieged by a
984s swordsman again okay let's
988s continue okay
992s so we see him un
994s Siege okay so Chris finally grabs
999s forestry just getting the that economy
1001s up because venger their resources aren't
1004s amazing but you know once you get that
1006s economy rolling then they can start you
1008s know really producing some sort of
1009s offensive units gets a really nice
1012s Explorer on pamper
1015s treasure all right so we see just
1018s picking up some units with those
1021s Riders um oh yeah I like how Chris uh
1024s actually stepped off that Village in the
1026s East um not allowing pamper treasure to
1029s actually kill his swordsman there um to
1032s Siege and hold it he actually so what
1035s this does is this delays pamper Treasure
1037s by a turn from capturing that Village
1039s and it also gives Chris one more turn to
1041s try and prepare some sort of Defense to
1045s try and maybe take that City uh you know
1047s for himself um and so we'll see if Chris
1051s has enough units there to uh to get that
1053s vill we'll probably need a swordsman or
1056s two to to help him
1062s out yeah here we can see that they're
1065s both going into climbing and they're
1066s both training a lot of units they don't
1069s want their opponents to get the military
1072s advantage in NE way and Chris really
1075s going aggressive and buying all the way
1077s into roads here really trying to
1080s outmaneuver his opponents with his
1082s superior mobility and win that
1086s way yeah you know I I run into a problem
1089s with with Wanger often though is you
1091s know you have all these Riders and stuff
1093s but it takes four Riders to kill one
1095s swordsman so if your opponent um can
1098s just Spam Swordsmen and they get their
1099s economy up then it can be really
1101s Troublesome sometimes so some scorched
1103s Earth here I see the because Chris knows
1106s that he won't be able to hold this uh
1110s qar um town he he I think he cut the all
1115s the forest there so he cuts all the
1116s forest you know just to take stars for
1118s himself and it kind of prevents his
1120s opponent from uh getting a giant there
1123s um which you know is is a very smart
1127s play all right so P to take it
1132s back Pam treasure gets a star ruin oh
1136s very nice yeah yeah so looks like
1139s chopping a lot and just setting up their
1141s Forge spots because starting with Smithy
1144s is a very strong Tech but you can't
1146s really properly utilize it until you
1148s have Mining and climbing it does make
1150s the mining and climbing branch that much
1152s stronger but it also means that it's
1154s pretty slow because you have to buy two
1156s tanks you can utilize
1160s the sorry interrupt you yeah double
1164s Giant in
1166s the yeah so we see a pamper treasure
1169s popping uh two giants there uh that's
1171s going to pose a really big problem for
1174s for Chris you know he doesn't his
1175s economy you know his cities are mostly
1177s level one level two right he doesn't
1179s have that much you know uh Stars per
1181s turn for himself and you know that alone
1184s he really only has some Riders and a few
1187s Warriors um about so I'm interested to
1189s see what what Chris ends up going for
1191s here I think Archer would would be a
1193s very nice play would just allow some
1195s free damage on on those Giants and uh
1198s would would really help him out I think
1200s in the east as well just training
1202s archers on his Capital to pick away at
1203s those swordsman sieging his City right
1206s now um but uh Chris right now his
1209s economy he's at Nine Stars per turn
1211s pamper treasure is I believe at 20 so um
1214s facing a little bit of a of an of a an
1217s economy
1218s problem um Chris does get a star ruin
1221s that allows for this crazy play throwing
1223s down 1 2 3 4 five roads to get the UN
1227s Siege and connecting two cities to c
1230s yeah crazy play yeah I I would also like
1233s to mention so if we pause the replay
1235s real quick so if we look at how Chris
1237s positioned his units um he he moved his
1240s units one he moved his rider and his
1242s warrior in the west one tole closer just
1244s to slow those giants down right uh with
1246s giants you know you you want them to be
1248s slow and that you want to buy as much
1249s time as possible before they can get to
1251s your cities um so I think Chris from
1254s moving his units there right he delays
1256s those giants from you know ever getting
1258s you know if pamper treasure were to try
1259s and want to speed up the process of
1261s getting those giants you know to his
1263s cities right he could go riding and
1265s Roads right and he definitely has the to
1267s go for it um but Chris goes ahead and
1270s you know he he blocks that play with a
1272s you know positioning his units um a tile
1275s closer just a zone of control those
1277s units so that way they're not you know
1279s rushing into his territory real quick I
1281s I think that was a very key play because
1283s it buys Chris just an extra an extra
1286s turn of time uh to prepare uh any sort
1289s of Defense in this position yeah and you
1292s can see that even though I believe Chris
1294s has they have the same number of cities
1297s maybe Chris is Chris is up one city in
1299s this position I believe treasure has
1302s four and Chris has five but the main
1305s difference here is that Chris just does
1307s not have that many mines in his cities
1310s whereas pamper treasure does so they can
1313s really throw down mines throw down
1314s forges and get a lot of population in
1317s that way but Chris is two of Chris's
1320s cities have no mindes and no force and
1323s that's really hurting his e right now so
1325s it's that first upgrade taking that
1327s Workshop getting that extra star per
1330s turn really builds up and stacks that is
1334s what really gets you rolling in the
1335s early game and the inability to do that
1338s is really hurting Chris's Eco and he's
1340s really going to have to come up with
1341s something quick here in the face of
1343s these two giants yeah I wonder if we'll
1345s see from pamper treasure um the the
1348s markets
1349s uh I think markets here for for panford
1351s Treasure would would be incredibly
1352s strong it goes right into roads um and I
1356s I think it would it would provide him a
1358s just a massive Advantage right just
1360s increasing his Stars per turn by uh
1362s probably close to double um if if he can
1365s if he can get some good um Market spots
1368s down so uh but but we'll see what
1370s happens in these next few turns I think
1371s these next few turns he has some some
1374s nice nice one here next to his capital
1378s and then
1380s yeah yeah I see that level four and he
1382s can maybe get a level two in the corner
1385s but that's about all see for now so like
1388s six stars per
1391s turn yeah let's see if if if it's worth
1394s it and if if he chooses to go this path
1401s yeah here Chris gets a lot of
1403s connections to his Capital gets that
1405s Lighthouse and he finally gets his own
1408s Giant turn I
1411s believe to move some units around
1413s another Rider push it out
1417s y but now it's one giant against two and
1420s his giant is all the way in the back and
1421s if we bring our attention to the
1423s Northwest Edge if we pause it and go
1425s back a little
1426s bit oh go back a little bit the two
1430s players are a little bit more to the
1434s green bang Gear's turn we do see that
1437s there's a war here that is slowly
1440s advancing along the Northwest Edge and
1442s Chris on the other hand also only has
1444s one singular unit advancing and claiming
1447s those Villages so while there's this big
1450s fight going on on the other half of the
1452s map there's these two lone Warriors that
1456s are slowly advancing and inevitably
1459s going to clash and we'll see here that
1462s while the main battle is going on on the
1465s other half of the map these two Warriors
1467s will have a small tussle on their own as
1469s they conquer these Villages and kind of
1471s duke it out in their own way yeah I
1475s think uh I think here in uh in Chris's
1477s position uh right like um the the main
1481s thing with roads right is is you try and
1483s you know you want to get the Grand
1484s Bazaar Monument right which you need to
1485s connect five cities and uh we see here
1488s that he only has maximum four cities he
1491s would need to take one from pamper
1493s treasure but you know Chris is kind of
1495s on the defensive right now uh so I think
1497s that's something that's really hurting
1498s him right like when you go roads you
1500s know you're trying to you know uh you
1502s know get some fast expansion get some
1504s Villages and get that get get that giant
1506s going with the monument but he just he
1508s just doesn't have that Monument this
1509s game right his other city is all the way
1511s up in the north um so yeah no no hope
1515s for connection because there is a
1517s mountain he yeah he would need to get uh
1520s ports going which just I don't think
1522s that that's he can't he can't afford
1524s that right now right yep too expensive
1530s yeah we can see that Chris is playing
1533s using the rose to his advantage and
1535s being careful about when he sends his
1537s units in healing those riders that
1539s attacked that swordsman
1541s earlier P treasure goes for forry oh
1545s sorry math here yeah there for does not
1550s finish using does not finish the upgrade
1553s unfortunately not have the St they don't
1557s have the population for it
1561s saying takes a
1566s workshop okay gets Roose himself mhm but
1571s was it from the ruin or did he get it
1573s [Music]
1575s um uh looks like he got with yeah he
1578s bought them yeah I
1580s think so this this just provides uh this
1584s just this is really so this this
1586s position right now this isn't looking
1587s very good for for Chris and there's
1589s there's a couple reasons why if we look
1591s at where pamper treasure positioned his
1593s Giants it blocks all of Chris's units uh
1597s they have to go through uh one of those
1600s two giants to uh access you know the
1603s rest of the map um so I think this was a
1606s very good play by pamper treasure to uh
1609s kind of start sectioning off and closing
1612s in uh Chris's Riders and stuff because
1615s when Riders don't have a whole lot of
1616s Mobility they kind of become like
1618s Warriors right right you know they kind
1619s of lose their you know you can constrict
1621s them they lose their movement and
1622s they're not as useful um but what also
1625s what this does is with pamper Treasure
1627s Moving his his Giants where they are he
1629s also guarantees himself if he can
1631s capture uh that City he's sieging now
1633s with his giant then he gets that West
1635s Village also uh like pretty guaranteed
