Transcript (by Youtube)


0s hello everyone welcome to the channel
3s today we've got an exciting H mirror
5s match up with excellent micro Market
8s Madness and a devastating night chain
11s this match was played on the polium
13s finals of from October if you are
15s interested in playing this tournaments
17s yourself then check out the description
18s where we left the link for you to join
20s it my name is Ratz I'm a very
22s experienced player from the pulley
23s Champions discard and with me today is M
26s Lampa hi everyone I'm M Lampa I've been
30s playing polytopia at a high level on PO
32s Champions and Challenger mode for about
34s a year now so looking at the spawns we
37s got vs in the north Corner playing as uh
42s Brown HRI and we got Chris in the in the
47s Eastern Corner slightly more towards the
50s South playing as the purple
53s HRI and they both got two animals in
56s their Capital four forests so pretty
58s even spawns War got a lighthouse but
61s that is not that important in HRI miror
65s matchups they also both got decent
68s resource indicators so they should
70s expect a relatively good City
75s density to be fair that two animals on
77s the capital on HRI are guaranteed so um
81s aside from the for Forest that they both
82s have it's indeed very s they also both
88s have at least two animals on their
89s secondary Village as you can see here so
92s they both are able to go hunting and
95s have a very similar open here where
98s nobody gets behind for no reason because
100s of bad generation or something like that
102s they have a very similar start yeah it's
106s also worth pointing out that they both
108s go for the standard HRI opening of
112s training a warrior and turn
115s zero you don't really want to turn an
117s Archer at on herri in the beginning
120s because the arch cost three stars which
123s would not enable you to get a workshop
126s on turn three like both past it here
130s with uh the capital and they would be
132s missing a star a star for for that so
135s therefore the
137s warer fulfills that role perfectly with
140s costing only two stars and not delaying
143s the first Workshop more than one
146s turn because you also want to expand
148s right you want to get those extra
150s Villages here and crucially they enable
154s you to train more units to combat other
156s things and contest Villages and also to
159s get more workshops in the
161s future yeah and and like the main point
165s why you train a warrior over an Archer
167s is that if you train a warrior you end
170s up with exactly Nine Stars in turn three
173s which is just enough to buy hunting and
175s Hunt to animals yeah so now in turn four
179s um you will see the first explorer of
181s the game in the second city as you often
185s see it with
188s HRI um the Explorer ends up going quite
191s ends up being quite good even though in
194s the
195s beginning there was like a
197s moment where you really had to be afraid
200s that that Explorer would just go around
202s the lake and not give as good
205s information as it end up
208s giving this does the same
211s and he also has this Explorer going the
213s right direction both players get the
215s meeting STS both players get their
217s Village the second village Explorer and
219s both players also cannot upgrade their
222s third Village because they don't have
224s two animals on
226s that boss does decide to take climbing
230s here which is a very devastating go to
232s his economy however it does enable him
235s to contest this Village that is close to
237s him and also it enables him to contest
240s this ruin further down even yeah it's a
243s lot harder for Chris to fight with
245s because his capital and also his third
249s City just a further away than wor the
252s city at least the neutral
256s City but now um let's take a look at
259s this because Wars managed to um secure
265s the city and now also get a defense
268s boosted Warrior onto the ruin
270s now if you wonder why that Warrior
272s defense boosted usually you only get a
274s defense boost in cities and on
278s mountains but HRI starts with the
280s archery Tech and the archery Tech comes
283s with a defense bonus on Forest so all
286s your units get a defense bonus on Forest
289s and in that Archer against Warrior
291s interaction you need two archers to kill
294s a warrior that is not defense boosted
298s and you need three archers against the
300s Warrior that is defense boost and
302s because of this Wars ends up securing
305s the ruin
309s here yeah we get Forest three on Chris
311s Chris says well I can't really contest
313s this effectively so I'm going to
315s continue with my economy Rush uh we see
318s forestry relatively early on hudrick
320s here um and on the other hand Voss can't
324s really do the same because he went
326s climbing and trained so many units to be
328s able to contest these things
