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Feudal War [approved]

Postby danryan on Wed Aug 04, 2010 10:34 am

Feudal War
Map by gimil, yeti_c, DiM
Guide by danryan

Click image to enlarge.
image


Introduction
Feudal War is in the opinion of many players on Conquer Club both the most versatile and one of the most strategic maps available. This is a conquest style map, meaning each player begins only with his starting region and must expand from there. There are a total of 82 regions on the map. It is helpful to think of these regions as either part of a kingdom or not. There are six total kingdoms, each has eight regions within its borders, including the castle. For every two regions of a kingdom a player controls, he receives a +1 troop bonus. Each round the owner of a castle gains a +5 autodeploy on each castle he controls. In addition, he receives the normal troop bonus based on region count (e.g. +3 if less than 12 are controlled, +4 for 12-14, +5 for 15-17, etc.). There are also three villages on the map. The villages have an autodeploy similar to the castle, only it is +3 per round.

The map works superbly for any settings except 7 or 8 player and quad games, due to only having six starting positions. All types of spoils, and any game style will work well on this map and require different approaches. It is a very fair two player map as well.

show: Classification


How to play Feudal War
Generally speaking, this guide is written with Fog of War in mind because two thirds of games on Feudal War use that setting. There are some notes below on playing without Fog of War.

show: Two Player


show: Multiplayer


show: Assassin


show: Doubles


show: Triples


show: Spoils


show: Reinforcements


show: Freestyle


show: General Notes


Other related strategy guides
Last edited by danryan on Mon Sep 27, 2010 12:32 pm, edited 9 times in total.
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Re: Feudal War - v.1 for review (8/9)

Postby danryan on Mon Aug 09, 2010 1:15 pm

Ok guys. I am going to pm a copy of this to some of the best Feudal players on cc for comments as well.
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Trench Warfare Achievement (1) Speed Achievement (4) Teammate Achievement (3) Random Map Achievement (3) Cross-Map Achievement (3)
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Re: Feudal War - v.1 for review (8/9)

Postby Lindax on Tue Aug 10, 2010 7:18 am

danryan wrote:Ok guys. I am going to pm a copy of this to some of the best Feudal players on cc for comments as well.


Should I be honoured? :lol:

Generally you're pretty much on the mark with your guide, although I think it may be focused a bit too much on standard play with fog (I understand, my favorite game too on this map). Besides, it took me a while to realize that you more or less go from the fact that one is playing with fog....

How about some remarks about no fog, Assassin, Terminator? They are also popular game types on this map, especially as speed games.

One thing I like about this map as well is that I can play Freestyle Speed on it because not speed but strategy is usually most important. ;)

About multiplayer nuclear: I have played it a few times with fog, standard and Assassin. It's fun, because with the nuking and game log you can figure out where your opponent(s) is (are) without the extra troops you get for spoils.

The above are mostly some loose remarks btw.

Lx
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Re: Feudal War - v.2 (8/12)

Postby danryan on Thu Aug 12, 2010 12:52 pm

Some excellent comments from Ninja Champion and Lindax incorporated. I'm liking this guide right now. :D
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Re: Feudal War - v.2 (8/12)

Postby laughingcavalier on Mon Aug 23, 2010 5:32 pm

Looks really good to me too. I specially like the way you have covered so many different game types. You could easily stop here and this would be a very classy guide indeed. I had some questions as I read it, from the point of view of someone who's only played a few Feudal games. I really don't know if the guide would be stronger for answering some or all of these, your call. It behooves me to offer them - lovely word!
Just one red.


danryan wrote:Feudal War
Map by gimil, yeti_c, DiM
Guide by danryan

Click image to enlarge.
image


Introduction
Feudal War is in the opinion of many players on Conquer Club both the most versatile and one of the most strategic maps available. This is a conquest style map, meaning each player begins only with his starting region and must expand from there. There are a total of 82 regions on the map. It is helpful to think of these regions as either part of a kingdom or not. There are six total kingdoms, each has eight regions within its borders, including the castle. For every two regions of a kingdom a player controls, he receives a +1 troop bonus. Each round the owner of a castle gains a +5 autodeploy on each castle he controls. In addition, he receives the normal troop bonus based on region count (e.g. +3 if less than 12 are controlled, +4 for 12-14, +5 for 15-17, etc.). There are also three villages on the map. The villages have an autodeploy similar to the castle, only it is +3 per round.