1638s um because Chris you know won't be able
1640s to defend that so I think this was a
1643s very very uh good move on on pamper
1645s treasure part and I'm interested to see
1647s how Chris manages to come back from
1650s this enough Riders to kill kill off the
1653s the Giants so yeah another purpose that
1656s that giant serves right there is that it
1659s prevents the Houdini if you look at the
1662s number of units Chris has if he can just
1665s get two Riders onto the tile south of
1668s gork and Southwest of gork he can pull
1672s off a Houdini with a monument he's been
1674s saving his monument and you can see that
1676s if he gets math he can pop a giant here
1679s now if he's just able to Road those
1682s Riders around and just somehow pull off
1685s bounce with maybe that that Warrior
1688s that's double south of gor and position
1691s all his Riders to block off every tile
1694s he can pop his giant and the siing giant
1696s with nowhere to go will just vanish but
1700s with that giant there Chris no longer
1702s has any way of getting those giants to
1705s those two tiles behind gor and unfort
1708s they cannot pull off the Houdini which
1710s would have been huge here without that
1712s giant Chris would have a massive
1716s Advantage so I think the Giant and the
1718s roads play was really really good
1723s here okay so looks like Chris is trying
1725s to counter attack one of his okay so he
1728s double monuments for the giant push oh
1731s it does not use math maybe he oh yeah he
1733s he can't afford math right
1735s now yeah he's continuing to kill units
1739s picking them off being careful with his
1741s writers mhm does sacrifice one of them
1745s here and leaves another one to be
1749s killed border growth is good here gives
1751s them more resources and also cuts off a
1754s little bit of the roads that Chris has
1756s been using so
1759s well yeah it actually allowed for a
1762s market spot but pamper treasure actually
1764s misses this um a left of his Sawmill
1767s there he could have chopped the for it
1769s but well I think if he if he chopped the
1771s force he wouldn't have been able to
1775s Giant I think he's valuing the Giants a
1778s little bit more than his Eco here he
1781s does have a relatively strong Eco
1782s already so yeah I'm interested to see um
1786s what pamp I'm surprised I haven't seen
1787s pamper treasure get any catapults yet uh
1790s you know considering he has this kind of
1792s like many um I'm going to say ponds
1795s between you know his cities if he just
1798s gets a catapult in that West there it is
1801s right as you said it there we go we see
1804s a catapult in capital all right so these
1807s catapults are actually going to become a
1809s really big problem for for Chris if he
1811s can't get to them because these water
1814s towels are just blocking uh those
1816s catapults and uh he's going to need you
1819s know his Riders to try and break through
1821s at some point but uh right now it
1823s doesn't look like paner treasure is
1824s going to allow that with both of his
1826s Giants just surrounding
1828s um it looks like gar um right now so
1833s we'll have to see what uh what he ends
1835s up doing to try and counter play against
1837s those
1838s catapults we we also see that yeah in
1840s the north
1842s Corner uh pamper treasure has a
1845s swordsman ruin yeah so he got swordsman
1848s from the ru normally for for vengar you
1851s would think that oh swordsman ruin isn't
1853s that good since you know there's
1854s swordsman all over the map but here it
1857s actually makes a pretty big difference
1859s since it's a oneon-one
1861s situation where each of them only have
1863s one city that can really easily access
1866s this this region of the Mac that
1868s swordsman is going to help him so much
1871s in the fight here just because that is a
1875s second unit that you know normally he
1878s would need a turn train up that has
1880s extra HP and yeah it's just a really
1885s strong unit that he did not have to pay
1886s for
1888s and it's going to completely change the
1890s ti of this battle in
1898s the all right so we see Chris starting
1901s to uh see sieges sieges uh pamper
1904s Treasures East City there um let's see
1908s if pamper treasure can un Siege let's
1910s see giant that is pretty weak okay Chris
1914s finally gets math
1916s himself um
1919s and now pamper treasure it looks like
1921s they're trading cities here um it looks
1925s like he cannot un Siege unfortunately he
1928s does get a singular chop and he misses
1930s one North double north of the city
1933s itself and getting this city is huge for
1936s Christen it finally gives him that fix
1939s City he needed for Grand Bazaar which
1941s allows him to Giant pop him off of off
1946s of gar there which I think is a mass
1948s massive massive Advantage there it does
1951s look like um Hamber treasure is going to
1953s try and take that East City back yeah
1956s with the two catapults and the that 13
1960s HP
1962s giant yep I uh I I smell knights in
1965s Chris's future I don't know I'm liking
1968s those Treasures lining up those
1970s catapults and stuff yeah when Chris here
1972s can like un Siege easily with the with
1975s the Riders and the Swordsmen yeah see
1978s The Siege won't hold yeah no The Siege
1981s will not
1982s hold um so we see them starting to kind
1986s of have a tussle up in the north oh
1988s looks like he goes for a Siege up
1990s there but yeah we can see the veteran
1993s swordsman here already paying its due
1996s because that veteran swordsman was there
1999s it was threatening a Siege with the road
2001s so Chris or not with the road it was
2003s Ding A Siege by just moving up and with
2005s one other swordsman it would be able to
2007s land The Siege it would have been
2008s unbreakable that forced Chris to not
2011s train a unit there which led to an easy
2013s Siege and Chris just does not have the
2015s power to hold that North City due to
2018s that veteran swordsman yeah so that
2020s veteran swordsman ends up gaining him a
2022s village up in the north which I think is
2024s is very very nice um you know just
2027s sectioning off Chris into his east
2029s corner really um okay looks like pamper
2033s treasure finally okay pamper treasure
2035s picks up free spirit here um and he ALS
2038s gets his
2039s East yeah yeah so we don't see Chris
2042s going for Knights yet but we do see
2044s pamper treasure going for it um we do
2047s see yeah Chris gets this catapult here
2051s in cther um which is really smart
2055s because this city is completely
2057s surrounded by water and the only way to
2059s access it is through this really narrow
2062s land tile uh that Lake City right there
2066s the only way to access it is through
2068s that like Center City tile connected by
2072s land so this city is really hard to
2074s reach and by training his catapult first
2077s before pamper treasure can train a
2079s catapult on nrot to lock down pther it
2083s prevents the Catapult being trained and
2086s it also just is a really difficult unit
2088s to reach unless you go through the water
2090s and hit it with like a scout or rammer
2093s it's just really hard to reach and
2095s really hard to take care of yeah there
2097s there isn't any spot you can put a
2099s bridge or something because it's it's
2102s like parallel uh tiles so y you can't
2105s reach it yeah I think this will make C
2108s Place yeah and so we see um we see
2110s pamper treasure finally get shivalry
2112s this turn um and I think Knights are
2114s going to pose a really big problem for
2117s for Chris but no no Knights yet right I
2120s don't see no no KN yet but his turn
2122s hasn't ended so uh y
2126s one yeah there was
2130s if he trained it anywhere else Chris
2132s would have seen it but because Chris
2135s yeah because he sees that Chris does not
2137s have Vision on this Lighthouse he's
2139s gambling on Chris not having Vision on
2141s this city and he was right here so that
2144s Lighthouse was a really good indicator
2147s to whether or not he could train a city
2149s there and you can see that Chris does
2152s leave this two catapult and rer chain
2156s yes oh man and I see a really nice juicy
2161s chain it oh going
2165s going yeah wow he goes for ports oh and
2170s we see that night chain killing two
2173s catapults um down goes the
2177s catapults ych that definitely
2180s hurts uh CHR has a lot of stars though
2185s and he goes for trade himself wow
2189s yeah I think trade is a really smart
2190s move on on Chris's behalf because but
2193s isn't it too late kind of you know it's
2195s it's like he has to do something about
2198s those Knights and then the potentially
2201s the Pampers Navy and like yeah I do
2205s wonder if maybe delaying trade by a turn
2208s or two here would have been the play
2209s just because his two catapults did just
2212s fall and he is a little bit behind a
2215s little bit more vulnerable after that so
2218s maybe getting up like a catapult or two
2220s and rebuilding his militaristic strength
2223s before going for that Eco play might
2225s have been a little bit more safe
2231s here yeah so uh okay we see him Runing
2234s in okay he does get a nice Siege over
2237s there and it's not going to hold but um
2240s Chris is kind of barely holding on here
2242s it kind of seems
2244s like yeah he does give up that Siege
2248s actually if he had hit in a different
2250s order he would have been able to chain
2251s through four four of Chris's units but
2255s he wanted that Siege more
2257s so that Siege here does lose him his
2260s Market which is unfortunate Market he
2263s just placed and now pamper treasure goes
2266s trade
2267s himself he's going to be able to use
2269s trade a little bit better just because
2271s he has that level five uh somnil spot
2275s and just higher level trade spots
2279s yeah so we see Chris is at 22 Stars per
2282s turn and we'll see how pamper treasure
2284s is at this next turn but uh you know
2286s Chris is kind of being closed in on all
2288s sides right pamper treasure won the
2289s battle in the north um he's now winning
2292s the battle in the East so now he's kind
2295s of the knights are doing so much damage
2299s yeah he gets a capital Siege here um
2302s we'll see and he even gets that catapult
2305s snipe yeah which is just even more oh he
2308s gets or to un Siege okay y so he pops
2312s his looks like it's probably going to be
2314s his last Giant on his Capital but he
2316s can't really train a whole lot of units
2318s this turn due to it with having to grab
2320s org and only having 23 Stars per turn um
2326s looks like uh pamper treasure is going
2328s to uh going to potentially win this game
2332s with with pamer treasure also uh you
2335s know having the catapults you know uh
2338s just kill any offensive units that Chris