330s also the ruin I would like to mention um
333s another
334s Explorer the way that the ruin works is
337s it can give you all these kind of things
340s like stars 10 Stars three population an
343s Explorer a swordsman or uh at random
348s technology however the Explorer can only
352s be in the result of the ruin if there is
354s at least one for tile in the two radius
358s uh around the ruin so in this case
361s you could say well there's no forti
362s around the ruin because the ruin the
364s explore can't work on water but that
365s doesn't count the ruin still procs and
367s explore because there is fork in range
369s and
370s therefore it is actually gives him quite
373s a lot of value with that ruin to get the
376s lighthouse as well in the South
379s [Music]
381s slightly working towards a giant on his
384s Capital but also crucially div Vision
386s right um yeah but I just want to mention
389s it did not help his economy that much as
392s maybe like a population ruin a star ruin
395s or even like a forestry ruin or an
398s organization ruin would have helped him
401s so it's not the best result for his
405s quite leg glaster economy like you're
407s looking at eight Stars per turn in turn
410s nine like that's not usually what you
412s want to
414s see it is tough
423s now here we see usually we see always
426s how archers prepare the units um to like
430s to make them low HP so the Warriors can
432s finish him off but in this case the
435s reason Chris doesn't want to kill that
437s warrior with the Archer with the warrior
440s is because if he does so the warrior
442s would be one t further towards Ross and
445s therefore it be easier to for Ross to
447s kill it because there's a warrior and an
449s archer in range that right now are not
451s in range but would be if he was to move
454s one t further up and therefore he
457s decides to not do it just take the kill
460s on one of his archers to work towards
461s the veteran Archer also going to keep
464s that in mind because
466s veterans can give you a free recovery on
468s the unit or um set up half the unit with
472s more HP running
474s around but in this case um Chris plays
477s it relatively defensive he just wants to
480s work on his economy and players at
481s Advantage right he sees how how Voss did
484s take climbing at a very early stage of
487s the game where it did punish boss's
489s economy and
491s also at this point both players have for
494s cities so Chris just plays into this
497s economy Advantage here and continues to
499s get another Workshop I believe in the in
501s the East here there as well that's
503s that's no it wasn't the best I think
505s heay one for more unit yeah he trans
510s really important to have enough units or
511s otherwise your opponent can just
513s overwhelm you yes 100% I always like to
517s say stop here you can always like to say
519s how um economy is great but the Army is
523s what wins games right yeah you're
526s building your economy to make more
528s military basically
531s exactly so I love if you go back to turn
533s 10 here I I was missing out on that
535s comments here
538s um boss
542s use this with one
544s Archer to shoot the Warrior on the city
547s there because there is a mountain
549s blocking Voss blocking Chris from
551s actually retaliating on it however he
553s did take climbing anyways because
555s there's a ruin on the East that he could
557s step on that was on a mountain so
560s therefore he just gambled or kind of you
562s can say gamble but he did Force um Chris
566s to take up to take the climbing Tech and
570s yeah like it did set Chris's economy uh
575s behind like a fair amount like he's
578s investing eight Stars into climbing with
580s eight Stars he could have also upgraded
583s with fron City to level three and taken
586s a workshop in his East city which would
588s have been plus three stars per turn so
592s it's not the worst trade for Wars he
594s obviously didn't know that Chris also
596s gets the mountain ruin for it if it was
599s just for the um attack there on on the
601s Archer probably wouldn't have been worth
603s it also because now um he does get a lot
607s of retaliation going on here but also
611s the mountain Ru is crucially can be very
614s very helpful right it can give you star
618s R I was going to say it can give you
621s Stars which basically makes a plus two
624s tra and in stars and additionally you
626s get attack for it um but also population
630s could speed up your process towards a
632s giant like the ruin can can snowball
634s your game play a lot but um yeah CR was
638s didn't know about it so he did get
640s punished for it at the end yeah looking
643s at this turn I I feel like for is
646s overextending a little bit here um like
650s he's also sending that Archer forward
653s there in in the west I'm not sure if he
656s can support that P so vs decided here to
