Additional thoughts (that should have been commentary but are going to be presented as a wall of text instead, sorry!): As the AI was set to fully random, it's good to first establish what the options of the opponent are - Arleon typically does ranged/melee damage over magic, so magic resistance is going to be less important in this case. This template also comes with a few pre-claimed Watchtowers, which can be used to scout out certain areas a bit, as well as to get an idea of your opponent's build if they walk into vision range. Before moving anywhere, looking at what the starting zone offers allows you to formulate a short-term plan for the next few turns (which you then adjust based on what you discover). Looking at the roads, as well as having some familiarity with the template at hand, you can tell where the other claimable towns are going to be (in this case, towards the south). In the first few turns, collecting basic resources and troops from pickups is important, and you'll still want to carefully consider what exactly you pick up as movement points are precious. This is also why preserving movement as much as possible is crucial - always think about this instead of just using the game's recommended movement paths. Vision-granting objects, such as Farseer's Vessels and Watchtowers, are also quite good to shoot for as they reveal a good chunk of the area, granting you better information to work with. Some objects, when far away from the roads, are not worth spending movement on, so naturally a lot of these are going to go untouched. In this format, flagging the towns as fast as possible is not mandatory as you don't need to increase your wielder cap, so investing in capturing nearby mines can be a good idea (as long as you don't go out of your way too much for them). In battles against neutrals, it's always best to let them come to you and wait for spells to be charged. As Barya, Pipers can also manipulate initiative to allow for more essence gain before having to engage the opponents (or to occasionally get a double-turn in). Against ranged neutrals, it's best to bait them into walking and shooting, while also tanking those shots with throwaway stacks (in this case, the Pipers). As for exploration outside the starting zone, one has to balance picking up the immediately available loot and making their way to the center zone. The latter is not without danger as it brings you closer to your opponent, but it also comes with greater rewards than the previous, easier zones. Once in the center, there's also the option to wander into the neutral side zone, which is made easier by the stone road connections. Alternatively, you can head directly towards your opponent on the dirt roads.
Pretty impressive video! I've always wanted to see a player beat the highest difficulty. I'm still struggling with the 'Challenging' level myself. I liked your 'steam pipers' combination for getting more essence. I'm going to try that. Subscribed and looking forward to seeing more combos from other factions!
The Musketeers only had two targets that they could kill in one shot, the other Knight stack wouldn't have died to a regular attack, so another cast of Rapid Fire wouldn't have been as effective. Using Ice Bolt to incapacitate them instead delayed them for another turn, which then also served to separate them from the other Knight stack. This way my troops didn't have to take a hit from any of the big stacks.
Additional thoughts (that should have been commentary but are going to be presented as a wall of text instead, sorry!):
As the AI was set to fully random, it's good to first establish what the options of the opponent are - Arleon typically does ranged/melee damage over magic, so magic resistance is going to be less important in this case. This template also comes with a few pre-claimed Watchtowers, which can be used to scout out certain areas a bit, as well as to get an idea of your opponent's build if they walk into vision range.
Before moving anywhere, looking at what the starting zone offers allows you to formulate a short-term plan for the next few turns (which you then adjust based on what you discover). Looking at the roads, as well as having some familiarity with the template at hand, you can tell where the other claimable towns are going to be (in this case, towards the south).
In the first few turns, collecting basic resources and troops from pickups is important, and you'll still want to carefully consider what exactly you pick up as movement points are precious. This is also why preserving movement as much as possible is crucial - always think about this instead of just using the game's recommended movement paths.
Vision-granting objects, such as Farseer's Vessels and Watchtowers, are also quite good to shoot for as they reveal a good chunk of the area, granting you better information to work with. Some objects, when far away from the roads, are not worth spending movement on, so naturally a lot of these are going to go untouched.
In this format, flagging the towns as fast as possible is not mandatory as you don't need to increase your wielder cap, so investing in capturing nearby mines can be a good idea (as long as you don't go out of your way too much for them).
In battles against neutrals, it's always best to let them come to you and wait for spells to be charged. As Barya, Pipers can also manipulate initiative to allow for more essence gain before having to engage the opponents (or to occasionally get a double-turn in). Against ranged neutrals, it's best to bait them into walking and shooting, while also tanking those shots with throwaway stacks (in this case, the Pipers).
As for exploration outside the starting zone, one has to balance picking up the immediately available loot and making their way to the center zone. The latter is not without danger as it brings you closer to your opponent, but it also comes with greater rewards than the previous, easier zones. Once in the center, there's also the option to wander into the neutral side zone, which is made easier by the stone road connections. Alternatively, you can head directly towards your opponent on the dirt roads.
Pretty impressive video! I've always wanted to see a player beat the highest difficulty. I'm still struggling with the 'Challenging' level myself. I liked your 'steam pipers' combination for getting more essence. I'm going to try that. Subscribed and looking forward to seeing more combos from other factions!
53:07 Interesting thought You didn't used second time the same skill why not? you could've shoot 3 times
The Musketeers only had two targets that they could kill in one shot, the other Knight stack wouldn't have died to a regular attack, so another cast of Rapid Fire wouldn't have been as effective. Using Ice Bolt to incapacitate them instead delayed them for another turn, which then also served to separate them from the other Knight stack. This way my troops didn't have to take a hit from any of the big stacks.
Man I would love to see a pvp match...xD
You might be happy about the next video.
Nice!