world 2.1

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Re: world 2.1

Postby BaldAdonis on Mon Oct 20, 2008 4:37 am

FabledIntegral wrote:
BaldAdonis wrote:1v1: take territories, not bonuses.
8: same as usual.


wtf are you on? Territories is key, but bonuses are nearly just as important. This isn't classic map where attacking neutrals doesn't pay off. You run over a neutral 3 in world 2.1 you usaully get it back the next turn, while the other person that took a territory might change the territory count +/- 1 with him/you.

You don't play a lot of 1v1 games, do you? Using your armies to take a bonus from neutral is not only a waste of armies (which you will probably get back), it's a waste of a turn, which you won't get back. You're letting your opponent attack you with their full strength for two rounds, while you fight back with a reduced force. A territory bonus, with that size map, is worth more than a continent bonus, because it's harder to break, and it negatively impacts your opponent. 5 territories (less than average if you have 11 to deploy) gives an effective bonus of 3, because you gain 1/2 while your opponent loses them.
If you can take territories from your opponent which give you a bonus, then do that, but don't beat up neutral for one.
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Re: world 2.1

Postby FabledIntegral on Mon Oct 20, 2008 5:02 am

BaldAdonis wrote:
FabledIntegral wrote:
BaldAdonis wrote:1v1: take territories, not bonuses.
8: same as usual.


wtf are you on? Territories is key, but bonuses are nearly just as important. This isn't classic map where attacking neutrals doesn't pay off. You run over a neutral 3 in world 2.1 you usaully get it back the next turn, while the other person that took a territory might change the territory count +/- 1 with him/you.

You don't play a lot of 1v1 games, do you? Using your armies to take a bonus from neutral is not only a waste of armies (which you will probably get back), it's a waste of a turn, which you won't get back. You're letting your opponent attack you with their full strength for two rounds, while you fight back with a reduced force. A territory bonus, with that size map, is worth more than a continent bonus, because it's harder to break, and it negatively impacts your opponent. 5 territories (less than average if you have 11 to deploy) gives an effective bonus of 3, because you gain 1/2 while your opponent loses them.
If you can take territories from your opponent which give you a bonus, then do that, but don't beat up neutral for one.


Which only applies to smaller maps, such as classic (or whatever the hell it is now). On larger maps such as world 2.1, taking bonuses is key. Killing 3 neutrals to get a bonus - of course not. Killing a single neutral to get a bonus back the next turn - of course. Using the map to your advantage in terms of neutral walls and such is where you pick which bonuses you'll go after. If you take a bonus and kill a neutral which is bordering your enemy, you're fucked obviously because they'll hit it back. However such is not the case on world 2.1 in various situations. Many situations you can kill 1 enemy and 1 neutral and secure a +3/4 bonus, and then a neutral wall exists between you and your enemy. You then have that bonus for the rest of hte game virtually. Since world 2.1 games last a significantly long time, unlike classic where the difference between a +3 vs +5 deployment is huge, in world 2.1 you're getting around +15 vs +17. Those 2 armies become much more significant and you can acquire bonuses as a result.
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Re: world 2.1

Postby BaldAdonis on Mon Oct 20, 2008 7:59 am

The opposite is true: on smaller maps, you should get a bonus, even if it means killing neutrals. On larger maps, you shouldn't bother. That's just how the numbers work (taking 3 from your opponent reduces their deployment, but only until they have 11 territories, which happens a lot faster on a smaller map, so the territory gains aren't worth as much).

Your inexperience is showing when you claim World 2.1 games last a long time. With an evenly matched opponent, you might have a longer battle (in your case, where both of you attack neutrals and build up an army in one continent), but most of the time, the winner is determined in the first 4 rounds. Lets play some games and we'll see how well your theory works.
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Re: world 2.1

Postby FabledIntegral on Tue Oct 21, 2008 12:45 am

BaldAdonis wrote:The opposite is true: on smaller maps, you should get a bonus, even if it means killing neutrals. On larger maps, you shouldn't bother. That's just how the numbers work (taking 3 from your opponent reduces their deployment, but only until they have 11 territories, which happens a lot faster on a smaller map, so the territory gains aren't worth as much).

Your inexperience is showing when you claim World 2.1 games last a long time. With an evenly matched opponent, you might have a longer battle (in your case, where both of you attack neutrals and build up an army in one continent), but most of the time, the winner is determined in the first 4 rounds. Lets play some games and we'll see how well your theory works.


I never suggested building up an army on a continent. But alright.
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Re: world 2.1

Postby FabledIntegral on Fri Oct 24, 2008 8:58 am

Oh I definitely should have clarified it's only good to take neutrals when you play freestyle as you can't take advantage of the newly gained bonuses in sequential... in sequential only attack neutrals if you're playing chained/adjacent and you only need to kill 1 more territory and you're opponent is isolated from an area. Don't deploy more than 2 armies generally to kill neutrals to take bonuses although still do it depending on circumstance.
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Re: world 2.1

Postby OliverFA on Fri Oct 24, 2008 6:39 pm

BaldAdonis wrote:The opposite is true: on smaller maps, you should get a bonus, even if it means killing neutrals. On larger maps, you shouldn't bother. That's just how the numbers work (taking 3 from your opponent reduces their deployment, but only until they have 11 territories, which happens a lot faster on a smaller map, so the territory gains aren't worth as much).