2342s May uh may put in his way I I don't
2345s think uh I don't think Chris really uh
2348s especially with him getting markets now
2349s I think markets for pamper treasure was
2352s a was a really really nice play now just
2354s you know SEC Victory he's at 55 Stars
2356s per turn and Chris is at 23 yeah so we
2359s see here D more than double I want to
2362s bring back attention to that last turn
2365s where we see a really good use of
2366s destroy building where um Chris's Chris
2369s had initially placed a market and it was
2371s level like five or six or something like
2374s that for Chris but because um pamper
2377s treasure does not have that North
2379s Sawmill so it's a really low level for
2382s him so he destroys that building
2385s destroys a sawmill and instead places
2387s them elsewhere in order to get a higher
2390s level
2394s Market very smart play yep
2399s get a level five Market instead of a
2401s level before was level level zero
2406s because yeah very very nice play from
2409s that but yeah so this game goes to
2411s pamper treasure I think this and
2414s anything Chris could have done
2415s differently to to win or you don't see
2418s any any uh way for him to um Turned this
2422s wrong I think I think going uh he really
2426s he really just uh like went for this
2428s Ryder roads play um and the only problem
2431s that venger has a really really hard
2433s time trying to support it because you
2435s know roads are now three stars you know
2437s it requires you know a little bit more
2440s um you know use of of stars than it did
2443s before and so I I think you with benger
2445s you need to get some sort of economy
2447s rolling before you can even uh you know
2449s start going for these really aggressive
2450s plays with with roads right we saw that
2452s he struggled to um get enough you know
2455s uh roads and stuff to make any counter
2457s playay the early game and even then uh
2459s we just saw pamper treasure kind of run
2461s him over with swordsman um because for
2465s Riders to Kill The Swordsman so uh I
2467s think if he maybe leaned into like the
2469s forest re check and went went archery a
2471s little bit more safe play um you know
2474s you know also you just get some free
2476s damage and if you pair it with swords
2477s you know you can just get some free free
2479s kills and stuff I think that would have
2480s turned out a little bit better it also
2482s would have set him up uh more for uh
2484s going into math I think earlier which I
2487s I think could have definitely swayed the
2488s game um if he could have gotten
2490s catapults maybe before pamper treasure
2492s did but uh I think that's kind of uh my
2495s thought process on it what do you think
2497s cloud yeah I definitely agree with that
2499s assessment we saw early on that because
2502s he had these two level one cities that
2504s he could not upgrade for the workshop
2506s his Eco was really hurting um placing
2509s down all those roads dropping all those
2511s Riders was really really delayed his Eco
2514s by a lot I also think that archers in
2516s general tend to trade a little bit
2518s better just because they don't take
2519s retaliation damage the writers you can
2522s kind of choose when you want to take
2523s your trade since you have better range
2526s than your opponent but the main drawback
2529s is that after hitting a swordsman that
2531s damages them so badly they need a turn
2534s or two of just resting of healing up so
2537s even though that unit is still alive you
2539s can't it's kind of out of commission for
2540s about two turns meaning if he wants to
2542s use it he either has to sacrifice it and
2544s train a new one or he has to just
2546s continue pumping out riters and that
2550s delays him from going other Texs that
2552s delays him from leveling up cities and
2554s if he had went archery which trades a
2556s little bit better or just gone straight
2559s for like Sawmills or you know more
2563s ecotex and buil up his Eco a little bit
2565s faster maybe the outcome could have been
2567s a little bit different the best thing
2569s the main advantage of having more
2571s Villages is you have more bases to train
2574s units you have a higher Eco since most
2577s of the time first upgrade is what gets
2578s your Eco increasing the fastest that's
2581s the best return on your on your
2583s Investments although Chris did have the
2586s ability to train our units he did not
2588s have the Eco Advantage just because he
2590s did not have the mind he did not have
2592s the right resources to get things
2594s rolling as
2595s quickly I think that's why he was unable
2598s to win this game just because he could
2601s not get his Eco Advantage up despite his
2604s higher number of but to be to be fair he
2606s he also his spawn was was uh much worse
2609s than yeah the lack of mountains was
2612s really painful for him yeah okay thanks
2615s so let's jump into game number
2620s two all right let me switch
2633s to let me
2649s okay so here we have sorry let me turn
2655s off the
2656s F yeah so here we have uh rats and
2662s vce all right these are two very very
2665s experienced players uh rats he's he's a
2668s I think he's I think he's a seven time
2670s bullet
2672s Champion he's he's incredibly strong vce
2674s is also very strong in their own regard
2678s vorce has won um you know multiple I
2680s think he's won bullet as well um and
2683s he's he's very strong uh in in One V
2685s ones and stuff so I'm interested to see
2687s how how this turns
2689s out okay let's have a look at the spawns
2692s so we see uh Rat spawn he spawns with
2695s three forests two mountains uh
2698s unfortunately his Forge spot is blocked
2700s by a
2701s forest but uh
2703s he yeah and it does look like uh his
2706s village density really doesn't look that
2708s great his first his his village that's
2709s closest to him is is going to the east
2711s not to the center and his other Village
2714s that's closer is or four tiles that's
2717s yeah so yeah he's gonna he's gonna have
2720s a hard time trying to uh expand there it
2722s seems like uh but if we go over to VSA
2725s side uh he sponsor with six forests and
2729s uh one mine and uh he has uh almost
2733s perfect density here he has a village to
2735s his amazing like yeah um he also has uh
2740s some really nice um math spots actually
2744s um you know Northeast of his capital and
2746s then Southwest of of that East city um
2750s yeah I think uh normally when you get a
2751s lighthouse spawn you want to try to
2754s expand as fast as you can just because
2756s you know that you spawn as far away from
2758s the center as possible and if your
2760s opponent is spawned like in a nearby
2763s Corner they can kind of expand quickly
2766s to the center and cut you off from the
2767s rest of the map but with how poor with
2771s the density distribution of the villages
2773s we can see that even if Ratz like makes
2775s a rush to the middle he will actually
2778s still have less Villages than vorce just
2781s because V's density is is a lot better
2784s than his when when we just look at the
2786s first villages and that first Village
2788s capturing that first Village is like
2791s makes one of the biggest differences in
2793s the early game since it gets your Eco
2795s rolling you get your upgrades going yeah
2798s but with rats it's like you can't make
2800s many mistakes because he's like fighting
2803s till the end so I'm very curious about
2807s this game okay yeah let's
2810s start so never give up never for
2814s surrender all right both players opening
2818s with the single
2820s Warrior they know that one of them has a
2822s lighthouse spawn so they probably have a
2824s little yeah a quick question here so um
2827s Force decided to go for the lighthouse
2830s and you said like the expansion is more
2833s actually more important so would you say
2835s it's it's it was like an early mistake
2838s from from I I think it's an interesting
2841s place since for venger you you want the
2844s expansion but uh you also know that you
2847s strle with Eco early on so by going for
2850s this Lighthouse he not only gets a
2852s faster upgrade he also he gets a faster
2855s upgrade and he that also allows him to
2857s train another unit which although it
2859s delays his uh the expansion of his first
2863s Warrior by two turns it lets him get out
2866s a third unit a turn earlier which can
2869s allow him to expand in three directions
2871s you know a turn earlier as
2873s well I think it was kind of like a
2876s personal style thing if the density was
2880s worse I if his density was worse I would
2882s feel
2883s like this might be a little worse of a
2886s place since it means that he's delaying
2889s um getting his other Villages by you
2891s know like two turns essentially but
2894s because his village density was pretty
2897s good I think it was fine in general
2899s since his second Warrior is still pretty
2902s close he could could not known that he
2904s could not know at this point yeah okay
2907s is just going for the faster Eco
2912s mhm okay so we see rats finally getting
2916s finally finds that East Village uh but
2918s not finding anything in the center
2920s unfortunately uh just kind of wondering
2922s okay finally does he's going all the way
2925s past the center of the map to find this
2927s Village actually yeah and even though he
2930s does find it it's like for sees him
2933s already yeah which is just really bad
2936s and he can't really support that Village
2938s either like he can't really defend it or
2940s anything so yeah probably yeah he's he's
2944s going to lose that Village most likely V
2946s already has the units ready to knock him
2949s off that Center
2950s Village
2952s yeah here you see that uh that village
2956s with three mines I actually am a little
2959s curious if uh not sieging that Center
2963s City and instead going for that village
2965s with the three mines would have been the
2966s smart place since we see that this
2968s Village has two forests one of which
2971s rats can chop immediately the other one
2973s he can't since a unit is blocking but
2975s that means this city is going to be kind
2977s of difficult to upgrade whereas if we
2981s had gone for that other Center City with
2984s three mines this city is unclaimed and
2988s if he sends his Warrior over first he's
2991s going to be able to claim it first and
2994s he has another Village that can help him
2995s pressure nagar which is a pretty weak
2998s Village so I'm kind of curious if there
3001s was also a some kind of play that vorce
3004s could have made here for the center
3005s Village I do understand that it's kind
3007s of more difficult to make a play for a
3010s village when your Villages are further
3012s away since it takes more time for your
3014s units to reach and if he didn't claim
