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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Dukasaur on Mon Oct 06, 2014 9:06 pm

Gaba Tepe is probably the weakest of the starting batteries. Gendarmerie, however, can be very dominant, depending on how many players are in the game. Even if all your opponents plan to remove you from Gendarmerie, if they have to attack each other while moving forward it may happen that none of them reaches you.


Even in 1v1, while one often loses Gendarmerie, the opportunity cost that the opponent suffers in having to throw everything against it is often the deciding factor. Gendarmerie is definitely not weak as a strategic asset.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Armandolas on Tue Oct 21, 2014 4:43 am

Not sure if i tottally agree Dukasaur. It depends really much on the drop, On how many ships u get in the northm how many regions in the south of thee map, who holds L06 and turn order, etc.
I find it "easier to get gendarmerie than kum kale(due to the amount of troops in play)

What i think its really "out of play its MS1,2,3. Most of the time they become really unusefull. I Wish i could figure a way to make them more usefull.
Why not make them bombard a couple of regions?
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby loutil on Thu Nov 06, 2014 3:48 pm

Armandolas wrote:Not sure if i tottally agree Dukasaur. It depends really much on the drop, On how many ships u get in the northm how many regions in the south of thee map, who holds L06 and turn order, etc.
I find it "easier to get gendarmerie than kum kale(due to the amount of troops in play)

What i think its really "out of play its MS1,2,3. Most of the time they become really unusefull. I Wish i could figure a way to make them more usefull.
Why not make them bombard a couple of regions?

MS1,2 and 3 are not the problem. It is the auto resets in front of them that creates the issue. If MS4,5,6,7,8 and 9 were plus 1 auto deploys you could reload through them 3-4 turns after you blasted through the first time. As it is now, they are a one time use then a total waste.
As for the value of Gendamerie, I believe it is very limited no matter what the drop. I have won 18 out of 19 games on this map and Gendamerie was never in the strategy. Every team that I have played that tried to load and focus at that spot got beat.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby waauw on Tue Jan 27, 2015 4:29 pm

my god, love this map. Is definitely gonna become one of my favorites.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby geko on Mon Mar 16, 2015 10:57 am

This map has a lot of potential and i like the play of it when I get into a deeper game. But it has a lot of opportunity for really uneven play due to the drop and who goes first.

If a player has Gendarmarie or Kum Kale and goes first they have a big advantage. They have no neutral to attack before they can bombard and to take them out there are always neutrals to go through.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby waauw on Mon Mar 16, 2015 4:23 pm

geko wrote:This map has a lot of potential and i like the play of it when I get into a deeper game. But it has a lot of opportunity for really uneven play due to the drop and who goes first.

If a player has Gendarmarie or Kum Kale and goes first they have a big advantage. They have no neutral to attack before they can bombard and to take them out there are always neutrals to go through.


I dissagree. Starting first has very little influence in my opinion. The one who holds Gendarmerie and Kum kale both at the start of the game on the other hand does have somewhat of an advantage.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby PereiroSaus on Sun Mar 22, 2015 2:49 am

I agree on the auto reset problem behind ms1-3. Lowering mines to n1 would differ.
Making ms1-3 more interesting could also be reached bij giving the landing routes an extra early landing point, so they would indirectly connect to the isolated areas which are assigned to players in the initial drop on the surrounding coast.
This might however lead to the possibility of an early lucky elimination, so it probably implicates changes in the coast setup too.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby waauw on Thu Mar 26, 2015 7:16 pm

so I've been reading through the last page. Are there going to be any additional +1 auto's to the MS-landingships?
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