659s will first hit um with a warrior that is
662s not immediately next to Chris's Village
665s which means um that his Warrior actually
669s ends up being out of range of a new
672s Warrior he's
674s training this
679s turn and so now if you take a look at
681s what crit and what Chris does here um he
684s last hits that warrior with his own
687s Warrior
691s and now um Boris has less units in range
694s that can help killing that
699s Warrior I see cuz otherwise he would
701s have been able to kill two Warriors
703s there not just one but like in this case
706s he attacked both the warriors on on the
709s city and the defense t on the forest but
711s otherwise he would have been able to
712s kill both Warriors and further engage
716s this
717s effectively so yes I I agree that
719s positioning was not optimal but then
723s again um this game is going to be
725s decided by by other places other than
728s small slight mini misplay on one side
730s here which takes can happen you right
733s yeah it's it's just important to point
735s out that like these kind of things often
738s decide like okay um how much value are
741s you actually going to get out of your
743s units like Archer micro is a lot about
746s um stacking veteran kills and not taking
749s unnecessary
752s hits here we see an Explorer from V
755s which crucially gives him another
757s Lighthouse also gives him a little bit
759s of Vision on the rest of the map now we
761s see that there is basically a huge Lake
764s on the southwest of the map with a
766s village in the South Corner a village in
768s the west corner and actually also one
770s Village in the lake that we can actually
772s see from W's perspective here we see the
774s shorelines um there is more than likely
777s a village in that Lake there is a
779s village in indeed and that Village can
781s be reached by a bridge however the
784s question is if that is even worth it
787s even if you have markets later on the
788s line because crucially that Village
791s underwater only has fish to upgrade it
794s with and fishing unless the teams want
797s to build a Navy here that Village is not
799s going to be really useful for either of
801s these players right now I'm pretty sure
804s that every leges map on small has
807s exactly one of these Lake villages
810s that would be a very interesting
812s interesting fact that I don't know if
814s that's true or not but um we can prove
817s it yes so I know that in continents it
821s works exactly like that for example oh
824s inter and on Pia as
828s well also the the Pangia ocean cities
831s are always decided on the map size how
835s many you have on the ocean yes so what I
838s want to ask you here is um do you agree
841s with taking Explorer here over a
843s workshop because his economy really is
846s not strong right no uh although I would
851s argue uh no no I I I was going to say if
854s that Lighthouse would have been crucial
856s for the first giant then I would have
858s said take that Explorer but because that
862s Lighthouse I mean effectively you're
863s going to get the first giant with with
865s SOS and not with the with the lighthouse
868s in that case so I I would disagree here
870s we do take B go here I would like to
872s touch that on on that on on Chris unless
874s you want to add something on the v's
875s play from last turn you know and what I
877s would like to say about Chris's turn
880s here is that even though he would have
883s the option to go aggressive with like
886s his Archer and his Warrior there for
889s example to kill like some more units of
891s Wars he decides against it to prevent
894s being out of
897s position and you C units and builds up I
901s would like to touch on this uh B go in
903s the city here uh do you agree with it
906s because I always have people tell me or
910s I always have people argue to try and
913s take especially um population growth in
916s the first city that you want to get the
917s Giant on because it's faster but in this
920s case I would argue it is actually faster
923s to border go that City why because the
927s only way for you to get a giant on city
930s is with uh Sills and the fastest way to
933s get a giant in that city which is
935s slightly cheaper for the first giant
936s that is is to border growth because this
939s way you don't need additional Tech to
943s get the first giant now you can use the
945s rending forests that you can that you
948s gained with the water growth to get the
950s first giant you have to mention that um
955s if you go for population growth here um
959s um he would already be at three out of
962s five population for the next shine and
965s placing a Som here gives him five
967s population so if he went for the
971s population growth Choice mathematics and
974s The Sawmill and then immediately also
976s plac the park of Fortune he would be
979s able to pop two giants instantly yeah