3016s nagar now um rats can train swordsman
3019s from it which is which makes it harder
3022s to hold but I do think that this other
3025s Village is of higher value if you are
3027s able to somehow secure
3029s it yeah well I mean if we we look at
3032s that Village in in terms of where it is
3034s and into where vce's position is right
3037s uh Ratz can I think rats here he can
3039s just take it even if vorce does go for
3041s it right like if he moves The Swordsman
3044s um you know Northeast there and then is
3046s one pile away if if rat sees this which
3049s he can um then he can just R can just
3053s train a swordsman on his East City and
3055s he'll be there in time to knock him off
3056s and get the City for himself um so I
3059s think regardless here I think going for
3060s nagar is is is I think
3063s the
3065s okay let's see how this turns
3071s out yeah you do see the chop and here
3074s rat actually decides to go for the early
3076s upgrade and sacrifice his Forge spot he
3079s does have another level two Forge spot
3080s though so it's not the worst thing
3083s getting those early upgrades
3085s in VOR here starts going for his free
3087s upgrades with the five stars to five
3090s stars
3092s back y really really nice uh scooping up
3095s more Villages which is really nice for
3098s rats considering his uh his density was
3100s really not that great he picks up Mining
3102s and climbing for
3105s capturing he goes for a workshop
3108s here he really needs to get his Eco
3110s going with how slow he's getting these
3113s Villages he knows that he's behind in
3115s Stars
3118s yeah doing a lot of aggressive chops
3121s here yeah well I think he needs to right
3124s like he knows he really needs to get his
3126s Eco going yeah yeah he needs to get that
3128s giant as soon as possible even though it
3131s looks like their Eco is about even with
3133s him making 16 stars and I think vorce is
3136s also making something similar but
3138s because he's getting his Eco going
3140s slower vorce has made more stars over
3143s the course of the previous turns yeah so
3147s first
3149s giant yep so we see the first giant from
3152s uh from Ratz here you got that really
3154s really nice level three Forge spot he
3156s also has a really nice Forge spot in the
3158s city north of him that he can just pop
3159s another giant with another five stars uh
3163s and then he can also pop one in his
3164s Capital if he wants to uh get the mine
3167s Southwest and then uh put a forge
3170s southeast of his capital and he can just
3172s get another giant his giant potential
3174s for for rats is looking really really
3176s nice
3177s um I'd be interested to see if he ends
3179s up after getting his economy up I wonder
3182s if rats is considering archery um at
3185s this point um because I think archery
3187s behind the Giants would be like really
3189s really strong here
3192s um so okay he goes for this six floor
3194s does find the lighthouse in the corner
3196s that's actually really really nice
3201s um sees two ruins one of which force
3204s claims V
3207s M yeah V on the edge of the map isn't
3210s the most helpful but it does just
3212s guarantee him
3214s that giant from from vce so he does
3218s place his sill in a spot his Lumber in a
3221s spot that blocks a trade spot but I
3224s think force is not really considering
3226s trade for this game it looks like since
3228s he immediately blocks another one with
3230s that
3234s Monument yeah so we see rats just uh
3237s getting his economy up he's taking some
3239s explorers now trying to get that Vision
3242s um I think this is something very key
3244s about rat you know we saw him claim that
3246s Center Village and get a workshop there
3248s but on both of his uh East and West
3251s cities oh my
3256s goodness huge here yeah that's that's
3259s really nice uh considering uh that rats
3262s doesn't have any ranged units at all
3265s this will be uh very very uh important
3269s uh for for his offense especially in
3271s dealing with those giants I think this
3272s now gives him some counterplay against
3274s those giants now since you know Force
3278s doesn't seem to have as much of a you
3280s know giant potential but I guess with
3281s math now he probably just you know get
3283s some more
3285s so unfortunate for rats here I think he
3287s tried to go for a giant push play to un
3290s siege that South City but his Warrior
3292s did not push in the right direction
3294s since Warrior units always push towards
3297s Center when they're freshly spawned do
3299s we see vorce get a really nice giant
3301s push on his Capital uh to get that
3303s catapult and range to shoot that
3306s giant um which is really really
3309s nice um we see uh we see vorce is
3313s getting another giant there um we also
3316s see that vorce is building up a strong
3318s push in the west with a catapult backed
3321s by two Swordsmen and two
3323s Warriors in the west west catapult with
3327s two Swordsmen and two Warriors making a
3329s play for that Village and it seems like
3332s rat is a little under defended there
3333s right now he kind of has to pull his
3335s units back and he has this giant coming
3336s up to try to defend he's also go going
3339s for Riders over archers just because
3341s Riders are faster more mobile units and
3344s because he got because uh vorce got that
3347s math through and it kind of speeds up
3349s his Tempo by like a turn or two so Ratz
3352s feels like he's behind and he really has
3354s to rush Riders and bring units in for
3357s support and try to defend right
3361s now we see a we see rats getting a Siege
3364s in the in the East
3366s there
3369s um but uh it does look like it will hold
3374s just
3375s barely
3378s um yep okay and so we see rats gets a
3382s population pop Rin yeah go before he
3387s captures yeah so the key difference here
3391s right um is that uh you know Ratz gets
3394s riding and Rose when he's built up his
3396s economy you know unlike the last game we
3398s saw right we saw Chrisco just straight
3400s into it with no economy and stuff I
3403s think this is going to build a really
3405s really nice uh healthy push for for rats
3408s to try and
3409s Counterattack um these catapults that
3411s are really causing him a lot of problems
3413s right now um because he doesn't really
3415s have any way to deal with them but now
3417s he does right roads and Roads and Riders
3419s can we see um warse goes for a Explorer
3424s all the way in the West when he has like
3427s almost full vision of the map to try to
3429s play for that eye of God and get that
3431s lighthouse in the north but
3433s unfortunately he does not get it a bit
3435s of a gamly play but he really wanted
3437s that eye of God
3440s Monument yeah it's like fair enough
3442s right you know I think I've got his you
3445s know any Monument is a you know as we
3447s can say Monumental in a game for you
3451s know for getting more Super units and
3453s stuff and especially for like unsing
3455s cities right it just makes it a whole
3457s lot
3457s cheaper uh I do think you need to kind
3460s of carefully way weigh out where you
3461s want to get explorers versus where you
3463s want to get uh workshops just because
3465s that plus one s spt is start per turn is
3469s really good but um yeah in this case
3471s force kind of thinks that okay my eco's
3474s built up enough I can kind of gamble for
3476s this Lighthouse if it doesn't go well
3479s with the consequences hey we'll see it
3481s he wants this Lighthouse really bad okay
3483s he does and Ratz does get the eye of God
3486s I believe he has Vision on all four
3488s lighthouses now y yep he does he does oh
3492s wow with that he is going to invest
3494s heavily in this city oh my goodness he
3496s us all three of his monuments to get
3499s that giant push which honestly I I I
3503s don't know how I feel about this right
3505s like I mean I I guess it is good because
3507s it does allow him to keep the city for
3509s an extra turn but uh I think vores has a
3512s really like he has the Catapult
3514s behind um you know I think this is uh an
3518s interesting play because I don't know if
3520s he can really defend that city um
3522s because I think if vorce just trains
3524s another catapult uh in the city
3526s Southwest of it I I think he can just um
3529s just constantly Siege it and and then
3530s take it so um yeah it's definitely
3534s increasing the value of that City by a
3536s loss since before only had one forest
3539s and no other resources that we can see
3541s but with these
3543s three three monuments putting down
3546s that's nine whole populations nine extra
3550s population that would not have been able
3552s to go there otherwise that Ratz is
3555s investing in the city so he's really
3557s going all in on the city and if he loses
3559s this city it's going to be a huge blow
3561s to him whereas before if he lost that
3563s City it's just a two stars per turn any
3565s further upgrad it's going to be like a
3567s heavy investment like a monument so yeah
3571s rats is really going all in
3574s here yeah so we'll see uh so we see
3578s vorce uh kind of just okay vorce finally
3582s gets roads okay it looks like he's gonna
3584s just Siege again yeah just immediate
3587s Siege that's really painful for rats
3590s after he threw down everything for that
3594s yeah it's really not not good for for
3596s for rats uh you know we see see rats
3600s trying to defend this
3601s city um
3606s yeah but um yeah that second giant is
3610s not going to be as
3613s easily yeah so we see uh See VOR just
3618s slowly picking away at his units you now
3620s blocks with that
3622s swordsman uh which will cause even more
3625s problems uh for rats I'm not sure he can
3628s un siege that now actually uh but we'll
3631s we'll see we see that rats has a really
3634s really strong push over in the west has
3636s three
3637s Giants um and everything
3640s so let's see he gets free spirit and he
3643s gets a knight
3645s yeah everything in the city honestly a
3648s very very smart play um makes the city
3652s it makes the city actually now um it
3654s actually makes it worse for rivorce uh
3658s because uh it'll increase his Tech cost
3661s so if he wants to grab any Tech um it's
3664s just going to make it a little bit more
3665s expensive and that City's it's not
3667s gaining any stars now so um yeah smart
3671s decision by rats
3674s here yep so it looks like um I think we
3678s see vorce actually gets his uh Grand
3680s Bazar this turn yeah and he places it
3682s over in the west to get another
3684s giant yeah because we see rats has a
3687s really really strong push over in the
3689s west with three Giants um one you know
3692s on that Center City of VES and so uh
3694s vorce actually I think VOR is actually
3697s uh on the defensive in in the west right
