Esc. for Beginners pg4---Esc. Intermediate pg8

Information on tactics, scenarios, and all that you'll need to be successful in-game!

Moderator: Global Moderators

Forum rules
Please read the Community Guidelines before posting.

Postby stringybeany on Tue Oct 16, 2007 3:53 am

AAFitz wrote:
stringybeany wrote:
Scott-Land wrote:
or were you talking about bushes ?


Hedging with regard to your previous post.


I like the restraint you showed there...


restraint from what, laughing at the joke? ok so it wasn't that funny but I thought it was funny enough to highlight.
Image
Weak kill shots in esc = Loser
Mind your troop count and look ahead!
User avatar
Major stringybeany
 
Posts: 506
Joined: Mon May 28, 2007 10:28 am
Medals: 43
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (2) Freestyle Achievement (1) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (4) Tournament Achievement (2) Clan Achievement (8) Tournament Contribution (1)

Postby Johnson O Tool on Mon Nov 05, 2007 11:27 pm

I would like to submit a classical example of how an Escalating game with not too advanced opponents is easily won.

For the example I'll use the Chinese Checkers map; don't worry, I know it's not the most popular map, but it *IS* a good example because all territories are the same size and worth the same bonus; so it's a very fair map in that there's not the initial imbalance of getting dropped on a 'good' continent or not: They're all the same.

So anyway, just as on any map, initially you try to get the f*ck out of heavily contested continents and deploy in less contested continents, for example Asia or North America on the classic map. For Chinese Checkers there's the stuff in the middle that's not even part of any continent or bonus, so it's the PERFECT place to hide and build.

Then you just watch as everyone squabbles over continents, while quietly building and getting easy cards. After 5 rounds, it looked like this, I'm Blue:

Image

I encircled my main positions.. This really is building up to the Perfect Storm.. Everyone busy grabbing their littler continent, and me building in the middle in a place that nobody wants, but with quick strike-action to just about any corner of the map.

Then of course the inevitable happened, but the chat made it even funnier, when Yellow says:

Image

It also happens he was weakest at that point, and with some nice cards.. So it made for a very statisfying reply:


Image

:D

Anyway, everyone else soon followed in the same turn.

Link to the game is here:

http://www.conquerclub.com/game.php?game=1107429
Captain Johnson O Tool
 
Posts: 1
Joined: Thu Oct 04, 2007 10:56 pm
Medals: 2
Standard Achievement (2)

Postby BaldAdonis on Tue Nov 06, 2007 12:17 am

This part is my favourite:
2007-11-02 11:51:53 - Jullekungfu: I have never seen that tactic before
User avatar
Lieutenant BaldAdonis
 
Posts: 2321
Joined: Fri Aug 24, 2007 1:57 am
Location: Trapped in Pleasantville with Toby McGuire
Medals: 48
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (1) Freestyle Achievement (2) Fog of War Achievement (3) Speed Achievement (2) Cross-Map Achievement (3)
Ratings Achievement (1) Tournament Achievement (19) General Achievement (2) Clan Achievement (3) Tournament Contribution (1)

Postby Ditch on Sat Nov 10, 2007 6:03 pm

This guide has gotten me a 4-game win streak in 6-player classic escalating, I'm over 2000 points, and it almost seems too easy at times. Every game there's someone who suicides to get a continent or get cards early, and since the "can I eliminate this player" formula works the vast majority of the time it's possible to topple opponents like dominoes even when your first trade-in is only worth 6 units! I can't believe more people don't follow the guide, or at least use the strategies therein.

Thank you!
Major Ditch
 
Posts: 6
Joined: Tue Sep 11, 2007 11:13 pm
Location: Rochester, NY
Medals: 4
Standard Achievement (2) Freestyle Achievement (2)

Postby RobinJ on Sat Nov 10, 2007 6:51 pm

Johnson O Tool wrote:Then of course the inevitable happened, but the chat made it even funnier, when Yellow says:

Image

It also happens he was weakest at that point, and with some nice cards.. So it made for a very statisfying reply:


Image

:D

Anyway, everyone else soon followed in the same turn.

Link to the game is here:

http://www.conquerclub.com/game.php?game=1107429


I'd love to play some of those guys - obviously didn't have a clue about escalating
nmhunate wrote:Speak English... It is the language that God wrote the bible in.


