OliverFA wrote:Let's say that, as an example, red gets Australia in the Classic map. Green can still develop a plan to conquer another continent. Red still has an advantadge, but not a game won for sure.
Also remember that troops can't travel the full map in one turn. This is specially important if you use chained or adjacent reinforcements.
I'm pretty sure that this is the second time I read this entire thread but was not sure what to say the first time around as I was still learning all of this. But now I am sure. First I want to express that I am well pleased with this new setting. Especially now that I understand it.
Secondly; I believe that players who are having difficulty with this new setting and do not enjoy it as much, is because their strategy is the same and does not work as well in trench as in non trench games. The game strategy has to be different, it can not be the same.
This leads me to the quote. Just because Red gets Australia or Oceania does not mean Red has an advantage. Unless there are no spoils. This is the reason why I use spoils. It may mean a much longer game but makes the spoils and the attacks worth it. When the spoils are what we fight for then everyone has a more equal chance of winning. I would think? And in regards to those games that end in a "Draw" unlikely.
Also Australia has only a bottle neck contact which may or may not be good for defense but those regions that have more open spaces and avenues of attacks are the regions that offer the most opportunity for expansionism to take place and occur more frequently and not the bottle necks of the southern zones. I dare say that more of the attacks and the actions that lead to expansionism and world domination, will eventually begin in the Asia/European/African continents than in the Americas and Australia combined. I believe that most expansions that lead to world domination will begin in Asia/European/African tricontinents and finish up in the America's and Australia. Simply because of the more opportunities and avenues of attacks.
And finally; I agree with you OliverFA, in that who ever owns 75% of the troops AND 75% of the regions in the over all total of the game is the winner. After all if a player is tactically and strategically inclined to reach that point which is difficult to reach if we are honest about it, then he should just be declared the winner right there and then and the game should come to an automatic ending. To me that just seems natural for a trench game setting.
At least I can accept the fact that even if I have a set of spoils in hand (But so also must my opponent as well sooner or later) that in a trench setting that really does not do much to off balance the majority advantage. And a lot of people are not going to see that because in non trench games it may be possible to come back because of a timely sweep of regions that could change the advantage but no such sweep is possible in a trench game. So once both of those 75% conditions are met the game should end and the winner declared.