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Strategy by habbis, I changed it a bit by building one additional scout ship. This is because I noticed that he almost had enough resources for a 2nd scout ship in his run when forwarding villagers, and from my testing it's very useful since it helps with killing the yellow bowman and distract the ballista a little, but also can auto kill the yellow stranded villagers when they return to repair. I also stopped making villagers after hitting 18 pop, since otherwise id get popcapped while making slingers which will be needed to kill red in time. Very solid run, sub-11 igt is probably the minimum for this level. Red and brown killing micro could be better, but getting their siege engines not sniping my villagers takes forever kekw. I actually got a 5m50s and a 5m45s before this but I felt like I could do much better, and this run really did it for me, especially for the fact that I didn't lose any of my units. The magic number is 161 or 162 (occasionally).