982s but he again he needs the additional
984s Tech to do it right yeah the first giant
987s is more expensive and maybe he doesn't
990s want to place his spk of Fortune in the
993s capital yeah I mean that's what that's
995s what I said like the first giant
997s actually I mean the first giant
998s technically is less expensive because he
1001s doesn't need to get additional tech for
1003s it but further Giants are more efficient
1007s effectively speaking if you get the SOS
1010s first to get the first giant yeah he's
1013s he's paying more stars uh for his future
1016s Giants but the first giant is cheaper
1019s that's exactly what I wanted to
1022s say okay so we
1025s see well we keep seeing that Archer
1028s Warrior action just trading units and
1032s Wars actually goes for um for a
1035s population growth here even though if he
1039s went for Border growth he would be
1041s able well he would also get like a
1044s significant amount of
1046s resources but um Wars actually has
1050s enough forest in his Capital so that he
1053s doesn't need um mathematics to make
1057s giant this population that's because of
1060s all the lighthouses right he's got three
1062s lighthouses he needed only two but three
1065s ligh houses basically made him able to
1067s do that play with the killing
1070s Monument yeah the lighthouses helped him
1072s get that giant without needing
1075s mathematics and that's why he is able to
1077s go for population growth here
1079s and when he uses the park of Fortune you
1082s you usually want to place your monuments
1085s quite quickly especially early on
1088s because like this upgrade right here
1090s just gives him five stars immediately he
1092s can use again reinvest them and it also
1095s gives them an additional star per turn
1099s like that's a play I See quite often
1101s that people sit on their monuments for
1103s way too long and they steadily lose
1107s value the longer you sit on them and
1109s back to Chris where we have been talking
1111s about the body growth play so much that
1114s he just gets the population Ru anyways
1116s and the play all along just does not
1118s matter anymore because now he just gets
1122s the first giant basically for
1125s free because the population yeah and he
1127s places his Park of Fortune in the front
1130s but he cannot pop a giant there yet he
1132s was to population short and Wars is the
1136s first one to get mathematics now
1140s [Music]
1142s B is boss is first in MA getting the
1145s mathematics Tech however boss has not
1148s established really a whole lot of lumber
1150s Huts along the way and Chris does get a
1153s lot of value out of all his Lumber Huts
1156s all all of SOS my bad all of SOS he's
1158s going to place in the future because
1159s he's already placed all these Lumber
1161s Huts he doesn't need to place them
1162s anymore it's a lot of stars in the
1164s economy that he was able to invest
1165s earlier in the game that boss is going
1167s to be lcking out on
1170s now yeah and what you can also see is
1174s that like by Chris really was laging
1176s behind an army early on like now he has
1179s seven archers sitting there marching
1182s towards Wars two giants as well and as
1185s you can see like Wars was forced back
1187s off with his
1190s units and Chris can be on the aggressive
1193s side now right like he moves up right
1195s next to the cities immediately kills the
1198s newly trained Warrior
1200s the veteran sword and putting some
1202s pressure on the side as well and now
1205s makes a level five s in the
1209s capital and like also like seeing that
1212s catapult there in the front for Wars is
1214s like like it's so annoying to have a
1217s catapult uh yeah in range of like two of
1220s your cities so you basically cannot
1223s really use
1224s them and Wars decides that he wants to
1227s go for Riders to
1229s try to deal with like with archer M and
1232s the catapults that are about to
1235s come yeah so currently the rout for both
1238s players is kind of
1240s like now you've got the army of archers
1244s but you can't really engage with just
1245s that and the Giants so we now support
1248s the Giants with catapults maybe be
1250s efficient with it but more importantly
1253s the next route for both players is into
1255s riding and then either we go into
1258s Knights or we go into markets that's the
1260s two options that both players currently
1262s have um markets crucially work really
1265s well with sers if you look at Chris's
1267s position he's got a level five s on his
1271s capital and a level three soml on his
1273s second village there's a spot in between
1276s where if you place a market on your
1278s Capital that will be a level eight
1280s Market the entry cost for him to do that
1284s I did the math earlier I think it is 41
1287s stars for one market of the B so eight