Highest Score: 2437
Highest Place: 84
User avatar
Sergeant 1st Class RobinJ
 
Posts: 1901
Joined: Mon Aug 21, 2006 1:56 pm
Location: Northern Ireland
Medals: 13
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (1) Terminator Achievement (2)
Cross-Map Achievement (2) Ratings Achievement (1)

Postby DiM on Tue Nov 13, 2007 9:02 pm

Ditch wrote:Every game there's someone who suicides to get a continent


somehow i manege to be a target for those darn suiciders.

i even had a guy that cashed a 30 army set deployed over his 10 in north africa and killed my 45 in south america with 10 troops remaining he then ignored my other undefended 3 terits in south america and moved back to fortify his africa borders. i had 5 cards and was preparing to storm the map. i had a clear target with 5 cards in europe and then it was all gonna be easy. instead i got killed by a guy that had 10 troops in north america. he killed me cashed 2 sets because of my cards then cleaned the map.

now the math. that guy lost 30 troops and killed 45 of mine just because i was getting a +2 from SA and i was a threat for him. :lol:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Image
User avatar
Major DiM
 
Posts: 10554
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks
Medals: 45
Standard Achievement (2) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (2) Assassin Achievement (2)
Freestyle Achievement (1) Nuclear Spoils Achievement (1) Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1)
Cross-Map Achievement (2) Ratings Achievement (3) Tournament Achievement (4) General Achievement (4) Map Contribution (10)
Tournament Contribution (4) General Contribution (3)

Postby puppydog85 on Tue Dec 11, 2007 5:08 pm

I was a cadet when I first read this thread. Now, after following the advice (most of the time), I am a Sergeant and still climbing. Thanks Stringybeany!
Major puppydog85
 
Posts: 641
Joined: Mon Aug 27, 2007 7:23 am
Medals: 78
Standard Achievement (4) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (3) Speed Achievement (3) Teammate Achievement (2) Random Map Achievement (2)
Cross-Map Achievement (4) Beta Map Achievement (2) Battle Royale Achievement (2) Ratings Achievement (4) Tournament Achievement (9)
General Achievement (3) Clan Achievement (9) Challenge Achievement (2) Tournament Contribution (7)

Postby EmperorOfDaNorth on Wed Dec 19, 2007 10:12 pm

You'll stop climbing soon after Sargeant though, because then you get to play with the big guys, who don't make the silly mistakes, AND actively try to block weaker players so you can't take them out easily anymore.

THen you have to rework that strategy and time your cards better and you find yourself in a position where you're cashing 40 cards and STILL can't take anyone out so then you find yourself AGAIN deploying strategically even with 40 %$*(#&$# bonus armies! :)

I think the intermediate step is to play games with SOME high ranking players but also some corporals mixed in.
Alex..? Alexander the Great, my Commander, what's wrong? Did someone leave you negative feedback again?
User avatar
Colonel EmperorOfDaNorth
 
Posts: 134
Joined: Fri Aug 17, 2007 1:52 am
Location: Chiang Mai, Siam

Re:

Postby ForgottenDuck on Sun Mar 30, 2008 11:45 am

EmperorOfDaNorth wrote:You'll stop climbing soon after Sargeant though, because then you get to play with the big guys, who don't make the silly mistakes, AND actively try to block weaker players so you can't take them out easily anymore.

THen you have to rework that strategy and time your cards better and you find yourself in a position where you're cashing 40 cards and STILL can't take anyone out so then you find yourself AGAIN deploying strategically even with 40 %$*(#&$# bonus armies! :)

I think the intermediate step is to play games with SOME high ranking players but also some corporals mixed in.


I can see what your saying, even at sergeant first class, I'm slowly starting to see players be less stupid... slowly :roll:
Looking at escalating games of much more skilled players, you can see that they start getting huge escalating card bonuses, and the game just goes on forever. So far with my rank I haven't even come close to what you would call a particularly long game. Theres usually at least one stupid person. :wink:

I don't play many escalating games but the few that I have this strategy has worked quite well.
~Sneaky Sneaky Ninja~
User avatar
Corporal ForgottenDuck
 
Posts: 2
Joined: Wed Oct 03, 2007 3:30 pm
Medals: 2
Standard Achievement (1) Terminator Achievement (1)

Re: Escalating for Beginners-go to page four

Postby ZawBanjito on Mon Mar 31, 2008 1:20 pm

The ZawBanjito guide to being good at escalating games:

STEP 1) Play escalating games like a moron.
STEP 2) Allow to sit in a well ventilated environment. Time may vary depending on ingredients.
STEP 3) Sequential: Stop playing with anyone still at Step 1. Freestyle: Play only with those still at Step 1. Both: You are Scott-Land.
STEP 4) Congratulations, you have thousands of points.
User avatar
Colonel ZawBanjito
 
Posts: 387
Joined: Mon Jan 23, 2006 12:25 am
Location: Somewhere
Medals: 7
Standard Achievement (2) Doubles Achievement (1) Triples Achievement (1) Terminator Achievement (1) Freestyle Achievement (1)
Cross-Map Achievement (1)

Re: Escalating for Beginners-go to page four

Postby khazalid on Mon Mar 31, 2008 1:58 pm

hah cutting!

now hurry up and nu-blog :idea:
turtle dove / why don't ya guide me home
Major khazalid
 
Posts: 2884
Joined: Thu Oct 26, 2006 5:39 am
Location: scotland
Medals: 41
Standard Achievement (2) Doubles Achievement (4) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Assassin Achievement (1) Manual Troops Achievement (1) Freestyle Achievement (1) Polymorphic Achievement (1) Nuclear Spoils Achievement (1)
Fog of War Achievement (3) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (1) Tournament Achievement (4) General Achievement (1) Clan Achievement (9)

Re: Escalating for Beginners-go to page four

Postby banana_hammocks on Sat Apr 12, 2008 10:51 am

I'll put in my opinion (for what it is worth).

I've played a fair few escalating games (mainly through tournaments) which gives a mix of beginners (not always low ranked) and more advanced players. But in general I feel the games are at a middling standard.

My goals when playing are:
1) don't become a target!
2) let other people break the continents
3) give yourself the best chance of winning
4) who do you target

Now a bit more detail/explanation

1)Don't become a target - in the early rounds this is purely on a unit count. Try to keep as many units as possible. Attack weak spots preferably in northern north America or northern Asia. Stay clear of Australia and south America (even if you have all the territories someone will likely suicide against you to break them).

In later rounds (when cashes are 10+) it is a mixture of units and cards. If you have the least number of troops and someone has 5 cards, while it is your go and you have 2, do not get that 3rd card. The player with 5 cards will have to decide whether to go after you and leave themselves vulnerable or go after someone else who has 3 cards but more armies (sometimes leaving them hanging for you). You are far more of a target with 3+ cards than with 1 or 2.

2) Let other people break the continents - this is where the difference between beginner and middle comes into play. Many beginners see someone has a continent and automatically think "i must break it at all costs". Inevitably weakening both players. This also works the other way round with beginners determined to take a continent at all costs. So generally in a game you will have 2-3 players who will fight over south America and Australia.

3) give yourself the best chance of winning. Now this seems obvious, but it is also the hardest to master. A number of things you can do can help. Firstly when you get to 4 cards think about whether you want to get that 5th card and have to turn in or do you want to wait and be the last to cash in. If you are in a good position sometimes it is better to wait (especially if you have a set with 4 cards anyway).

When fortifying your troops to get them ready to eliminate put them somewhere that can focus on a weak player, or if no-one is very weak put them on somewhere that can attack a number of players from.

Also try to get as few fronts as possible. ie. see if you can get all the kill with only 1 large stack rather than having to attack in two directions, as this makes it less likely that you will succeed. Sometimes it may even be better to attack through a 3rd person than to have 2 fronts.

4) Who do you target? - often the answer can be no-one. If you don't have a good chance, don't do it. Also if it is not worth it don't do it. There is no point usually in using 30-40 troops to get 1-2 cards as you will not be able to cash them in immediately, leaving you vulnerable.

It is obviously best to attack the person with the least amount of troops (and 3-5 cards), but you need to take into account any 3rd party troops you will have to go through to get them, and also how many directions you will have to attack. Take a moment before you start your turn to plan the route you are going to attack.

so you have chosen your target and decided to go for it. Start off by attacking the place where you feel least comfortable about being able to take them out (ie. if you have a 6v3 in an isolated area) this means you will waste the least amount of your troops and his troops if it doesn't work out. Stop if you don't succeed.
Image

Organizer of Quick and Simple Tournament 1,2,3, Friends Close, Enemies Closer Tournament 1+2, CCC Tournament,All Holds Bar
User avatar
Captain banana_hammocks
 
