Trench Warfare

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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 3:16 pm

Whe we were using the honour rule (in fact there are still games ongoing with that rule) we had true epic games. It's a lot about being patient but bold. You have to be patient because you have to wait for the right time, but you have to be bold to push an attack when it's the right time, and maintain that attack even if your supply lines get cut.

And talking about supply lines, they really become important now. You can have a stand against a more poweful player if you manage to cut his land in two.

Also, the "Big stack of Doom"(TM) does not rule the game anymore. Yes, you can have a huge stack of troops in one front. But that means you are leaving your other front(s) undefended. That can be part of the plan, hoping that you will manage to achieve your objectives in front A before front B falls completely. So more about calculations and careful plans.

By the way, I think that the "Freestyle" option really makes sense now. As movement is now limited, the traditional problem of being defeated by a player that is always online dissapears or at least gets a lot less important. The "always online" player will be able to make the first move, but this first move won't be a kill run through all your land.

I look forward to interesting strategic debates about this new setting :)
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Re: Trench Warfare

Postby Extreme Ways on Tue Apr 10, 2012 3:17 pm

Imagine 1v1 AoR3 manual trench when you start on the sanctuary...

But I don't know if I like it yet, and my first question:

Will it be implemented in clan wars? I do think so though.
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Re: Trench Warfare

Postby AndyDufresne on Tue Apr 10, 2012 3:26 pm

OliverFA wrote:By the way, I think that the "Freestyle" option really makes sense now. As movement is now limited, the traditional problem of being defeated by a player that is always online dissapears or at least gets a lot less important. The "always online" player will be able to make the first move, but this first move won't be a kill run through all your land.


Freestyle does become a little more friendly with the setting I think.


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Re: Trench Warfare

Postby redhawk92 on Tue Apr 10, 2012 10:54 pm

how long till map rank has trench on medals page? :D
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Re: Trench Warfare

Postby codierose on Wed Apr 11, 2012 2:57 am

what do i think hmm fucking great just made it so easy to farm point thanks very much =D> =D> =D> =D> 4 rounds 8 minutes and under woo hoo
points points points
city mog if your wondering speed 1min oh and no need to be a freestyle conqueror happy days
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Re: Trench Warfare

Postby Ickyketseddie on Wed Apr 11, 2012 4:12 am

Extreme Ways wrote:Imagine 1v1 AoR3 manual trench when you start on the sanctuary...

But I don't know if I like it yet, and my first question:

Will it be implemented in clan wars? I do think so though.


Pretty sure where clan wars are concerned you can use any settings as long as both sides agree. Could be a long old war though!

Doubt it'll get into any of the major clan events anytime soon but thats natural i guess.
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Re: Trench Warfare

Postby eddie2 on Wed Apr 11, 2012 4:37 am

i would like to see some kind of run down button added to this because at points there is a point of no return and on some maps it can last up to 10 15 rounds after the end. in our gentlemans honour games we would allow whoever was winning to run through killing who was left to end it quicker.

also like oliver said i remember a game i was in
http://www.conquerclub.com/game.php?game=6678423

if i9 remember i was down to 2 troups on 1 region and built myself back into winning the game.
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Re: Trench Warfare

Postby ask me2 on Wed Apr 11, 2012 9:36 am

This seems like a way to just make everything last FOREVER. Try playing Hive on that.
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Re: Trench Warfare

Postby happy2seeyou on Wed Apr 11, 2012 10:24 am

ask me2 wrote:This seems like a way to just make everything last FOREVER. Try playing Hive on that.