1290s for riding 12 for roads that's 20 plus
1293s trade is 36 plus the market is plus 5 so
1297s 41 but then that pays it that market
1300s itself pays itself off in just five
1303s turns and he can then Place more markets
1305s as well elsewhere right so crucially
1308s that's going to be a huge jump that
1310s Chris is going to try and work towards
1312s and on the other hand V doesn't really
1315s have those options for really good
1316s Market spots um so it could still work
1320s towards markets but it's not going to be
1322s as
1323s effective um and cruly if you see at the
1326s Army disparity that we have going on now
1328s and especially with that catapult um if
1331s Voss doesn't want to lose the cities
1334s then he might need to get Knights as
1336s soon as possible yeah as you can see
1338s like um Chris right now has 27 Stars
1342s next turn he's going to get another 20
1344s so if he spend at most six stars and
1347s other things until then he's able to
1349s place a market next turn and what you
1353s also have to keep in mind like you said
1355s the market pays off within five turns
1358s but it's also like R riding and roads
1360s are like super useful tags for fighting
1363s as well so of course yes yes so if you
1367s keep in mind that you probably want
1368s these two Texs anyways you only end up
1372s spending the 16 stars on trade and the
1376s five for a market which pays off last
1379s when three
1381s turns yeah here also like a nice cheeky
1384s play with moving that Arch and M range
1387s that promoting it after taking
1391s damage now it's really difficult for him
1393s to actually kill that Archer it this
1395s veteran is difficult to kill and
1397s therefore he doesn't even try we get a
1399s free Siege here denying three stars of
1402s income Voss does claim a village on the
1405s west which is completely useless for him
1407s because it has no more than one fish in
1410s it and
1413s now we get the market set up B also
1417s picked up free spirit before capturing
1419s that Village so he definitely wants to
1421s go for a night
1424s here right now he's mainly building up
1427s catapults but Chris is thinking the same
1429s he also picks up free
1431s spirit usually Chris can fund that all
1434s right Chris is able to fund that because
1436s he has this Market Advantage now we get
1438s get an Explorer it does go into the
1440s corner we have another Mountain R
1442s Happening Here Yeah like the first
1444s explorer I agree a lot more because like
1446s Chris already is at 34 Stars per turn at
1449s one Workshop is not going to be as
1451s impactful as
1452s Vision any more than
1455s this but also the secondary Lighthouse
1457s there nicely shaped the Explorer it's
1460s going to allow him to potentially get
1462s another oh now it goes quickly we have
1465s the knights here get Giant in his
1467s Capital with with ro
1469s what I noticed here is that um Chris is
1472s kind of scared to walk in right like it
1475s kind of feels like War set up a death
1477s trap here so he sees that catapult and
1480s the giant behind the city and like I
1483s mean these two units alone can weaken
1486s the giant to pretty low amount of HP but
1489s War actually does not have another
1492s catapult in range but and yeah I just
1496s wanted to point that out that Chris is
1498s just keeping his Knight stationary in
1501s front of for defenses we talk about
1505s efficiency right that's like the also
1506s the thing um what using a giant to Siege
1510s a city that you know the siege is not
1512s going to last because there's a there's
1514s 100% one catapult in range that's 100%
1516s two archers in range and that's a giant
1518s in range um that's also the thing Giants
1522s have an attack stat of five and a
1524s defense stat of four so if you have two
1527s Giants face on whoever attacks unless
1530s the other person has a defense bonus on
1532s that giant then it doesn't matter
1534s whoever attacks with that giant is going
1536s to eat a lot of damage so stepping onto
1540s the village to Siege with a giant to eat
1542s a catapult shot to eat two Archer shots
1544s and a giant hit which I believe kills a
1547s giant let me double check that real
1548s quick for you um so we have a catapult
1553s archers and a
1555s giant it doesn't quite kill a giant the
1558s giant would survive with 8 HP in that
1560s order that I just said if you do a
1561s different order I believe you can get a
1563s giant slightly uh more damage but then
1565s you could probably finish it up with the
1567s rider over there um is not that
1570s effective right we have talked about how
1573s you don't want your opponent to hand out
1574s free arches to your opponent um and that
1577s also applies to your Giants you don't
1579s want them to just get melted right now
1580s so it's kind of a standoff happening
1581s right here yeah like forever who
