Adjacent Attacks

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What do you think about Adjacent Attacks?

I would support this being an option
293
65%
I would oppose this being an option
117
26%
I don't care/I don't know yet
43
9%
 
Total votes : 453

Re: Adjacent Attacks

Postby Ditocoaf on Thu May 29, 2008 1:06 am

Man, things get buried really fast in this forum. This has to be one of the better suggestions I've seen in a while, so I'd like to bring it to the front.

However, could I propose a change? I'd like the idea to be simplified as just:
Newly conquered territories cannot attack.
It's simpler to explain (and therefore more likely to be accepted as a game option), and it's not too different from what you have currently. Conquering multiple times from the same territory is rare enough that this doesn't really effect the game much. And in fact, because it's so rare, I think it would be interesting to see if people do it more once the "new territory" limitation is put in place. The rule would still stop people from snaking around to conquer an entire continent in a turn, and if they want to expand in multiple directions, they'll have to spread out their force from a single territory.
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Re: Adjacent Attacks

Postby n00blet on Thu May 29, 2008 8:41 pm

Ditocoaf wrote:Newly conquered territories cannot attack.


hmm.....that was one of the things i was toying with while thinking of this idea. i wasn't sure which one would be better....but i suppose that would be easier to explain. I'll edit the suggestion....again lol
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Re: Adjacent Attacks

Postby Ditocoaf on Sun Jun 01, 2008 2:54 am

bump for one of the better ideas to grace these pages in a while.
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Re: Adjacent Attacks

Postby n00blet on Mon Jun 02, 2008 8:55 pm

if we could get more people to vote....it'd be cool.....especially if they voted yes :)
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Re: Adjacent Attacks

Postby Richard Hand on Thu Jun 05, 2008 9:16 pm

I'm all for this idea.
It adds an extra level of strategy, for those looking for more challenge. (the randomness of dice, just isn't enough strategy sometimes)
Again to reiterate Ditocoaf's point, it would be an option to play, not a requirement, so don't worry it will slow things down too much, as you don't have to play.

I like the idea of a territory being able to attack multiple countries, but conquered terits not being able to attack further.

I would like to add a suggestion from same time risk, where you can do surge attacks. In same time risk, you could plan a move so if you take a territory and move x number of troops into, you can have the option(once per turn) of having all the remaining troops in the newly conquered terit continue on into another territory. You don't get control of the dice on the second half of the surge, so you would have to commit all troops from the newly conquered village in a battle to the death in the surge attack.

A attacks B, wins, moves 10 troops from A into B, B then attacks C till death or victory.(the number of troops moved from A to B would need to be decided before any dice are rolled.)

If this surge was properly limited (once per turn, or perhaps with cards{maybe cards get you a surge instead of troops?}) it would add an additional layer of strategy and speed up the process as you can take 2 in one turn.


Make sense? Tough, I explained it as best as I could.
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Re: Adjacent Attacks

Postby kerntheconkerer on Thu Jun 05, 2008 10:33 pm

Its ok but too far fetched from RISK which this site is based on..
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Re: Adjacent Attacks

Postby Ditocoaf on Fri Jun 06, 2008 12:24 am

kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..

Do you mean Richard Hand's idea, or the OP? Because the suggestion of this thread seems pretty simple to me... conquered territs can't attack that turn. Much less game-changing than, say, the Assassin variation.
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Re: Adjacent Attacks

Postby lancehoch on Fri Jun 06, 2008 6:52 am

Well, actually assassin is slightly based off of the real life board game. If you play with secret missions, some of the missions say eliminate all of the red armies or blue armies. So assassin does not really change the game all that much. Not being allowed to attack from a conquered territory would slow all games to a halt. Imagine Feudal Wars and AOR with this setting.
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Re: Adjacent Attacks

Postby n00blet on Fri Jun 06, 2008 11:49 am

lancehoch wrote:Well, actually assassin is slightly based off of the real life board game. If you play with secret missions, some of the missions say eliminate all of the red armies or blue armies. So assassin does not really change the game all that much. Not being allowed to attack from a conquered territory would slow all games to a halt. Imagine Feudal Wars and AOR with this setting.


i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.

kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..


i don't really understand how it's too far fetched....this is a just a new game type that will instigate new strategies. a truly far fetched idea, but one that i support, is that of "zombie neutral territories" (which has been passed and is under work as we speak)
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Re: Adjacent Attacks

Postby Bones2484 on Fri Jun 06, 2008 12:14 pm

n00blet wrote:i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.


Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...
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Re: Adjacent Attacks

Postby Ditocoaf on Fri Jun 06, 2008 2:06 pm

Bones2484 wrote:
n00blet wrote:i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.


Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...

Which makes it a little more realistic, actually. If a castle can bombard the surrounding area, it's a long, hard trek to get near it. It's just as hard for everybody.
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Re: Adjacent Attacks

Postby Thezzaruz on Fri Jun 06, 2008 3:30 pm

Ditocoaf wrote: It's just as hard for everybody.


Grind to a halt you mean...
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Re: Adjacent Attacks

Postby Ditocoaf on Fri Jun 06, 2008 5:04 pm

Thezzaruz wrote:
Ditocoaf wrote: It's just as hard for everybody.


Grind to a halt you mean...

People say the same about no-cards games, yet lots of other people still play them.

And perhaps this wouldn't work as well on Feudal War... well, most settings don't work as well with every map.
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Re: Adjacent Attacks

Postby n00blet on Fri Jun 06, 2008 5:22 pm

Ditocoaf wrote:
Thezzaruz wrote:
Ditocoaf wrote: It's just as hard for everybody.


Grind to a halt you mean...

People say the same about no-cards games, yet lots of other people still play them.

And perhaps this wouldn't work as well on Feudal War... well, most settings don't work as well with every map.


i don't understand how people think it would grind a game to a halt. it wouldn't grind games to a halt any more than having escalating cards on a huge map. once people get into their positions and the cards get high enough, its a stalemate. no one wants to attack. THAT is a game grinding to halt.
adjacent attacks would just slow the play down and force people to be strategic in different ways from any other variation of risk on this website.

Bones2484 wrote:
n00blet wrote:i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.


Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...


bombardment is not some sort of all-powerful attack. take into account that the castle only gets +5 on it every turn, and with the other players deployment, if you have them boxed into their realm only +6 more, at most. all it would require is just more careful decision-making when considering breaking into someone's realm. if someone builds up a big enough army, they would be able to take down the castle within 3 or 4 turns, depending on the size of the realm.
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Re: Adjacent Attacks

Postby Richard Hand on Fri Jun 06, 2008 7:19 pm

kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..


Well, same time risk is from RISK so it can't be that far fetched.

Check this link for more same time risk info, or just google it. http://www.planetozkids.com/ozzoom/games/risk-2-game.htm

Anyways, I only propose adding in a surge so you can add more strategy.

I think the bombardment maps would make this very, very hard to take a castle.
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