I'm in an eight player Hive trench adjacent nuclear spoil game. Taking bets on how long it lasts. Game 10920416
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Re: Trench Warfare

Postby eddie2 on Wed Apr 11, 2012 12:14 pm

http://www.conquerclub.com/game.php?game=6916740

already played one wasnt 8 player but lasted 71 rounds. only 6 of us had the bottle to play it lol
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Re: Trench Warfare

Postby OliverFA on Wed Apr 11, 2012 1:24 pm

eddie2 wrote:http://www.conquerclub.com/game.php?game=6916740

already played one wasnt 8 player but lasted 71 rounds. only 6 of us had the bottle to play it lol


Been there, done that ;)

eddie2 wrote:i would like to see some kind of run down button added to this because at points there is a point of no return and on some maps it can last up to 10 15 rounds after the end. in our gentlemans honour games we would allow whoever was winning to run through killing who was left to end it quicker.


I think a "Domination" victory option would be enough. Like:

IF Player owns 75% regions AND 75% armies THEN Player WINS
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Re: Trench Warfare

Postby mc05025 on Wed Apr 11, 2012 2:18 pm

I watched some games and what I can say is that trench is playable only to 1v1 games. I do not think that any other game with trench is playable. They are so stale that players should play very-very bad in order to finish. I do not think I will ever try it.

'IF Player owns 75% regions AND 75% armies THEN Player WINS'

this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!

these games are so stale that even if you are playing a small map, (doodle earth) escalating having the 75% of the army is not enough because within the 3-4 rounds you need to clean the board the other players can take spoils, have a set and cash
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Re: Trench Warfare

Postby AndyDufresne on Wed Apr 11, 2012 2:22 pm

mc05025 wrote:I watched some games and what I can say is that trench is playable only to 1v1 games. I do not think that any other game with trench is playable. They are so stale that players should play very-very bad in order to finish. I do not think I will ever try it.

'IF Player owns 75% regions AND 75% armies THEN Player WINS'

this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!

these games are so stale that even if you are playing a small map, (doodle earth) escalating having the 75% of the army is not enough because within the 3-4 rounds you need to clean the board the other players can take spoils, have a set and cash


It certainly isn't a setting for everyone, but I think there is a large base of support for feature. Just like with Fog, some people dislike the idea of not seeing the game board and play games more exclusively that are closer to the original set-up with which they are familiar.


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Re: Trench Warfare

Postby OliverFA on Wed Apr 11, 2012 2:29 pm

mc05025 wrote:this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!


Would you be so kind to provide some examples that back that "a lot" statement?

Of course we all know that some games are not decided when a player has 75% regions 75% armies, but we also know that most games are decided by that point. So, as a mean to speed up the endgame I think it's a very valid option, and something less likely to abuse than the forfeit option.

You can see as an objective. In some maps, when a player gets the objective, the other players could still win. So, why does the game ends? Because that's a rule of engagement.
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Re: Trench Warfare

Postby chapcrap on Wed Apr 11, 2012 9:11 pm

I'm not sure if I like it yet because I haven't had a lot of time to play it, but I've started 3 trench tournaments on Monday and they are all going and I just started 2 more, so people are pretty interested in it.
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Re: Trench Warfare

Postby jammyjames on Thu Apr 12, 2012 8:25 am

1 vs 1 Feudal epic speed game just lasted 38 rounds!!!!!!!!!!!

:o :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
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Re: Trench Warfare

Postby rdsrds2120 on Thu Apr 12, 2012 10:57 pm

jammyjames wrote:1 vs 1 Feudal epic speed game just lasted 38 rounds!!!!!!!!!!!

:o :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:


I've been sure to put a round limit on my trench games. I don't want forever active games like that :cry:

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Re: Trench Warfare

Postby army of nobunaga on Thu Apr 12, 2012 11:01 pm

chapcrap wrote:What do you think?

Gonna need those round limits I think.



I think it was an un needed update when we the paying people have BEGGED for others for years... LAck is a shitty businessman.
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Re: Trench Warfare

Postby pmchugh on Fri Apr 13, 2012 7:36 am

army of nobunaga wrote:
chapcrap wrote:What do you think?

Gonna need those round limits I think.



I think it was an un needed update when we the paying people have BEGGED for others for years... LAck is a shitty businessman.


