Castle enclosure. Milan got the upper hand on Sandy once again. Milan extended his tower once again. Sandy said he didnt have a chance. There was no peace time. Only rule was you couldnt make troops till castle enclosure was finished. Milan finished his first. Sandy made troops to defend before his castle was finished. Sandy over whelmed by Milan tried to escpae to swix's keep but Sandy forgot that he couldn't open the gate and when he tried to ask swix to open the gate, it was too late and Milan killed Sandy's Lord. At this point, it was 2v1. Trooper and Milan had too many knights and Swix could not defend. Swix surrended.
castle enclosure rules. Swix and Milan vs. Sandy and Trooper. Milan extended his walls and took Sandy by surprise. Sandy didn't think it was allowed but Since the castles are extended, I think it was fine. Sandy built a tower with stairs and Milan took control of his tower. Swix had trooper pinned down with shielded archers on Troopers iron hill and used catapults to pull down a section of wall. While swix wasn't paying attention to his Lord on his keep, Sandy rushed Swix keep with tunnellers, killing Swix's lord. Milan sent tunnelers to Troopers lord and killed his lord. Then Milan tracked down Sandy's lord with tunnelers and killed Sandy's lord. Game Over.
This was a close KoTH match on Karak using Limited Rules and Hard Settings. Rusher was playing with a handicap since he was unable to produce catapults or trebuchets, which made it much harder for him to deal with towers and siege pressure.
Bradly took the middle keep first but Rusher eventually pushed back with shields and crossbows and retook it. Bradly kept being a real pain with tunnelers, constantly disrupting Rusher and preventing him from comfortably holding the middle.
After some back and forth, Rusher finally held the keep for a while and brought the timer down. Then Swix entered the fight and started putting heavy pressure on the middle with mass trebuchets and scattered traps. Rusher tried an interesting shielded knight flank, running around to wipe out Swix’s trebs. It worked for a while, but Swix recovered quickly.
Swix also had tower positioning: one tower was hitting the middle KoTH keep, while another helped defend his trebs and nearby base area. The game kept swinging back and forth until Rusher made one final big push with swordsmen, pikemen, knights, archers, and crossbowmen.
He barely held the middle keep long enough to win. wp gg
Swix went mostly with a pike and crossbow army, while Zero pushed his towers forward and also got crossbows up. Eventually, Swix did the same, and the game turned into a fight over tower sieging and middle control.
Bradly went for an archer and tunneler army. It ended up being a very close game, but Zero managed to win. Swix had a real chance to take it, but he sent his remaining large pike army too far into the middle KoTH keep, which ended up costing him. GG.
Stanas eliminated Bradly fairly early after taking control of his hill and rushing the keep. Northern tried to hold with a mangonel and ballistas, but Stanas brought in trebuchets, knocked down the towers, and pushed straight for the Lord. GG.
Marko attacked me early and managed to take out my stable, but that was pretty much all he got from it. I was able to recover, put pressure back on him, and instead of playing it out, he gave up his Lord. Meanwhile, Swix built up some defensive towers on the gray position. After that, we pushed Eliminator together and closed out the game. GG!