1584s advances uh it feels like bad to advance
1587s because you immediately lose like a lot
1589s of units by walking into the range of
1591s your opponent is the second catapult in
1593s range by the way I don't know if you saw
1594s this but in the West City there's a
1596s catapult oh yeah right so there's a
1598s second catapult we didn't even see it
1600s but yes there's another cult in range so
1602s that giant if it steps onto that Village
1605s is going to get absolutely shredded for
1607s no value except denying three stars of
1609s income for The Siege yeah Chris doesn't
1611s even see that catapult over there yeah
1614s and that is crucial because um we also
1617s saw another Siege earlier in this in
1619s this turn from Chris where he used a
1621s rider to kill an Archer and bounce into
1624s the city something along the lines like
1626s that which the rider cost three stars
1630s the city would produce five stars of
1631s income so that in itself is already
1633s productive but also crucially Chris is
1637s has a huge economy Advantage with the
1639s markets that boss doesn't have so even
1641s if he was to go negative on that he
1643s would still be positive overall because
1645s the income disparity is so high
1648s yeah but did you see what wars also did
1651s this
1653s turns did he train the night yeah that's
1657s right he trained the Knight he trained a
1659s knight with 19 Stars per turn he he does
1662s not lot he does not have a lot but he
1664s has a knight and two Giants and three
1667s catapults and now do we does Chris see
1669s the do see Chris see the Knight no Chris
1672s does not see the night Chris just barely
1675s does not have Vision on the Knight
1679s but he has his own night imagine one of
1682s these players would have gone diplomacy
1684s diplomacy would actually give you Vision
1685s on the capital so he would have been
1687s able to see
1688s it yeah know but um that's that usually
1693s diplomacy would have been for another
1694s day right for later on where you can use
1697s the clocks later right now it's kind of
1699s their Force to go the route of knights
1700s and um yeah Chris does not have the
1703s vision yeah let's see what Chris ends up
1706s doing here
1709s h i I think he made a mistake there
1711s right like he could
1712s have um moved one Archer up to hit the
1716s Giant and then hit with a knight I think
1719s a knight only dies when attacking a
1721s giant then the defending giant is at
1724s full HP still let me check on
1729s that yeah maybe you can fact check that
1731s really quick yeah the Knight would have
1733s survived if the giant had three HP
1737s less yeah so if as you said yeah that's
1739s another thing if if he would have been
1741s able to Step One Archer forward to hit
1743s the giant the Knight would have been
1746s able to survive with one HP and again
1748s deny one round of income on that
1754s City yes so now really aggressively uh
1757s training the Knight right in the
1763s front and yeah I think War still sees
1767s that he can't get his night through
1769s anywhere and now now Chris is like okay
1771s I'm done with this I'm going in did you
1773s see that play though did you see that
1774s play what V just did V got spiritualism
1779s to place to to grow a forest south of
1783s Allway that way if you don't know um
1786s there are two types of rough terrain
1789s what is rough terrain rough terrain is
1791s terrain where if a unit walks onto it
1794s without using a road um it loses all its
1798s remaining movement points right
1801s so
1803s um he can't use the road to run into the
1806s forest because it is not his own like
1808s the territory is occupied it's it's the
1811s city territory of War so he can't even
1812s if there was a road he couldn't be able
1814s to use it I wouldn't be able to use it
1817s Forest fully blocks any any Knight
1821s movement further into into his
1824s territory a knight can move all the way
1827s until the Knight hits the Forest but the
1829s Knight cannot move past the
1831s forest yeah and that is why Forest
1834s places with Forest there because if you
1836s take a look at like the terrain over
1838s here like there's this um four tile wide
1842s passage uh southeast of for
1845s cities and as you pointed out only Wars
1849s can use the roads placed inside the city
1852s bers and right now like the southwestern
1856s part of the passage is already covered
1858s with forests and mountains so there's
1860s all only this one tie
1863s left that is like a potential weak point
1866s with
1867s defense and so voice decides to research
1871s spiritualism and place
1874s Forest even though his economy is like
1878s really yeah it's not in a good shape
1881s right he's a 19 STS per turn playing
1883s against like double of that from Chris
1890s it is kind of a desperation move right
1893s but at the same time now we see that