3700s now yeah I think the a main a main
3704s difference in their attack is that or in
3706s their attack and defense is how they use
3709s their monuments rats kind of placed all
3711s three in one city to try to make a
3714s desperate attempt to hold it whereas VOR
3717s was a little bit more strategic with his
3719s monuments you see that he placed one to
3721s get this giant here he placed one
3724s earlier in the city east of his Capital
3727s so he's kind of splitting up where he's
3730s placing his monuments and trying to get
3732s as much value out of each of them
3733s individually to get one giant in like
3736s every city whereas rats invested all
3739s three in one and I feel like if that
3742s giant would have brought you a lot of
3744s value it might be worth it but otherwise
3746s most of the time I prefer splitting my
3748s monuments maybe like one per City to get
3750s three Giants in three different cities
3752s as opposed to one giant in one city
3754s destroying The Monuments though did give
3756s him a lot of value since it men thought
3758s his opponent would not get any stars
3760s from taking a a city that would have
3761s been very high level
3765s y okay so we see vorce uh you know
3768s training training a little bit you know
3770s trains another catapult uh in that South
3773s City there and we see that rats yep so
3775s we see rats has Knights uh which are
3778s going to be a a pretty big problem for
3781s for vorce considering he's he's kind of
3783s his units are kind of cramped in the
3785s west right you know he doesn't have a
3787s whole lot of space which makes Knights
3789s even more deadly um you know when units
3792s have a lot of space and stuff you know
3793s good micro and stuff kind of spacing
3795s them out is super easy um and knights
3797s can be easily countered but uh without
3799s that space you know it it really makes
3801s it hard to uh to you know space those
3805s units out uh which I think here we are
3807s going to see our first night chain yep
3810s yep so we see
3812s one rer in from right five yep so you
3816s see five units get chained by by that
3818s Knight and rat saves the other Knight
3820s trains another Knight in his uh in his
3823s Capital um just saving
3826s those yeah definitely a lot of clever
3829s micro from rats here yeah so we see
3832s vorce kind of spacing his units out at
3836s least
3839s TR grow to really try to limit the
3842s mobility of that Knight
3844s here yeah I think that was a very good
3846s play because forests you know block them
3849s okay looks like go for another KN chain
3851s gets a gets a nice Siege and he gets to
3853s kill that
3855s catapult next to his
3857s Capital going for really trying to pick
3860s out those catapults whenever he can at
3863s this point since those are the main
3864s thing that's stopping his giant and
3866s swordsman and other beefy units from
3869s advancing yep so we see V trying to put
3873s up some sort of a defense it looks like
3876s uh who resigns here looks like what no
3879s vorce yeah vorce VOR resigns
3883s here let's
3885s see uh he just does I I think VOR here
3888s he's struggling with units right uh like
3890s all of his units kind of got uh taken
3892s away from him from rat's previous turn
3896s I think normally if you are playing
3898s somebody a player that you think might
3901s mess up in this position it's definitely
3904s playable but since these players have
3906s played against each others countless
3908s times they both know that their opponent
3910s is someone who is very very good at what
3913s they do they know that they're not going
3914s to blunder any major mistakes in this
3917s position so they call it and they say I
3919s know you're good enough to win from this
3921s position no you're not going to make any
3922s mistakes I'm going to save us both some
3924s time and I'm going to resign here yes so
3926s I'm I'm getting uh from in chat Meister
3929s lamp is actually saying that rats
3930s resigned here oh rats resigned here yeah
3933s it looks like like does not think he can
3936s break through this look at if we look at
3938s game stats it'll actually say who is who
3941s who turned into so go to game stats I
3943s think it'll say who is the the bot yeah
3945s so yeah yeah resigned here yeah looks
3950s like R do not think he could break
3951s through he conceded the game
3953s to with all these Giants here would be
3956s really hard to break through I'm
3958s actually interested to to see trying to
3961s see I mean he has plenty of units I
3963s think to kind of go through those
3965s giants
3968s um well it does also look like uh if
3971s this is vce's turn right here he has 19
3973s Stars saved up going into the next turn
3976s with 35 stars of income so he could very
3979s easily go Knights himself this turn and
3982s if he goes Knights himself with all
3984s those Riders from
3986s rats it's going to be a lot of
3989s value yeah so he would be able to afford
3992s one night next turn or is it to yeah he
3996s can afford yeah 18 one night next turn
4000s with the Stars he currently has saved up
4004s okay right definitely an interesting
4007s game yeah all right a bit surprised that
4011s that red gave up on this at this stage
4015s yeah I'm I'm a bit surprised too I
4016s thought he had I mean I think he had the
4018s unit Advantage I think if vorse uh I
4020s think I think if vorce just like spam
4022s swords I think it would be an even
4024s bigger problem just because you know uh
4027s he just has Riders and knights which
4029s really aren't that great against
4030s swords um uh yeah maybe maybe Reds was
4034s hoping for like one of those uh Knight
4037s sieges to hold and then if he kind of
4040s took one one city from
4042s vce then he could see you know like see
4046s a light in the tunnel to continue but
4049s with the with those uh like catapults in
4053s the back you know un siing that's the
4056s that's that's the it was too much for
4058s for
4060s him okay all righty so we go to game
4066s number three
4091s okay
4100s off yeah so here we have uh
4106s we have
4108s asraa
4110s yeah yeah help me out because I I know
4112s some of those people with the like their
4115s Discord names dictator boss man who is
4119s in poly Champions and marinac 20 so it's
4124s a match between those two and it looks
4125s like they spawn very very close to each
4127s other on this Lakes map yeah there's
4130s again a lot of water in the it's a
4132s similar match up to what we saw in the
4134s past where there is half of the map is
4136s land and half the map is water but big
4140s difference here is that there's another
4142s Lake in the north yeah that uh kind of
4145s prevents any good Village density
4148s generation for I believe that's marinac
4151s whereas for Australia he does have a lot
4154s more villages in the South he has three
4156s villages in the South as compared to
4158s Marx just one Village in the
4160s north does look like
4162s a there does look like there's two
4164s Villages that these two players will be
4167s fighting over since um they're really
4171s close and these are the main two
4173s Villages that they that you know are in
4175s the center of the map but it'll heavily
4178s like the outcome of this game and how
4180s things Advance will definitely depend
4184s heavily on which direction these players
4186s choose to send their first units either
4189s either start tussling right off the bat
4191s for these first two Villages or maybe
4194s australa will you know expand to the
4197s west and find these other Villages first
4199s before they start their
4202s fight yep yep so let's switch turn on
4207s the fog and all
4211s right climbing immediately W austr yeah
4216s wow that's a that's a very uh
4220s interesting and and different
4222s play really wants to expand as quick
4225s quickly as he can he does not want to be
4227s stopped by this mountain yeah we uh you
4230s normally with benger you want to try and
4232s get your eony rolling but and it looks
4234s like that climbing play really does just
4237s bite him uh because you know marac just
4240s gets to that Village first so which
4243s really hurts and Marin also goes
4245s climbing pre- capture so looks like
4246s they're both going to be going climbing
4248s mining I think the main difference here
4251s though is one of them went hunting
4253s before climbing so they Eco now is at
4256s what 5 six it's like almost double asral
4260s before at the start of his turn five
4263s yeah we also see that Marinette got a
4265s pop ruin so that's pretty huge as well
4267s that is really big yeah yeah so Mar goes
4269s for an explore here um I actually think
4272s this is um a misplay uh a few reasons
4275s why uh you know you have the village on
4277s the side of the map but they you know
4279s you have climbing climbing is going to
4281s give you a whole lot of vision um you
4283s know the mountains alone I don't and you
4286s know marionette can't really do much
4288s with the vision right now um you know I
4291s I think he probably could have waited on
4292s getting an Explorer he could have waited
4294s to get that West Village and then get it
4295s there but um I don't think it I do think
4298s the Explorer helped him like notify him
4301s of this Village in the west just because
4303s there are no no resource indicators
4305s there but yeah I agree with that the the
4308s explor seemed like a little bit
4311s excessive yeah but yeah Australia really
4314s kind of on the back leg leg here just
4316s due to his starting Tech choices and
4319s getting his Eco going a little bit
4320s slower because of the climbing play M we
4323s do see that he can get a quick giant
4325s here with just hunting though yeah and
4328s he's starting to go for it believe next
4330s turn is when this giant should be able
4332s to come
4335s out yep on the other hand can also get
4339s his Giants soon maybe even this turn Yep
4342s this turn if he gets some chops he he's
4344s even set up second giant already as well
4348s next will be coming out next
4350s turn so yeah that's that's early
4353s climbing play really really painful for
4357s Australia y so we see both players get
4360s their first
4361s giant
4364s um we see Australia slowly scooping up
4366s those South Villages Australia getting
4369s that Explorer I think he's trying to go
4370s for eye of God although I I'm kind of
4376s I don't think that was I don't think
4377s that was correct because oh a star ruin
4380s wow very lucky for go a doesn't have any
4384s any potential for for next Explorer to
4387s go yeah there's no there's no there's no
4389s um room for another Village to get an
4391s explore so I don't think getting an
4394s Explorer there was uh was right I think
4395s he needed to get a workshop there
4397s especially with his economy is behind