Posts: 750
Joined: Fri Jan 26, 2007 4:26 am
Location: England
Medals: 57
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (1) Freestyle Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (2) Speed Achievement (2)
Cross-Map Achievement (3) Ratings Achievement (3) Tournament Achievement (20) General Achievement (2) Clan Achievement (3)
Tournament Contribution (7)

Re: Escalating for Beginners-go to page four

Postby Jackofalltrades on Sun Apr 13, 2008 10:24 pm

I don't have much to add to the thread other than it has been extremely informative. Until recently I have been very hesitant if not totally avoiding esc. games. This has been an extremely informative thread where beginning to learn esc games are concerned, however unless i am wrong, i have not seen mention of the use of bob script to help add territory and opponent strength. for the most part i'm on cc using a work laptop where unable to download apps/ add-ons, ie ff/greasemonkey/bob. At home I've started using it and it has added a bit more perspective and depth that i didn't fully realize i had been missing.

Anywho kudeos on the tread. Just figured bob was worth mentioning because i played without knowing about it rising to mid 1700's before knowing about it. my 2 cents.
Image
show
Major Jackofalltrades
 
Posts: 277
Joined: Sat Sep 29, 2007 6:16 pm
Location: The shadows of my mind.
Medals: 54
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (2) Freestyle Achievement (1) Nuclear Spoils Achievement (1) Fog of War Achievement (3) Trench Warfare Achievement (1)
Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (1)
Ratings Achievement (3) Tournament Achievement (5) General Achievement (2) Clan Achievement (14)

Re:

Postby stringybeany on Fri Apr 18, 2008 3:31 am

EmperorOfDaNorth wrote:You'll stop climbing soon after Sargeant though, because then you get to play with the big guys, who don't make the silly mistakes, AND actively try to block weaker players so you can't take them out easily anymore.

THen you have to rework that strategy and time your cards better and you find yourself in a position where you're cashing 40 cards and STILL can't take anyone out so then you find yourself AGAIN deploying strategically even with 40 %$*(#&$# bonus armies! :)

I think the intermediate step is to play games with SOME high ranking players but also some corporals mixed in.


Right. Time for some next steps then
Image
Weak kill shots in esc = Loser
Mind your troop count and look ahead!
User avatar
Major stringybeany
 
Posts: 506
Joined: Mon May 28, 2007 10:28 am
Medals: 43
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (2) Freestyle Achievement (1) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (4) Tournament Achievement (2) Clan Achievement (8) Tournament Contribution (1)

Re: Escalating for Beginners-go to page four

Postby stringybeany on Fri Apr 18, 2008 3:32 am

khazalid wrote: nu-blog :?:
Image
Weak kill shots in esc = Loser
Mind your troop count and look ahead!
User avatar
Major stringybeany
 
Posts: 506
Joined: Mon May 28, 2007 10:28 am
Medals: 43
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (2) Freestyle Achievement (1) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (4) Tournament Achievement (2) Clan Achievement (8) Tournament Contribution (1)

Escalating for Intermediates

Postby stringybeany on Fri Apr 18, 2008 3:34 am

As stated up thread numerous times: beginner's strategies will only move you part way up the ladder. Timing, lane control, and blocking strategies are learned best from experience, IMO; but we'll get you started anyway with the basic concepts and definitions.

Timing
Timing is all about when to go for the kill. There are two main categories to consider. The single shot kill and the series kill. A single shot is where you will eliminate another player without getting another cash. The series shot is where you will get subsequent cashes, hopefully resulting in a Full Board Sweep (which is what dedicated escalating players live for).

The single shot kill is simpler to calculate than the series kill, but takes care in that eliminations always change blocking and lane control dynamics on the map. If you are not careful, you can make a kill shot that leaves you looking strong but actually leaves the game wide open for another player. This is the error that really pisses off a lot of advanced players.

The series shot takes more careful planning, and can be hard to predict as it involves a long series of dice rolls that often end in "hangings" (a failed elimination try that leaves opponent with only a couple armies on the board). Hangings generally do not irritate advanced players, as they are part of the game. If you aren't leaving the occasional hanging, you aren't winning your share of games. The key here is to not go overboard. If you start trying 10% odds shots because "that's my only chance of winning", then you are still a beginner. Go back.

Lane Control
Lane control is the practice of taking strong positions that keep your attacking options plentiful and in many directions.

Blocking
Blocking is the practice of taking strong positions that prevent other players from either eliminating a specific opponent or that prevent other players from accessing regions of the map.

Examples from the {edit: classic :D} map.