Mate this game mode clearly had a large interest. There were whole tournaments dedicated to playing in this style, this idea has been around for years and had many people dedicated to it.
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Re: Trench Warfare

Postby Leehar on Fri Apr 13, 2012 8:02 am

think aon's talking about round limits?
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Re: Trench Warfare

Postby jammyjames on Fri Apr 13, 2012 8:06 am

I'm not so sure Leehar. It appears to me he is talking about trench?
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Re: Trench Warfare

Postby pmchugh on Fri Apr 13, 2012 10:27 am

Yeah I still read it as referring to TW.
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Re: Trench Warfare

Postby AndyDufresne on Fri Apr 13, 2012 1:37 pm

pmchugh wrote:Yeah I still read it as referring to TW.

Hm, the mystery continues!

I'm in my first Trench game...so we'll see how it goes. It is nice to be able to play Freestyle again...I like this.


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Re: Trench Warfare

Postby Viceroy63 on Fri Apr 13, 2012 3:50 pm

Well, this is the first that I have heard of this and as I understand it, it is a great idea. The fact that armies have to be centralized will create a different kind of strategy. Two opposing armies in the same zone can tear each other up without have to worry about another player stepping in and reaping the rewards of that battle. No more sweeper to come in at the end and clean every thing up. Just who ever wins that battle wins the zone. Perhaps a limit to the rolls could be a good idea as well. The attacker could only roll a maximum of 10 or 15 rolls and then decide to stand his ground or retreat.

This also makes for a tiny observation. The attacking army must close in first. So then the defending army has the option of assaulting the attacking army and retreating, keeping his army in tact while losing the region but being able to come back in bigger numbers (according to the spoils) another day. I am referring to really large number of troops here, say more then 30 troops. This is much more realistic to the real thing because to date, I have never heard of an army sweeping around the world to take it all. :lol:

But Seriously; Even Hitler in his Blitzkrieg war had limitations. He did not continue his sweeps into all of Europe and Russia as he did in most of Central Europe. It just does not happen like that. Hitler had to make an alliance with Mussolini and was not able to take Great Britain. So in that effect, the AA setting would provide a more realistic aspect in which actual alliances could be formed that could not be formed in normal CC games because it would not make any sense in a normal CC game, to make an alliance, only to break it in the next round because it is to your advantage to break it then.

There is so much that I am looking forward to figuring out about this setting but I am all for it. It seems to me that this setting would do especially well in Team Games. Also I think that we may have to write a whole new book of strategy for this type of Adjacent Attacks setting. It even got me thinking; What if Cannons could be brought into play or missiles that while they could not invade the Adjacent Territory with the rest of the army (that is to say the regions that they were assaulting), could how ever be used on those regions after the Adjacent territories to bring them down to one if they have enough cannon balls or rockets? Or something like that?

Maybe I am going too far with this but it is an interesting thought none the less. A fortified cannon position would require a regular infusion of troops (say 5 troops per turn) just to maintain it and the number of troops on the cannon position would not grow for the fortified cannon position. So anyone able to eliminate the cannon position would first have to mount a superior force that would survive the cannon fire, then get close enough on the next turn to be in position, to then assault the cannons on the third turn. Cannon positions could be originally set up according to the spoils trade in, once it reaches a certain number of spoils to trade in. You would then have the option of so many troops or a cannon position? Like wise a rocket position that could take out the cannons once the spoils get high enough? These are just thoughts running through my head now. Something to think about perhaps?
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Re: Trench Warfare

Postby redhawk92 on Fri Apr 13, 2012 3:54 pm

AndyDufresne wrote:
pmchugh wrote:Yeah I still read it as referring to TW.

Hm, the mystery continues!

I'm in my first Trench game...so we'll see how it goes. It is nice to be able to play Freestyle again...I like this.


--Andy


so you really think its all about speed? :lol:

more anticipation and planning than speed :D
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