4400s so but we see marinac he gets that uh he
4404s gets that star run which is just I mean
4406s with Wenger anything that helps your
4408s economy with Wenger is just a huge right
4410s population is huge um stars are huge you
4413s know any Tech that can help you you know
4415s get your com rolling is huge so
4417s definitely uh you know Marin you got a
4420s pop Ru earlier he now gets a star run
4422s definitely looking good uh getting that
4424s giant all the way in the back that giant
4426s is not going to arrive to the front
4427s lines anytime soon okay arery we finally
4433s love to see it we we see our first
4435s archery game uh okay oh they both go
4439s archery oh my goodness I'm I'm loving it
4442s so far archers my favorite
4447s units yeah archers just let you trade so
4450s well into your opponent especially as
4453s vangar when you see so many so many
4455s Giants yeah y so it looks like uh you
4459s know Australia's trying to pick up that
4461s that North Village there but it's not
4463s going to hold you know with Mar having
4465s Archer
4466s I don't think anything is going to hold
4468s there I'm actually kind of curious how
4470s um mirac wants to deal with this so I
4473s see two options of unsing he can either
4476s hit with the Archer and un Siege with
4478s the giant or he can hit with the Giant
4481s and un sieged with an Archer the main
4483s difference between these two options is
4485s the first one forces his giant to move
4488s onto the village which allows
4490s Australia's giant to get the first hit
4492s on a giant that's really painful because
4494s Giants have four defense but five attack
4498s meaning you take more damage from being
4501s hit than you do from the retaliation
4504s damage so you really don't want your
4505s giant to be the first one getting hit
4507s however if he attacks first with his
4509s giant his giant will take retaliation
4511s damage from The Swordsman Which is less
4513s damage than he would take from the giant
4515s but it's still kind of painful I'm kind
4517s of curious to see what his decision will
4519s be here in how he wants to un siege that
4522s City since if he does if he does
4525s conserve
4526s his Giant's Health by uning with it he
4529s won't get sieged the following
4533s turn Throwing swordsman at at that
4539s giant so I think here uh I think that
4541s was a fine play I I you know he hit the
4544s other giant with a swordsman first to
4545s you know weaken it very smart idea to
4549s kind of weaken the giant so he doesn't
4550s so his giant doesn't get pummeled as
4552s hard yeah yeah I think that was a very
4556s nice play so we see uh St here kind of
4560s playing aggressive with his archers get
4562s getting one just stomped on by that
4564s giant there yeah really trying to press
4568s his advantage and throw his units at his
4571s opponents as much as he can we see p
4574s yeah so we see ports that's interesting
4577s maybe he's hoping for maybe a village in
4579s the East yeah I think he's hoping for a
4581s village on the water
4583s actually yeah there's one
4586s to land he actually has no water access
4589s if we look at it closely all his are
4593s landlocked we
4595s see we see Marin free spirit um trying
4599s to save for for nights it looks like and
4603s uh Australia doesn't have that great A
4604s Vision on his City so I wonder if we'll
4606s see a chain in the future with all those
4608s archers and stuff because I mean estr he
4610s just he just has a wall of archers I
4612s mean this all he has ruin M yep he get
4616s shy but he cannot afford a knight this
4619s turn unfortunately
4622s unfortunately um and he does find the
4626s water City that he is looking
4628s for he's clumping all these units he's
4631s very lucky his opponent could not afford
4633s Knights last turn yes but you will
4636s definitely be able to get a knight this
4638s there's a knight y there's the first
4640s night of the game now will we see the
4642s major chain yep let's see
4646s all right oh no it doesn't look like
4648s aala sees
4650s it that is massive chain
4653s goodness let's see yeah this be almost
4656s every single one of his units together
4658s wow three starfish very nice yeah oh one
4662s one two three four five 6
4669s seven oh he's going to add it oh no
4672s eight N9 10 11 11 units that's almost
4679s every single one of a archers entire
4682s defense yep his entire defense in the
4684s west is gone collap in one turn yep and
4688s he only has this giant just standing
4690s there by himself oh and and another
4693s Siege on that City oh goodness and
4697s just that game over very
4702s well man I was I was wondering he was
4705s going to turn this around with uh losing
4707s that water Naval City and just looking
4710s like he's being locked to land and
4712s having his um his Mobility cut off
4715s gradually with those archers but that
4718s Knight chaining through all the units
4720s and this double Siege yeah that just
4722s completely shuts the straight out yeah I
4724s think this just showcases H the power of
4726s knights and how vital they can be in
4728s positions right like Australia here is
4730s fine you know if he can uh survive uh
4734s you know his opponent it attacks right
4737s um the water yeah you can just you know
4740s get water and you know just you know
4742s power through with boats and stuff and
4743s his opponent R can't really do much but
4746s uh he you know I'm surprised from
4748s Australia being an experienced player
4749s you know normally around you know turn
4751s 15 and and you know up you want to be
4753s careful about Knights and stuff but uh
4756s Australia was pretty um I don't know
4758s maybe he just didn't think that his
4759s opponent had Knights I mean we saw he
4761s had Ryder and road so you know it was it
4764s was definitely a possibility so uh I'm
4766s surprised australa got uh you know he
4769s got he was kind of lackluster with uh
4771s you know to see his opponent's threats
4773s potentially so um but yeah no I mean I
4778s this game was this game was great you
4779s know it showcases the power of archers
4781s and then we see the downfall from from a
4783s knight you know I think
4785s that's that's it yeah here you also see
4789s the biggest thing the importance of
4791s spacing out your units even if you're
4793s not sure if your opponent has
4796s the the cost of spacing out your units
4799s where and the benefit it's just far too
4802s big if it'll cost you maybe a little bit
4805s of micro a little bit of damage maybe
4807s you can't hit that giant that extra two
4809s or three times because you have to kind
4810s of consider where you want to place your
4812s units and you don't want to chain them
4814s together but it's a lot a lot a lot
4817s better than losing every single one of
4820s your archers except one there's one one
4822s in that City every single one of your
4824s archers except one to a single night
4826s that's just really painful and as you
4828s can see completely turned the tides of
4830s this game was this uh play going uh you
4834s know Navy uh reasonable or would you say
4838s I think in this situation with his
4840s archers not being dead yet this was a
4843s very reasonable play it completely shuts
4845s his opponent down out of the water
4846s although his opponent actually had zero
4849s access to the water after not taking
4851s border growth but um I do think it was a
4853s reasonable play as you can see the
4855s there's these three starfish so his
4858s Naval Investments almost just pay for
4860s themselves 24 stars for yeah but um yeah
4864s the main thing was definitely just this
4866s chain if this night chain had not
4868s occurred Australia would definitely be
4870s way way way ahead in this
4873s match yeah because then you can go you
4875s know bombers and then you know like shut
4877s y your opponent down mhm yep yeah CU
4880s then because the the thing with this
4882s stay position is that once he gets a
4884s really you know nice Naval presence and
4886s stuff he can just you know have boats on
4889s uh two of of M's you know two cities
4893s there on the edge and then he can't
4894s train any units there um and so he only
4897s has two units to train from um and if a
4900s stray has archers then he can really
4902s only train units from his Capital uh so
4905s yeah he could just completely just kind
4907s of box him in uh but yeah know he kind
4909s of uh you know blunders this this night
4912s this night chain here and yeah throws
4914s the game away which is super unfortunate
4917s but yeah no it very
4919s interesting that's the way it is yeah
4922s okay let's go to our last game of this
4927s evening
4962s [Music]
4964s okay
4966s sorry yeah yeah I was I was a bit
4970s confused because this looks very much
4971s like the uh Reds versus V uh Forest game
4975s yeah sorry because it's it's uh it's
4978s drland again
4979s [Music]
4980s and yeah okay there you
4984s go oh my goodness I immediately look at
4988s this game and I see it this density yeah
4992s almost perfect density that's crazy yeah
4996s this is mm yeah sorry uh so this is M
5000s lamp against
5002s Liberator mhm uh yeah so
5006s theity SP very good players in
5010s po yeah so we see both of them have um
5015s access to three villages all you know
5017s two t you know two tiles away from the
5019s capital
5021s um uh you know me lamp
5023s has you know I I think me lamps I'm
5027s trying to look at resources here his
5030s resources are a little bit more diverse
5032s um you know with him only having you
5035s know a couple forests in uh his first
5038s few cities but then he has like two
5040s mountains in that one Center City
5041s meanwhile if we look at over at um Lee
5046s liberators um he has let's see one he
5050s doesn't have any mountains in his
5051s Capital unfortunately um but he has two
5053s in that South City one in that West City
5056s and then one of one in his north city so
5058s I'd be interesting to see uh what what
5061s they each decide to go for um
5065s and Lum has those two ruins
5068s and doesn't have any this is like very
5071s unfortunate it does seem like the ruins
5072s are kind of on the edge though so there
5074s is a chance that he doesn't find them
5077s until M yeah Okie do let's play
5082s the
5087s replay both moving towards W going for
5090s that early early Lighthouse as well both
5093s going for the yeah both of them going
5096s for the lighthouse wow
5099s okay yeah well really really going for
5103s that one turn earlier
5106s Workshop yeah which you know with with
5108s Wenger I think it's just I mean you know
5111s we we see it from from you know really
5113s strong players you know maybe that's
5115s just the best play here just going for
5117s that it does get you two stars per turn
5119s since you're getting that Workshop one
