Forum
strategery
|
empath wrote
at 4:55 PM, Wednesday December 6, 2006 EST
Strategy:
Early Game(turns 1-4) Goal: get a good position, and try to make it to the mid game with 6-8 connected countries and no 'islands' Tactics: Get Connected. Do anything you can to connect up all your countries, even if that means taking risks. If you're in the midgame with only 2 or 3 connected countries, you're cooked. Get position: Go for a peninsula first, then a corner, then an edge. Attack every country where you have the advantage. Take chances. The only exceptions is if there is a large stack near you that will reak havoc if you leave yourself undefended. Losing one or two countries on the counter attack is fine, 5 or 6 is disastrous. If you have any singletons that aren't connected, just attack suicidally with them. You're better off not having them. The only exception to this is if it's got 7 or 8 dice on it. Just let it fill up and then it's not sucking away dice from where they're needed. If you can make a mad dash to connect up with the rest of you countries later, go for it, otherwise, ignore it. Mid-game: Goal: Turtling-- you're goal is to have 8 countries with 8 armies each by the end of this phase. 6 is probably enough to end with positive points. This is the turtling phase. Play defensively. Only attack if you have the advantage and the new border will be surrounded by smaller stacks. Otherwise, just end-turn, end-turn, end turn. End game: Goal: This phase starts when somebody has 8*8. If that's you, congratulations, you're almost guaranteed points. If it's not you, you're playing for second. The strategy now is to attack when you have enough dice in reserve to completely refill. There's a bit more to it here, but i already typed all this out once and it ate my post so i'm not going to do it again.. others can elaborate if they want. |
|
Silvercobra wrote
at 2:15 AM, Thursday December 21, 2006 EST Following on above post.. (hail to king ryan for fixing this) which I dont think I added very much. My final tip on the endgame is about using the peninsulas (u should try to manoeuvere close to one mid-game) as a chicane to prevent a larger opponent getting you.
Essentially you want to choose the territories you attack to limit the amount of territories he can attack you from, whilst Simultaneously increasing the number of territories you can attack. Especially when you can attack one place from multiple locations and 'protect' your border... you can (at times) afford to over-extend yourself too... Example: Even if he has +28, but can only attack you in one place, you have the advantage. |
|
redapples wrote
at 6:01 AM, Thursday December 21, 2006 EST A point worth remembering - you get die for connected countries only so try splitting the enemy force. Especially in End Game. Try to find a split then bolster that once you have held it.
|
|
empath wrote
at 5:22 PM, Thursday December 21, 2006 EST I have been recently playing even more conservatively than normal. As others have said, have 16 or 20 dice in reserve when people try to split you is a very handy thing.
Another thing I've noticed recently, is that in turn 2 or turn 3, the board is typically decimated off dice. If you are in a bad position early on, don't stretch to connect, just wait a turn or two and see what happens. Sometimes you can go on a run and dominate a corner. This is especially true if you start with a 4+ stack. |
|
Capt_Cracker wrote
at 9:41 AM, Friday December 22, 2006 EST The main strategy I use in every game:
"A Friend in need is a friend indeed." Your opponents are people, not AI. They have wants and needs too. Use that. |
|
scottru wrote
at 3:13 PM, Friday December 22, 2006 EST Agree with the Cap'n. Once the early chaos is past and you can step back and look at the board, figuring out what you can do to help others is a solid part of the game.
One good thing to remember is that in general this game rewards honest play and penalizes trickery or lying. I've found that the more games someone has played, in general, the more their sense of fairness creeps in. Being a good person does good things for you in the end. |
|
empath wrote
at 9:28 AM, Saturday December 23, 2006 EST Good person being defined as someone who sticks to their allegiances. Not everybody would agree that ganging up on the weak is being a 'good person' though :)
|
|
scottru wrote
at 4:20 PM, Saturday December 23, 2006 EST "Good person being defined as someone who sticks to their allegiances."
Right. And it's not like you need an alliance to beat up on the weak. |
|
kenjii wrote
at 11:58 PM, Wednesday December 27, 2006 EST Regarding the end game:
I haven't played on the 1800+ tables so I don't know if they play out differently, but almost all games I've played follow the same pattern in the end game. It sort of gets boring. Everyone builds up to 8 stacks, and then it's a back and forth tennis match of taking and re-taking 2-4 territories at a time, just enough for all players to refill any losses completely. I admire people who take more risks and attack more, but statistically I've never seen it work very well. Saving up a bunch of reserves and then going buck wild produces slightly more interesting results, or trying to split your enemies in half and such, but I still find it gets boring at this point. I guess it's because every battle becomes 8 vs 8 and the luck factor is so prominent. Is it the same with the 1800+ games? Are there any ideas for ways to maintain the thrill of the early game into the end game? |
|
|
no Wolf wrote
at 2:48 AM, Thursday December 28, 2006 EST Get in the middle of the board, pick someone to screw over, and go into writhing death throes.
|
|
paperhat wrote
at 1:15 PM, Thursday December 28, 2006 EST This is more of a meta-strategy, but it is important. Don't start a game unless you know you will be able to finish it.
I would probably be 200 points higher if it were not for all the games I have left early because of various life interruptions. |