Lane control territories:
Ontario
Afghanistan
Southern Europe
East Africa
[any territory on any given day that is open to attacking multiple directions]

Blocking territories:
Siam
Indonesia
[any territory on any given day that prevents another player's pending kill-shot]

Blocking and lane control:
North Africa
Kamchatka/Alaska
Iceland/Greenland
Central America/Venezuela

Next up: How the above parameters vary in importance with game settings
Last edited by stringybeany on Sun Apr 20, 2008 6:30 pm, edited 1 time in total.
Image
Weak kill shots in esc = Loser
Mind your troop count and look ahead!
User avatar
Major stringybeany
 
Posts: 506
Joined: Mon May 28, 2007 10:28 am
Medals: 43
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (2) Freestyle Achievement (1) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (4) Tournament Achievement (2) Clan Achievement (8) Tournament Contribution (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby BeakerWMA on Sat Apr 19, 2008 6:49 pm

Excellent thread...don;t know whether to applaud you for sharing such geat knowledge for the Community or be POed for the same reason :P
I am serious...and don't call me Shirley.
Major BeakerWMA
 
Posts: 425
Joined: Wed Mar 28, 2007 4:36 pm
Location: Canada
Medals: 15
Standard Achievement (3) Doubles Achievement (1) Terminator Achievement (2) Freestyle Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (2) Tournament Achievement (2) Tournament Contribution (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby stringybeany on Sun Apr 20, 2008 4:42 am

This chart should generate some lively discussion, I hope.

Image

Explanation:
The scale is arbitrary, and the data points are my opinion.

As you can see from the chart, two player games don't require advanced strategies.

Three player games aren't much better.

After that, timing is everything.

Lane control is always important, but there are limitations to what can be accomplished when there are 8 players on the board.

Blocking lives right up there with timing, and becomes more critical with more players
Image
Weak kill shots in esc = Loser
Mind your troop count and look ahead!
User avatar
Major stringybeany
 
Posts: 506
Joined: Mon May 28, 2007 10:28 am
Medals: 43
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (2) Freestyle Achievement (1) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
Ratings Achievement (4) Tournament Achievement (2) Clan Achievement (8) Tournament Contribution (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby tracedout on Wed Apr 23, 2008 12:43 pm

is that chart empirical

can i see your data


by the way, what are the odds of getting two sets from 7 cards or 8 cards, or the rare 3 sets from 9 cards?
Major tracedout
 
Posts: 30
Joined: Wed Sep 26, 2007 2:32 pm
Medals: 7
Standard Achievement (2) Terminator Achievement (1) Freestyle Achievement (1) Fog of War Achievement (1) Cross-Map Achievement (1)
Ratings Achievement (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby poo-maker on Sun Apr 27, 2008 7:57 am

stringybeany wrote:
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*


I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere. [-X :evil: :evil: :evil:
Brigadier poo-maker
 
Posts: 1275
Joined: Sun Feb 25, 2007 9:58 am
Location: Dublin, Ireland
Medals: 19
Conqueror Achievement (1) Standard Achievement (3) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (1)
Freestyle Achievement (3) Speed Achievement (3) Teammate Achievement (1) Cross-Map Achievement (1) Ratings Achievement (1)
General Achievement (2)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby Bruceswar on Mon May 05, 2008 10:31 am

poo-maker wrote:
stringybeany wrote:
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*


I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere. [-X :evil: :evil: :evil:



I have to agree here with poo. That bothers almost as much as someone trying to go for a bonus. Especially in 8 man games.
User avatar
Captain Bruceswar
 
Posts: 9585
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures
Medals: 141
Monthly Leader Bronze (1) Standard Achievement (4) Doubles Achievement (4) Triples Achievement (4) Quadruples Achievement (4)
Terminator Achievement (3) Assassin Achievement (3) Manual Troops Achievement (3) Freestyle Achievement (4) Polymorphic Achievement (1)
Nuclear Spoils Achievement (2) Fog of War Achievement (4) Trench Warfare Achievement (1) Speed Achievement (4) Teammate Achievement (3)
Random Map Achievement (2) Cross-Map Achievement (4) Beta Map Achievement (1) Battle Royale Achievement (1) Ratings Achievement (4)
Tournament Achievement (14) General Achievement (14) Clan Achievement (19) Training Achievement (6) Map Contribution (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby RashidJelzin on Tue May 13, 2008 4:38 am

stringybeany wrote:S
Round One:

A: Pick one country in a large continent that is close to other countries you own and deploy there. Roll dice once against opponent of your choice, but try and attack towards your other countries.
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*

Step one: check the board strength. Everyone should still have about the same number of armies on the board.

