Well this is a map with a ton of continents with relatively high bonuses that are very easy to hold. It's pretty hard to be in bad position because there are soooo many strong places.
The strongest spot is probably Throne/Great Hall. If you start with the throne you get a +1 bonus without doing anything. Then you can possibly expand and grab the whole Great Hall before anyone else has a footing. That gives you +3 with only one border.
And as you said, the camps are pretty strong as well. The woods camp can expand relatively easy to get the forest as well, and that can be simplified to 7 countries with 3 borders for a bonus of +3. It's much like Africa in that regard.
However if you get a very good start in the river camp I think its even stronger. It would be almost impossible to hold the plains without having the river camp (its a lot like Asia and australia) but if you can expand from the camp to fill all of the plains, you have 10 countries, 2 borders and a bonus of +5. That's stronger than anything in the classic map I think, if you can hold it. You also have the benefit of a 1 way attack to the outerwall, so you can bother people building in the castle.
The tunnel generally seems like a waste of time to me. I would never try to hold it because it gives a low bonus, its a lot of countries, and has a 1 way border with the Great Hall which makes it very weak.
The throne is a strong area but everyone with 3 armies in the great hall will try to snag it so if you want it be prepared for a battle.
I think the wards fly under peoples radar and if you have a good placement you can secure one quick.
the biggest bonus is both camps + the gate which is 8, but its pretty tought to hold, especially the gate.
I think the most important territory on the map is forest 2, it can break 3 bonuses and can defend the whole forest pretty well.
so far, i've seen winning players come from outside the castle, but this is largely because so many people try to get on the throne to begin with, ignoring what goes on outside the walls.
mibi wrote:the biggest bonus is both camps + the gate which is 8, but its pretty tought to hold, especially the gate.
Yeah I forgot to mention this one. I was holding both camps in a game and I forgot that this bonus even existed. Chances are many others may as well, so if you hold the camps strongly and then just wander through the gate people may not notice that your bonus went from +2 to +8. It's sneaky!
sully800 wrote:The strongest spot is probably Throne/Great Hall. If you start with the throne you get a +1 bonus without doing anything. Then you can possibly expand and grab the whole Great Hall before anyone else has a footing. That gives you +3 with only one border.
I'm going to have to point out here that inner wall 2 touches 3 of the Great Hall territories, not just the one at the bottom of the stairs. So that is 3 borders if you don't own inner wall, 2 if you do.
EDIT: Almost forgot. I've found that the plains + river camp is very successful and you only have two borders to defend for a bonus of 5, as well as easy access to the castle.
sully800 wrote:The strongest spot is probably Throne/Great Hall. If you start with the throne you get a +1 bonus without doing anything. Then you can possibly expand and grab the whole Great Hall before anyone else has a footing. That gives you +3 with only one border.
I'm going to have to point out here that inner wall 2 touches 3 of the Great Hall territories, not just the one at the bottom of the stairs. So that is 3 borders if you don't own inner wall, 2 if you do.
When I said 1 border I was referring to holding inner wall 2. That would give you 1 border country and that country touches two others as you said. But you can load all of the men on a single country (inner wall 2) which is why its a strong point.
I should add that deployment can be confusing for the first few turns, I have made the mistake of deploying all my armies on East ward 2 instead of West ward 2. It may be a good idea to say out load what your going to do, so then you dont make a mistake
Coleman wrote:EDIT: Almost forgot. I've found that the plains + river camp is very successful and you only have two borders to defend for a bonus of 5, as well as easy access to the castle.
this is the strategy i'm trying at the moment. i've also just got the gate, so if i can hold it until next round i'll be in a good position..
Right guys - there's something I need to know - are the bridges one way cos of the little arrows? Its just that I'm holding the Plains and River Camp with 7 armies on each of my 3 borders and I'm worried that I'm wasting the 7 sitting on the border with the castle outer wall.
nmhunate wrote:Speak English... It is the language that God wrote the bible in.
RobinJ wrote:Right guys - there's something I need to know - are the bridges one way cos of the little arrows? Its just that I'm holding the Plains and River Camp with 7 armies on each of my 3 borders and I'm worried that I'm wasting the 7 sitting on the border with the castle outer wall.
get stocksr's scripts and all those problems will disappear its awesome has really helped me work my way through the new maps. by the way i think siege is an awesome map and is really interesting to play on! congratulations mibi this is now my second favourite map (im sorry but nothing beats classic.....)
RobinJ wrote:Nah, I already have all stocksr's scripts - fantastic help they are. But, I was worried about what those arrows meant.
One of the features of "Bob" (the likely new name of stocksr's script) is that you can mouse over a country on the map and see all the countries that can be attacked from that country. Then you can mouse over all those countries and see if they can attack the original country. In that way you can figure out any one-way attack symbols and what they mean exactly.