Your inexperience is showing when you claim World 2.1 games last a long time. With an evenly matched opponent, you might have a longer battle (in your case, where both of you attack neutrals and build up an army in one continent), but most of the time, the winner is determined in the first 4 rounds. Lets play some games and we'll see how well your theory works.


Are you talking about 1v1 or 8 players free for all? I have played several World 2.1 games and they never end early (which in my opinion is good by the way).
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Re: world 2.1

Postby FabledIntegral on Fri Oct 24, 2008 7:15 pm

he's referring to 1v1
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Re: world 2.1

Postby Roughriders on Fri Jan 02, 2009 9:28 am

FabledIntegral wrote:
BaldAdonis wrote:1v1: take territories, not bonuses.
8: same as usual.


wtf are you on? Territories is key, but bonuses are nearly just as important. This isn't classic map where attacking neutrals doesn't pay off. You run over a neutral 3 in world 2.1 you usaully get it back the next turn, while the other person that took a territory might change the territory count +/- 1 with him/you.


I dont know what your rant about neutral territories is about but I think what Fabled meant is that in 1v1 there are so many territories that the reinforcements are much greater for holding a large number of territories rather than a small number of bonuses. I dont know if the following will make much sense but i think it is more important to stop your opponent from getting all the territory reinforcements than you getting them. Dont ask why or what I mean.. I am not really sure....
Anyways, that being said, territories is number one... get as many as you can but try to get key ones that stop your opponent from getting bonuses and allow to get bonuses (if your opponent chooses not to attack them which he should if he is any good).
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Re: world 2.1

Postby para on Fri Jan 02, 2009 2:47 pm

in general, continents usually give a higher bonus than the number of territories that continent has which would itg the mor efficient bonus improvijng method

however, what adonis sais is true so I would say a mix of both is the best strategy, however ignoring the still present help of bonuses wouldnt be good.
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Re: world 2.1

Postby FabledIntegral on Fri Jan 02, 2009 8:19 pm

I was misunderstanding what he said - generally we have the exact same strategy. We played 5 games 1v1, I would say all 5 had extreme dice fluctuations and were determined by the dice. He won 3, I won 2. I didn't even come close to outplaying him in the 2 I won, as in one of the games I went something along the lines of 19-5 within the first few turns, and in one of the games I lost over 5 turns he went something like 27-8. Dice are such bullshit in 1v1 if both players have proper strategy.
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Re: world 2.1

Postby AAFitz on Fri Jan 02, 2009 8:24 pm

tzor wrote:SO now that we have exposed the original poster and left him or her naked and lying in the gutter, does anyone have any strategy for world 2.1 they would like to share?


sure, play me, and copy everything i do

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Re: world 2.1

Postby mrblitz on Wed Jan 21, 2009 3:30 pm

These are my observations from playing some sequential games:

At the drop, you want to secure any easy territory grouping bonuses, and leave the ones filled with neutrals alone. Don't expose too many 1-army territories to your opponent.

On the offensive, you want to grab all the 1-army territories your opponent has exposed, and break his territory grouping bonuses.

Generally, sweeping through the 1-army territories (whenever possible) seems a bit more important than either securing or denying the territory grouping bonuses.

If either player gets a quick couple of grouping bonuses, and maintains or expands upon his number of territories from the drop; he probably will win the game.
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Re: world 2.1

Postby AAFitz on Fri Feb 06, 2009 8:44 pm

The exact strategy will depend upon the drop. If you can take a bonus, of course take it, but since the initial drops are so high, its very hard to hold one. However, holding one or two can distract the opponent, and also gives you a shot at holding if he has some kind of dice disaster.

The key to this map, is every single army is important. You simply cannot make mistakes. The board is so big, that it really is possible to come back from bad dice, or even a bad drop. Most of the other big maps are just big enough to ruin you on the first turn, but not big enough to come back from it.

You really cant get hung up on take bonus/or not take bonus though, because it really does depend. However, you MUST break bonuses. Especially on fog, you essentially have to assume any bonus is taken, unless you can remember that there was a neutral, and that they didnt take a neutral.

Thats as far as Ill go with this, but any who want a game, id be happy to set one up. My settings will always be escalating, unlimited fog, and I lose plenty of them. I play it because it is fun, and ususally is not over on round one.
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Re: world 2.1

Postby waradmiral on Wed Oct 14, 2009 1:20 pm

My Strategy

Take Oceania and do not let go of it. Its easily defensible and you can pop up all over the map to suppress your enemies.
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Re: world 2.1

Postby knubbel on Wed Oct 14, 2009 2:06 pm

hey guys, join my world 2.1 tourney so we will know whos strategy is best... viewtopic.php?f=90&t=99058
Last edited by knubbel on Wed Oct 14, 2009 2:07 pm, edited 1 time in total.
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