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Queen_Herpes wrote:I don't have time to read 88 pages....could you edit the description in the original post or edit the second post by the mapmaker to tell me how to attack the 60 army neutral hubschraubers? I don't know how to reach them.
edit: I just figured it out, but I doubt anyone else will know how to do it. I doubt anyone will ever try to take the hubschraubers unless in a nuclear game (as I just did) and one of the hubschraubers got nuked. The landeplatz territories attack the hubschraubers, right? If so, this needs to be made more clear on the map.
edit: Is there a way to earn enough armies/troops to reasonably attack the hubschraubers? I like that they are there and they could be used if, perhaps, they had fewer than 60 neutrals.
AAFitz wrote:Queen_Herpes wrote:I don't have time to read 88 pages....could you edit the description in the original post or edit the second post by the mapmaker to tell me how to attack the 60 army neutral hubschraubers? I don't know how to reach them.
edit: I just figured it out, but I doubt anyone else will know how to do it. I doubt anyone will ever try to take the hubschraubers unless in a nuclear game (as I just did) and one of the hubschraubers got nuked. The landeplatz territories attack the hubschraubers, right? If so, this needs to be made more clear on the map.
edit: Is there a way to earn enough armies/troops to reasonably attack the hubschraubers? I like that they are there and they could be used if, perhaps, they had fewer than 60 neutrals.
it should be listed...they certainly could stand to have fewer armies, but even at 60 they are indeed important to the game and and an interesting twist, and in multiplayer escalating, they are the essential of the game itself. I myself have only attacked them maybe three times ever though in hundreds of games.
Killer Neutral resets: Access Point (to 2) & AA (to 5) and
Landeplatz A & B (to 14) which border each Hubschrauber (each 60)
cairnswk wrote:AAFitz wrote:Will this sording suffice?Killer Neutral resets: Access Point (to 2) & AA (to 5) and
Landeplatz A & B (to 14) which border each Hubschrauber (each 60)
Good enough for me...carinswk wrote:I would not like to reset the 60....there was much debate that this figure was required to assist maintenance of the objective being achieved, and that the helicopters should only be used as a absolute stalemate game escape. Not everyone plays that of course...
Queen_Herpes wrote:cairnswk wrote:AAFitz wrote:Will this sording suffice?Killer Neutral resets: Access Point (to 2) & AA (to 5) and
Landeplatz A & B (to 14) which border each Hubschrauber (each 60)
Good enough for me...carinswk wrote:I would not like to reset the 60....there was much debate that this figure was required to assist maintenance of the objective being achieved, and that the helicopters should only be used as a absolute stalemate game escape. Not everyone plays that of course...
It seems that the armies at the Landeplatzen and the Hubschrauberen along with the fact that they reset back to those numbers means that NO ONE would reaonably EVER attack them. Is it possible to attempt to find out a better number on each of those? There really is no way to earn 75 troops at the beginning of a turn to reasonably attack your way through those positions. Then, you've got the enemy territories to conquer, so you've probably need at least 100 armies to effectively attack through. I think 60 needs to be reduced. 15 may be ok at the landeplatzen.
cairnswk wrote:You should be aiming at achieving the objective of the game as the way to win, not knocking out your opponents.
As previously stated, the helipcopters were included as the final way to overcome stalements, so it makes sense that those numbers need to be high in order to build towards that.
MrBenn wrote:cairnswk wrote:You should be aiming at achieving the objective of the game as the way to win, not knocking out your opponents.
As previously stated, the helipcopters were included as the final way to overcome stalements, so it makes sense that those numbers need to be high in order to build towards that.
I don;t see any need to change the helicopters - I think they're fine as they are.
The suggested wording sounds fine to me.
cairnswk wrote:Queen_Herpes wrote:cairnswk wrote:AAFitz wrote:Will this sording suffice?Killer Neutral resets: Access Point (to 2) & AA (to 5) and
Landeplatz A & B (to 14) which border each Hubschrauber (each 60)
Good enough for me...carinswk wrote:I would not like to reset the 60....there was much debate that this figure was required to assist maintenance of the objective being achieved, and that the helicopters should only be used as a absolute stalemate game escape. Not everyone plays that of course...
It seems that the armies at the Landeplatzen and the Hubschrauberen along with the fact that they reset back to those numbers means that NO ONE would reaonably EVER attack them. Is it possible to attempt to find out a better number on each of those? There really is no way to earn 75 troops at the beginning of a turn to reasonably attack your way through those positions. Then, you've got the enemy territories to conquer, so you've probably need at least 100 armies to effectively attack through. I think 60 needs to be reduced. 15 may be ok at the landeplatzen.
I really don't want to do that.
You should be aiming at achieving the objective of the game as the way to win, not knocking out your opponents.
As previously stated, the helipcopters were included as the final way to overcome stalements, so it makes sense that those numbers need to be high in order to build towards that.
AAFitz wrote:...
Thanks for being so patient on this one cairns...
cairnswk wrote:AAFitz wrote:...
Thanks for being so patient on this one cairns...
AAFitz, i'm just pleased that somewhere along the line we've managed to reach some sort of configuration that is pleasing for you, as well as hopefully, many others.
MrBenn wrote:This is still Beta for now - but hopefully it's shortly on it's way into full play.
Cairns, do you think everything's settled now?
cairnswk wrote:MrBenn wrote:This is still Beta for now - but hopefully it's shortly on it's way into full play.
Cairns, do you think everything's settled now?
MrBenn,
I would hope so.
I checked just now and there are 98 games active, so it is being played well enough.
Of these, some 63 are foggy, which perhaps given this is a winter scene might seem the natural setting for the map.
Anyways, can i ask that we give it until say 15 Sept before moving it, if there are no major objections.
MrBenn wrote:...
Sounds fine by me... Is Sept 15th a significant date?
thunderhue wrote:I hesitate to bring this up, but without BOB, it is not clear that the Landeplatz connect to each other. I exploited my opponents ignorance of that in Game 7234624. I know you just clarified that the Landeplatz provide access to the hubschraubers...
iancanton wrote:thunderhue wrote:I hesitate to bring this up, but without BOB, it is not clear that the Landeplatz connect to each other. I exploited my opponents ignorance of that in Game 7234624. I know you just clarified that the Landeplatz provide access to the hubschraubers...
u're right. the legend doesn't say so, nor is it implied on the map in any way. this is important to strategy, since it means that trying to bombard the parachutes is not the only reason for assaulting a landeplatz.
the trouble is, the legend text is already on the verge of looking cramped. a simple landeplatz a & b connect is enough information. do we have enough room to squeeze it in?
ian.
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