5120s turn earlier yeah and so if we see here
5122s if we uh if we go back to the last turn
5125s for Meister
5128s lamp
5130s so yeah so it allows him to train three
5132s units here
5134s right right and so it allows them to
5136s expand in three different directions now
5139s instead of you know just two with your
5141s standard war and I think this is kind of
5142s the benefit of the lighthouse right you
5145s go for the lighthouse you get that extra
5147s star per turn but it also allows you to
5149s train that extra unit and scoop up that
5151s extra Village that you may potentially
5153s have right um and in this case for
5155s Meister lamp it's the perfect play right
5157s um he gets that East Village a little
5159s bit sooner um and he's also scooping up
5161s that West Village and he has he has that
5163s swordsman in the center just holding
5165s down you know everything so I think this
5167s is like perfect um I really like my ster
5170s position
5174s here the Liberator on the other hand um
5178s trying to uh expand we see my slime goes
5181s for
5182s forestry he ends up chopping
5186s um they both go for forestry interesting
5189s yeah all Explorers so
5191s farer Archer okay love to see it one of
5195s them goes for archery one of them goes
5196s for
5198s climbing
5200s okay I do think that uh archery might
5203s have been a little bit Hasty just
5205s because um the expansion isn't
5208s completely done yet and uh with
5210s investing in archery this early you're
5212s kind of hurting your Eco a little bit
5214s and Hees doesn't have too many places to
5216s train those archers yet he's popca in a
5219s lot of his cities so he he did just free
5221s up good amount of population with those
5224s captures yes we see Lee Liberator
5226s running into the same you know
5228s problem my started going archery himself
5231s but a turn later mhm and oh it looks
5235s like the Liberator is the first one to
5238s find that
5241s ruin yeah and he his opponents
5245s does not know that Village is there so
5248s he can safely claim it I think unless
5250s there's a unless the Archer was in range
5252s I'm not sure yeah that Archer is not in
5254s range so that's just a free ruin for
5262s later maest Lampe playing pretty
5264s aggressive with his archers moving two
5266s of them to the front line although his
5268s opponent only has enough to kill one of
5270s them getting a pop ruin which is really
5273s good
5276s yeah we see uh lee Liberator getting a
5279s the pop yeah which I think is is I think
5282s with the vanguards is just like really
5284s important especially with Lee Liberator
5286s like resource distribution especially on
5287s his Capital um I think it'll be you know
5290s become very vital for a giant
5294s leader interesting decision from The
5296s Liberator to train a warrior in that
5298s level one city despite seeing the Archer
5300s and swordsman in range last turn um
5306s yeah yeah so
5308s here yeah here he you see that
5311s in I don't even know how you say that
5313s cthot he decides to train a warrior
5315s despite seeing the immediate threat but
5318s I think the main reason why he does this
5320s is because it forces out the Archer shot
5322s in order to Siege and when he has so
5324s many units on the front line he wants to
5326s limit his opponent's options in
5329s attacking and getting the sieges so that
5331s he can be the one on the offensive and
5333s be able to kill that Archer
5335s afterwards M yeah and he does have
5338s enough to un Siege so there's no no no
5341s threats of losing the city here yeah I
5343s think they're both trying to race the
5345s killer Monument as fast as possible
5347s because I think that'll really determine
5349s who can get their giant first right like
5351s M easily has a giant with Mining and
5354s smithery in the center with you know
5356s with the killer Monument oh here we see
5358s a first veteran of the game yep we do
5361s see that which is very nice um is this
5365s the first veteran we've seen all day
5367s or um yeah I think so yeah first vetan
5372s we've seen all day yeah because uh in
5374s this game between um in the first game I
5378s think that there were the the
5381s veteran but he eventually did not
5384s upgrade them to Veterans but yeah very
5386s few veterans in this in this stream
5389s yeah all righty yep so we see um Lee
5393s Liberator just has that a wall of
5395s archers behind that you know his City
5396s there here's killer yep so both we'll be
5401s seeing our first giant soon yep
5405s hopefully okay so we see the UN Siege in
5407s the South there you know Lee Liberator
5410s just picking away at those
5411s Swordsmen oh and Li Liberator actually
5414s gets his giant first oh he also has his
5416s killer Monument already yeah so giant
5420s there that's going to pose a problem for
5423s for um my lamp
5427s here my lamp is unfazed continuous
5431s killing archers and just picking off
5432s units wherever he can here is his own
5436s giant
5438s mm yep Giant in the center of the map I
5441s really like this this play for Meister
5443s lamp I think it just holds down that
5445s that Center Village even even
5447s better um interesting play with oh okay
5452s I did not see that level two for Bo was
5455s going to say why didn't he
5459s giant but yeah we can see that uh he's
5462s me lamp is really breaking into his
5465s opponent's backline and just forcing
5466s these archers to space out even though
5468s it's like so far in the backline
5471s stting up a easy
5476s push we see another giant from Liberator
5480s in the east
5485s first explorer okay oh misses the
5489s lighthouse that one's easy to get though
5491s that's fine
5493s yeah lious too it's unfortunate that's
5496s terrible yeah there's really no way for
5498s him to get there now
5500s um which is just really really
5505s unfortunate we see me lamp trying to get
5507s his economy
5509s up training more and more archers just
5512s Archer Galore well there like dead even
5515s with Eco though they're both making like
5517s 24 25 starts per turn M yeah know this
5520s map is very very even right now although
5522s it looks like um wow the arer spam is
5525s crazy I think uh correct me if I'm wrong
5528s but the Liberator only has archers and
5531s Giants and that singular Warrior right
5533s there right he or any other units and
5537s same thing from Meister lamp he only has
5539s archers and
5541s Giants so really showcasing just how
5545s useful archers are as support units he
5548s go oh The Liberator finally goes for
5551s writing here to try to kind of break
5553s through the Archer line maybe work work
5555s his way towards Knights yep I think
5557s riding is a really nice play Ro too Ro
5560s is also a very nice play um you know
5562s stems into markets also gives his army a
5565s little bit more versatility and can kind
5566s of challenge those archers a little bit
5569s more cuz you know Swordsmen aren't
5571s really going to touch archers if you
5572s have a lot of them you know they're just
5573s going to move forward and die
5576s so getting his roads
5579s connections yep trying to looks like
5581s he's trying to get Grand Bazar
5583s maybe potentially get that giant on his
5588s capital and like I stated earlier you
5590s know getting that pop ruin early on now
5593s going to allow him to get that giant in
5594s his Capital once he connects to City so
5598s and it looks like we are going to see
5599s our first Giant die soon have 14 HP on a
5603s defense tile but uh that should be able
5606s to that Meister does have enough to kill
5608s it if he wants to
5611s spiritualism does kill
5613s it
5615s okay ah yes so legendary
5618s spiritualism ruin very yes yeah well you
5623s never know right uh we see you know we
5626s see Lee Liberator going for um you know
5628s roads and riding so I mean if it goes if
5631s they go for nights maybe we'll see a
5633s spiritualism play you know
5635s oh gosh I'm seeing all these units
5637s clumping together I'm little scared even
5640s though I know there's no Knights yet I'm
5643s see that still makes
5647s me a little nervous yeah this map is
5650s screaming Knights right now Knights
5652s would just be very very strong for oh
5654s and a star ruin I'm surprised he did not
5657s immediately invest Knights here actually
5659s just instead deciding to go oh he did he
5662s needed roads to get that on Siege I
5664s think think okay yeah which is fine I
5667s think Road's here and uh for for you
5670s know to un Siege and also just give your
5671s units more Mobility is I think it's
5673s worth also gives him another giant it
5676s looks like he was saving up for it
5678s anyway so even if he didn't get that
5679s star ruin he would we would have been
5681s able to buy Rose and un Siege just fine
5685s yep so we see those archers uh you know
5688s picking away stuff but archers kind of
5690s moving back staying in the Liberator
5692s territory
5695s um but no every single units that's like
5698s together we see free spirit free spirit
5701s friendly Liberator oore are we going to
5703s see a juicy juicy night
5706s chain oh another veteran wow we're
5709s seeing lots of veterans this match I
5711s think that's the third veteran we've
5712s seen the first one being an Archer and
5714s then a warrior and now another Archer
5717s yeah well you know with all these
5718s archers getting all these kills I'm I'm
5720s not surprised I mean they they only have
5722s like 20 of them on the field you
5727s know both of them kind of clumping their
5729s units together are we going to see any
5732s major chains this game is it going to be
5734s a replay of the game with Australia
5737s where one night chain decides the whole
5739s game oh
5741s man making me
5745s anxious all right get R get some really
5748s nice sieges on on really aggressively
5751s too actually just advancing his entire
5754s lineup having archers on the front
5756s line yeah surpris he's actually going
5759s for any more Super units I thought he
5761s would just go straight for the for the
5763s knights
5764s here well I mean when you have Riders
5767s you know and stuff you know you can kind
5768s of you know force your opponent to try
5770s and deal with you know your your
5773s Frontline units and then if they move
5774s any of their units up then you can just
5776s kill them right yeah
5780s so my lamp here also going for a few
5783s sieges of his own
5785s whittling away at his opponent's Army
5786s getting some value wherever he
5788s can another veteran
5797s wow we're just seeing all the veteran
5799s units come out in this
5801s game
5803s yeah all right we see the
5806s unes we see no kns yeah we see L
5809s Liberator has a couple of of giants
5812s pushing in the center there
5814s um yeah I I I'm I'm starting to wonder
5817s if uh if there was a better I think uh