1897s because Chris doesn't have any Vision on
1899s it he goes in like
1903s this oh this is going to hurt to watch
1906s isn't
1907s it yeah it really hates when that
1910s happens to you again if you take a look
1912s at like how the units are positioned
1914s right now if there wasn't that forest in
1917s that tile Chris could
1920s um I'm not sure if he could actually use
1923s one Knight to snipe that Rider that the
1925s stone of controlling
1928s him maybe it would be possible but I
1931s guess it doesn't matter anyways because
1933s ver for is blocking so Chris can't reach
1936s like War's back line with a rider
1940s catapult archers and Warrior and
1943s critically also the Knight and yeah I
1946s think Chris feels like he doesn't want
1948s to keep having the standof maybe he
1951s thinks that vus doesn't have Knights yet
1953s and he wants to make the attack before
1955s vus gets to
1956s Knights he moves everything
1959s in did he buy spiritualism or did he get
1963s it he he did he he got the star R of the
1965s of that ruin and he got spiritualism
1967s with it to grow the forest
1971s to yeah get some better Market spots and
1974s also kushy later get another Giant in
1976s this capital and that giant as well
1979s yeah but now let's Embrace this turn
1982s from Wars so right now he's at 11 Stars
1985s 11 Stars per
1987s turn compared to Chris's 39 Stars per
1992s turn he sieged in two cities by
1996s Giants he has three catapults a knight
2001s two Giants and like some other trash
2006s units but Cru he sets up chain for his
2012s night and oh oh and there comes in he
2017s just chains through everything Chris
2019s resigns Midway through already 10
2024s 11 make sure to get the UN Siege to 12
2028s 12 units night
2032s Shain yeah and for good matter he also
2035s cleans up both sieges afterwards to show
2038s to show us that he obviously could have
2040s pulled that
2042s off that hurs to watch and we do see a
2046s resign coming though um I want to say
2049s though that at some point
2052s um you should never give up to
2056s play actually okay maybe at some point
2058s you can give up but like in this case I
2060s would even argue that Chris still can
2063s win this game even after this
2065s devastating night chain because he has
2067s this huge economy Advantage right like V
2071s has no worlds V has no markets Chris has
2075s a huge in the income disparity is 19
2078s Stars a turn from Voss and 39 Stars a
2082s turn
2083s from Chris it's The Siege is still in
2087s there that's why it says 14 but it's 19
2089s stars to turn from Voss so Chris B twice
2092s as many stars per turn the city count is
2094s the same um so even after setting blow
2099s there's still a lot of giant potential
2100s and there still a lot it's it's a rough
2103s setback for sure but um you know never
2107s give up you can still win these games it
2109s was a really nice nice night chain and a
2111s really nice game overall I it was really
2113s well played from both sides you got to
2114s be honest it is a live game you can't
2117s you can't forget that this is a live
2119s game so those players didn't have much
2122s time to think and play and whatnot they
2124s were playing at the go they were doing
2126s everything in matters a matter of
2128s minutes so even though under this time
2132s pressure they were able to do all these
2134s plays and um yeah it was an amazing
2139s game wow yeah I have to say it was like
2143s really cool game like in the beginning
2145s vs pulled ahead he
2148s secured uh the contested City and the
2151s contested ruin but when Chris bounced
2154s back like he also got some decent ruins
2157s right that popul ruin helped him out and
2159s he also didn't have to invest into
2161s climbing so
2163s early then he had this fascinating
2165s Market level eight market right
2169s away accelerated his economy a lot he
2173s also got to Knights first but then in
2176s the end he got a little bit impatient
2178s and got punished for
2180s it yeah my last words to this game uh
2183s that I would like to apologize to the
2185s city of Le way because I said earlier
2188s that this city is completely useless
2190s because it there nothing more than one
2191s fish on it but this catapult did a
2194s phenomenal job at unsing and preparing
2196s the night Shain to make it possible in
2198s the first place thank you guys so much
2199s for watching I hope you had a wonderful
2201s time watching this analyzed gameplay of
2203s this polium final again if you want to
2205s see more or want to play yourself then
2209s you can sign up in the link in the
2211s description in the Challenger mode to uh
2214s play those tournaments yourself to maybe
2216s be featured in one of these in the
2218s future as well yeah if you want to see
2221s more polium content click the quali
2224s video on the screen take care see you in
2227s the next one bye