The map works superbly for any settings except 7 or 8 player and quad games, due to only having six starting positions. All types of spoils, and any game style will work well on this map and require different approaches. It is a very fair two player map as well.

show: Classification


How to play Feudal War
Generally speaking, this guide is written with Fog of War in mind because two thirds of games on Feudal War use that setting. I have some notes below on playing without Fog of War.

show: Two Player


show: Multiplayer


show: Assassin


show: Doubles


show: Triples


show: No Spoils


show: Flat Rate


show: Escalating


show: Nuclear


show: Reinforcements


show: Freestyle


Other related strategy guides
    Other Conquest maps? Feudal Epic? We can add them in later I guess.
    None.
Not sure where, but should you say something about what to do if you strike & do not immediately kill your opponent? Or if you are struck, how to fight back? Guessing from what I know from Pelo Wars...
Leave a 2 on your castle.
If you find a neutral kingdom go through to kill the castle then sit and wait with your stack placed defensively (where best to defend?)
If you have success but do not kill the castle, fort and deploy everything to the frontline.
If you are running short on troops maybe don't enter the kingdom so your opponent can't bombard you with his autodeploy?
If your enemy has more troops than you or is expecting a cash, sow twos for defence to hold your castle

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Re: Feudal War - v.3 (8/24)

Postby danryan on Tue Aug 24, 2010 5:17 pm

Updated, thanks for the comments LC.
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Re: Feudal War - v.3 (8/24)

Postby danryan on Tue Aug 31, 2010 9:07 am

Any more comments? I'm feeling pretty good about this one now, but don't want to switch over to Epic until this is in Final Review.
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Re: Feudal War - v.3 (8/24)

Postby laughingcavalier on Thu Sep 09, 2010 1:05 pm

Moved to final review
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Re: Feudal War - v.3 (8/24)

Postby Lindax on Fri Sep 10, 2010 7:56 pm

Now that I left I have time to review, lol

This is a good guide, I would approve it if I still could.

Lx
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Re: Feudal War - v.3 (8/24)

Postby AndyDufresne on Sat Sep 11, 2010 6:39 pm

I seem to see 'fortify' and other old CC lingo in the current first post guide. I'd look that over and scrub it up.


--Andy
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Re: Feudal War - v.3 (8/24)

Postby Lindax on Sat Sep 11, 2010 7:36 pm

AndyDufresne wrote:I seem to see 'fortify' and other old CC lingo in the current first post guide. I'd look that over and scrub it up.


--Andy



Ooops :oops:
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Re: Feudal War - v.3 (8/24)

Postby danryan on Mon Sep 13, 2010 8:51 am

AndyDufresne wrote:I seem to see 'fortify' and other old CC lingo in the current first post guide. I'd look that over and scrub it up.


--Andy


How embarrassing. I've gone through and cleaned up the lingo. Hopefully now it meets the guidelines.
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Re: Feudal War - v.4 (9/13)

Postby AndyDufresne on Mon Sep 13, 2010 12:59 pm

Just trying to keep you all in line. ;) Keep it up.


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Re: Feudal War - v.4 (9/13)

Postby danryan on Fri Sep 24, 2010 3:28 pm

Anything else? I'm eager to see this one published since it's such a popular map. O:)
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Re: Feudal War - v.4 (9/13)

Postby stahrgazer on Fri Sep 24, 2010 9:23 pm

danryan wrote:Feudal War
Map by gimil, yeti_c, DiM
Guide by danryan

Click image to enlarge.
image


Introduction
Feudal War is in the opinion of many players on Conquer Club both the most versatile and one of the most strategic maps available. This is a conquest style map, meaning each player begins only with his starting region and must expand from there. There are a total of 82 regions on the map. It is helpful to think of these regions as either part of a kingdom or not. There are six total kingdoms, each has eight regions within its borders, including the castle. For every two regions of a kingdom a player controls, he receives a +1 troop bonus. Each round the owner of a castle gains a +5 autodeploy on each castle he controls. In addition, he receives the normal troop bonus based on region count (e.g. +3 if less than 12 are controlled, +4 for 12-14, +5 for 15-17, etc.). There are also three villages on the map. The villages have an autodeploy similar to the castle, only it is +3 per round.

The map works superbly for any settings except 7 or 8 player and quad games, due to only having six starting positions. All types of spoils, and any game style will work well on this map and require different approaches. It is a very fair two player map as well.

show: Classification


How to play Feudal War
Generally speaking, this guide is written with Fog of War in mind because two thirds of games on Feudal War use that setting. There are some notes below on playing without Fog of War.

show: Two Player


show: Multiplayer


show: Assassin


show: Doubles


show: Triples


show: No Spoils


show: Flat Rate


show: Escalating


show: Nuclear


show: Reinforcements


show: Freestyle


show: General Notes


Other related strategy guides
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Trench Warfare Achievement (1) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (1) Cross-Map Achievement (3)
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