5821s there had to have been a better use of
5823s uh lul Rider Stars if he's going for if
5826s he went for free spirit but even now I
5829s think it was like what two three turns
5831s Ago by this point and he still hasn't
5833s got some Knights so now he finally getss
5837s I think he should have saved his stars
5838s and probably invested them in a
5840s different place in order to yeah we see
5844s M we see mice the lamp scooping up that
5846s Village in the west with that giant just
5848s roding his GI yeah very smart play kind
5850s of being patient with it not making any
5852s obvious place for it and then suddenly
5854s bam Giant on the village yep I think
5857s that was a really really nice play just
5858s gives him another city to train units
5860s from you know any extra population slots
5864s are always really really
5866s helpful oh and he goes for math here so
5871s one of them continuously working up on
5873s their
5874s kind of getting ready to train more
5877s Giants and just get more stronger
5882s up yeah whereas the other one going for
5884s Knights and are we gonna see a big chain
5888s here yeah let's see let's
5891s see do we see
5894s it no oh I think we are going to see
5900s it yep one all the way into the capital
5905s wow four five
5907s six yep there's the resign So Not only
5911s was it a massive chain it was a massive
5913s CH into an unbreakable cap Siege veteran
5917s Knights amazing
5919s wow oh with that swordsman and that
5923s Knight but uh yeah his uh entire Army
5926s just crumbled in one
5928s turn yep so we see you know just strike
5932s again changing the entire higher
5934s position um you know we we go actually
5937s kind of curious did did Meister not have
5939s Vision on that night if we go back to
5941s Meers he did not have I see only is that
5945s the only two cities he did not have
5948s Vision one yeah two cities beautifully
5950s done beautifully done yeah yeah so your
5955s thoughts what what could have been done
5957s differently uh was there a way to
5959s prevent this I think um I think just the
5963s practice of spacing your units out is so
5967s important especially in like games like
5970s this where you know you've been chaining
5972s your units together for a long time like
5974s turn
5975s 23 like that's you should definitely be
5979s expecting Knights or like your
5980s opponent's working towards Knights by
5982s turn
5983s 23 um a practice I like to do is if I
5987s ever noticed that I'm getting a lot of
5988s squishy units like riders or archers or
5991s Warriors without defense bonus then I'll
5994s just clumping them into groups of Two
5996s And the reason why I do groups of two is
5998s because groups of one is too inefficient
6001s I can't I don't have the space to do
6003s groups of one and it limits my unit
6007s placement too much I I got to space them
6009s out too carefully it means that a lot of
6011s units can't attack together groups of
6014s three means that the Knight can get
6016s veteran which makes it a little bit
6018s harder to kill and a little bit more
6020s tricky but if I really don't have the
6022s room I guess groups of three will do but
6023s groups of two is kind of like the sweet
6025s spot where your opponent doesn't get
6027s veteran and with almost any combination
6030s of two except for a Knights catapults
6033s and Swordsmen you're going to be getting
6035s value from that two Warriors are four
6038s stars two Riders are six stars so just
6041s one Knight killing two units is a
6045s negative trade for your opponent since
6046s that Knight is eight stars and will most
6048s likely be dying after killing those two
6050s units yeah I'm I'm surprised in both of
6053s these position with knights that we've
6054s seen you know we see Australia and lamp
6056s you know two very very experienced
6058s players both very strong um in any
6061s format of of gameplay but it just kind
6063s of um it looks like kns just like slip
6065s their mind which is to me kind of
6067s surprising you know I feel like around
6069s you know I say turn 15 but you know you
6072s can even wait till later you know
6074s occasionally um you know turn 18 19 or
6076s something you know um to try and you
6078s know space your units and out and stuff
6080s but um I'm surprised that they both kind
6083s of just it like slipped their mind and
6085s they just didn't really you know think
6086s about it um you know know on the clock
6089s and and probably you know after a few
6091s games so it's like your mind is not like
6095s you know 100% there yeah yeah I can I
6099s can see that um and also you know the
6101s time pressure too right you know when
6104s get into the late games you know turns
6105s start taking a lot longer you know you
6107s don't have as much time um so um I I can
6110s see time playing a a massive Factor here
6113s in in this game but yeah both opponents
6116s played super super
6118s well
6121s yeah uh and it's also much more you know
6124s kind of tricky to uh to defend against
6127s Knights on those drland maps in uh in
6130s comparison with with Lakes where there's
6133s much less
6135s land uh so yeah so it's it's easier to
6138s defend uh against against Knights
6141s especially when they have roads and
6143s stuff Knights move six tiles which is a
6145s Bas you know basically like half the map
6147s you know so very very
6150s tricky yeah yeah any any last thoughts
6153s on on the on those games which which one
6157s you think it's was uh was the like the
6160s highlight of this of the stream I got to
6163s say this match was my favorite one just
6165s because beautiful micro from both
6167s players we saw a lot of Veteran
6169s promotions I feel like like I was a
6172s little little saddened by the ending
6175s kind of like just a night chain into the
6177s capital I mean it was a great night
6179s chain but I feel like it was a at this
6181s high level of play I wasn't expecting a
6183s player to blunder such a big chain and
6186s just resign after I mean you kind of had
6188s to resign after that but wondering that
6190s big chain was yeah but I think uh just
6193s one one last note about this game I
6196s think maybe me Lampo would have played a
6198s bit longer if not for this uh giant
6202s chain uh sorry
6204s Siege as well yeah yeah that giant that
6207s chain meant that he could not un Siege
6209s and losing that city was would have been
6212s really bad for him so yeah
6215s Reaper um yeah I think that last game
6218s was definitely the most interesting
6220s right like it went to turn 23 I was um I
6223s was uh I wanted to see the game going to
6226s a really strange state where we see um
6229s you know Knights versus uh Defenders
6232s cloaks MH I kind of wanted to see that
6235s kind of a counter play because we could
6237s CU I Defenders Defenders against benger
6240s are like super tricky eventually you
6242s know especially against Knights right um
6244s so I think uh it definitely would have
6246s been a you know a little bit more what
6249s are your thoughts on uh the state of
6252s like cloaks and diplom well not
6254s diplomacy just cloaks now that markets
6256s are a thing and that like in the late
6258s game most of your income is coming from
6260s markets and like level eight markets
6263s most of the time if you can really set
6264s everything up properly as opposed to
6267s your cities where like cloak can't
6269s really deny Market income um I think
6272s like in the where um like mathematics
6275s and stuff because then you have the
6276s force for the defense bonus for the
6277s daggers I think it I think cloaks are
6279s still like extremely strong I mean I
6281s think I mean if you're cloaking a city
6283s of return I think you know that your
6284s opponent's probably bound to lose it
6286s unless they have Knights or or something
6288s there um well with how high level like
6291s if you're assuming that you're really
6293s going going into a late late game and
6294s having super high markets up I would
6296s assume that your opponent has the has
6300s the proper tools has the knights has the
6302s Riders to deal with the cloaks right I'm
6304s I'm lowkey like wondering like if we
6307s should increase what like what are your
6309s thoughts about like increasing the
6310s number of daggers that cloa spawn
6313s because right now it's limited at is it
6315s four or five five right it's five yeah
6317s it's limited to five right now cuz um
6320s with markets being a thing we're seeing
6322s more border growths and less worries
6324s about cloaks just because you have the
6327s Stars to you know just eat the like eat
6330s the loss of the stars and be fine with
6333s your markets so I'm wondering like if we
6336s might potentially see like a what maybe
6339s a question because you're both more
6341s experienced that I am uh does it really
6343s happen uh in V games that you that you
6346s get not vengar games because most of the
6348s time in vengar games you're not going
6350s for organization and uh strategy
6354s into cloaks but I think for for other
6358s tribes
6359s maybe yeah I I agree with that
6363s M yeah so maybe that's a that's like a
6368s message for for mean maybe maybe more
6371s more daggers uh there are always some
6373s some kind of you know adjustments going
6375s on so maybe they will see that uh this
6380s you know relationship between uh markets
6383s and and the diplomacy doesn't work in uh
6386s anymore so because the same thing is is
6389s with the with the sanctuaries right it's
6392s like uh the uh cloaks don't take this
6395s this income from you if you have
6397s sanctuaries yeah so maybe there will be
6399s some adjustments let's see yeah yeah of
6402s course I'd love to see it okay I had a
6405s great time with you uh watching all
6408s those all those games thanks for your um
6411s your comments and uh all the um yeah for
6415s the
6416s time thank you for having us next next
6419s next streams yeah of course I appreciate
6422s you inviting me on this was great I love
6424s it thanks uh so thanks everyone for
6428s watching uh if you'd like to uh like try
6432s yourself uh in the in the in the in the
6436s polium uh tournaments go to the um to
6439s the description there is a there is a
6441s link so uh now there is uh what which
6444s tribe uh is it now it's it's barter it's
6447s barter right now yeah so barter polium
6449s is going on right now so if you like B
6453s go ahead and and join the the polium if
6455s you like bullets you have to uh go to
6458s the poly Champs uh server and then uh
6461s once
6462s you become a Nova uh then you can you
6466s can yeah try bullets as well this this
6469s is a completely different format but
6471s also interesting so yeah we encourag to
6475s um yeah to
6476s play okay um thanks thanks again and and
6480s see you on the on the on the next
6482s streams bye all right bye bye bye guys