B: If the board is "unbalanced",meaning either one player has taken big losses or big advances then you want to attack whoever has the most "armies due" for the next turn. This means breaking weakly held continents if necessary. Look for the easiest victories that will take the most "armies due" from the board leader. If you can't reduce the leader's strength without becoming weak in the process, then look for easy victories as outlined above.

A. Attack to keep the board in balance. Always attack the leader first, if possible.

Round five:

Attack with same priorities, but now you will fortify with a new goal: elimination.

In round five you examine all your opponents looking for elimination targets. A viable target will be accessible to your troops and will have at least three cards, preferably more.

Fortify against this opponent(s). Make large piles now, if you can.
If there are no viable elimination targets, make no big moves.

Round six through Eight:

Cash your set. Eliminate your target or if no target, take the easiest card you can get and wait for next round. From here forward cash immediately if you have a target, wait until forced to cash if you don't.

Wtf-- attack a 3 first round, move towards your other territories, don't gather into piles, kill-shot with first cash, keep the board "balanced"? Where do you get that stuff from?! I thought you wanted to improve beginner's play?...
When did I realize I was God? Well, I was praying and I suddenly realized I was talking to myself. - Peter OToole
User avatar
Lieutenant RashidJelzin
 
Posts: 233
Joined: Fri Apr 27, 2007 12:35 pm
Medals: 19
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (1) Assassin Achievement (1)
Freestyle Achievement (3) Fog of War Achievement (2) Speed Achievement (3) Teammate Achievement (1) Cross-Map Achievement (1)
Ratings Achievement (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby RashidJelzin on Tue May 13, 2008 4:52 am

Referring to that chart of yours; how is "Lane Control" in 8 player games not as important as Blocking and "Timing"? Timing and Lane Control come with each other-- if you don't have the position to take a kill, then it's no use to you when cards and armies of the other player are to your advantage. Hence, Lane Control should be at least as important and Timing. I don't have the time now, but there are some other points I don't like.
When did I realize I was God? Well, I was praying and I suddenly realized I was talking to myself. - Peter OToole
User avatar
Lieutenant RashidJelzin
 
Posts: 233
Joined: Fri Apr 27, 2007 12:35 pm
Medals: 19
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (1) Assassin Achievement (1)
Freestyle Achievement (3) Fog of War Achievement (2) Speed Achievement (3) Teammate Achievement (1) Cross-Map Achievement (1)
Ratings Achievement (1)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby killmanic on Tue May 13, 2008 6:51 am

RashidJelzin wrote:Wtf-- attack a 3 first round, move towards your other territories, don't gather into piles, kill-shot with first cash, keep the board "balanced"? Where do you get that stuff from?! I thought you wanted to improve beginner's play?...


HAHAHA Be nice though hes just giving info to the best of his ability, theres a reason you are the rank you are and hes the rank he is.
Image
User avatar
Major killmanic
 
Posts: 1844
Joined: Wed Jan 23, 2008 6:49 pm
Location: Waterloo
Medals: 72
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (1) Freestyle Achievement (3) Fog of War Achievement (3) Speed Achievement (2)
Cross-Map Achievement (3) Ratings Achievement (3) Tournament Achievement (30) General Achievement (3) Clan Achievement (3)
Training Achievement (2) Tournament Contribution (3) General Contribution (3)

Re: Esc. for Beginners pg4---Esc. Intermediate pg8

Postby Thezzaruz on Tue May 13, 2008 8:02 am

Bruceswar wrote:
poo-maker wrote:I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere. [-X :evil: :evil: :evil:


I have to agree here with poo. That bothers almost as much as someone trying to go for a bonus. Especially in 8 man games.


I have always found it strange that not allowing your opponents access to easy cards is somehow considered bad strategy??? (ofc you shouldn't weaken yourself just to keep armies even over your territories)
User avatar
Lieutenant Thezzaruz
 
Posts: 1112
Joined: Mon Feb 04, 2008 2:10 pm
Location: OTF most of the time.
Medals: 8
Standard Achievement (2) Terminator Achievement (1) Freestyle Achievement (1) Fog of War Achievement (1) Cross-Map Achievement (1)
Ratings Achievement (2)

PreviousNext

Return to Strategy

Who is online

Users browsing this forum: No registered users

Login