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Community Tips for New Players *Hey Sticky me!*

PostPosted: Mon Apr 30, 2007 12:03 pm
by GrazingCattle
First, let me welcome you to Conquerclub. If you are new to CC you would find it of great benefit to go over the instructions found under the instructions tab near the top of your screen. There you will find information on terminology, game types, scoring, and the feed back system.

That information is the first building block to enjoying playing here on CC. On this thread you will find information that will help you become a better player as you learn how the different game types are played here on CC.

While the following material is suited mainly for new players, all can benefit from its tips.

Singles Games
Singles games are a great way to start out. Most new players will join or start singles games first. These are the easiest games to learn on and will make for a solid CC foundation. Below is some tips about the different variations of singles play.

Standard and Terminator
These two types of game play are so similar because the only difference is the way that the points are totaled

Wacicha* was kind enough to allow me to repost his work here:

"-#1- In Escalating games your 1st turn Deploy only, Do not attack unless you have 3 out of 4 territories on the small 2 Continents

- Reason - In an Escalating game it is all about cards and men. But the cards are not as important as the men in the first 2 or 3 turns. Think of it more like you have cards but the other guy is keeping them for you.
Then fortify a different spot than where you deployed if it is 1 fort or everywhere you can if it is unlimited fort.

-#2- Don’t ever try to take and hold Europe, North America, or Asia. (Africa is even iffy but can sometimes be done by a better player)

- Reason - you will be to spread out to properly hold and will spend all your men and effort retaking and fortifying the larger continents and will not be able to take out a weaker player because you are in one area instead of building on 2 or 3 different area's around the map

-#3- Every time you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out

- Reason - Because most escalating games come down to one person sweeping the board with one person after another's cards.
The easiest way to do this is to read the forum in General Discussions for a download called Monkey Script. It Keeps count of Cards, Men, and Countries of each Player you are playing in that game.

#4 In a Flat rate game Men are very important.

- Reason -In first 3 rounds you need to deploy strategically and attack softly, if at all. softly means attack once if you do not win the territory then stop attacking. The only real reason you would attack is to take over the small continents because you have 3 of the territories. You may also try for Africa after the 3rd or 4th turn, if you own 3 or 4 of the African continent. More players lose trying to replace men that have been lost trying to hold the borders of North America or Europe, and rarely does any one hold Asia. Flat rate is important to own each territory you have in the beginning. What I mean is are you going to attack a guy with 4 guys or 1 guy so if you can't get a small continent find 3 territories to gather and start building from there deploy 1 on each and don't attack but maybe 2 out of 3 turns the first few turns and when you turn in a set it is ok to turn in a ed set if you own 2 of the card territories or have to turn them in cause you have 5 cards.

#5 No card game it is about territories and men

- Reason - Again you need to own each territory you have leaving none with 1 man unless you got a shot at the smaller territories but truth to tell in non card games you could end up owning North America or Europe, but still never try for Asia unless you own Australia. It will cost too many of their men to breach your borders and men do not replace easy in a non card game"
--- Wacicha

Assassin

#1 Best played with Escalating cards

- Reason - It makes for a shorter game that won't turn into a build-up game. No cards is going to be very slow and flat rate can be tough and will be slower.

#2 Review the rules before/after joining

- Reason - Many "sin" games have ended when some one finished off another person's target for them. Most of the time all will laugh at you for not paying attention but some can get angry over this. It would be better not to make the mistake and avoid any hurt feelings.

#3 Keep in mind the same tips as other singles games

- Reason - Those same tips still apply for keeping troop count up and making sure that an attack is worth it!

Doubles Games

#1 Make sure you have a partner that you have played with before and one that you can communicate well with.

- Reason - Doubles is all about team play. So you will need a partner who you preferably like and one that plays the kind of style that fits well with yours. After you have completed 5 games you can start joining doubles games. I would suggest only joining games you know the partner in.

#2 Remember the idea is that the team wins, not that both teammates are equally represented on the board.

- Reason - Sometimes you might have to take the backseat of a team game because your partner has better position and you need to help him defend his position instead of working on gaining your own. Even if you are relegated to one small protected country and you drop your troops on your partner you are just as much the winner as your partner. If you take the need to be the star out of it, you can both win!

#3 Know who goes after you!!!

- Reason - This is one of the keys to great doubles play. In a 2v2 match red goes then blue then green then yellow then red again. Play order is important for organizing attacks against the other teams bonus, as well as knowing how many troops are needed to hold your bonuses. Remember you are charged with the job of killing the guy who goes directly after you.

Triples Games

#1 Same as doubles, but a lot more communication and organization

- Reason - You will need to find another friend, either here on CC or in real life that plays on CC to finish out your triples team. Before starting or entering the game make sure and decide who will be team leader. That person will call the shots and make the final decisions on disputes that may occur. The most experienced player may not be the best team captain. He might be a good adviser but a poor communicator. Make sure to find the right fit for your team!



I hope all this information hasn't overwhelmed you. Feel free to post a question if anything is unclear. To the veterans of CC feel free to post addition to the list and as I get time I will add them. Good Luck in all your games!

GC


*Wacicha permitted me to reuse his posts material. He is considered one of the best Terminator player on the site and regularly opens 50 new games that are welcome to all to join. Thanks Wacicha!

PostPosted: Mon Apr 30, 2007 12:14 pm
by KidTwist
:lol: GC, either you want to be a mod really badly or you have absolutely nothing else to do.

Very useful tips for noobs though. Nice work.

PostPosted: Mon Apr 30, 2007 12:38 pm
by AK_iceman
Noobs can't play team games....

PostPosted: Mon Apr 30, 2007 12:43 pm
by GrazingCattle
AK_iceman wrote:Noobs can't play team games....


This is directed to newer players and it encourages them to avoid doubles until they have found a suitable partner. They will be able to join doubles games by then.

They could start one at any time though!

hmm

PostPosted: Mon Apr 30, 2007 1:02 pm
by Litehawk
i disagree with some of these tips, i have gone for africa, north america, and europe all at some point in a game and won in less than ten turns with it

Re: hmm

PostPosted: Mon Apr 30, 2007 1:08 pm
by PerkinsRooster
Litehawk wrote:i disagree with some of these tips, i have gone for africa, north america, and europe all at some point in a game and won in less than ten turns with it


Who cares? The guy was giving general tips, not writing a compete guide.
Sheesh.

PostPosted: Mon Apr 30, 2007 2:03 pm
by for dummies
could this be posted as a sticky? it could be like hecter's is in the social lounge... a brief overview for newbs written by someone with way too much time on their hands.

PostPosted: Mon Apr 30, 2007 2:19 pm
by GrazingCattle
for dummies wrote:could this be posted as a sticky? it could be like hecter's is in the social lounge... a brief overview for newbs written by someone with way too much time on their hands.


I will ask Wicked. I think it should be stickeyed.

And yes, while it is true that people have went got North America, Europe, and Asia in their games and won quickly because noone broke their bonus, that represents a small pecentage of the time.

In 3 player games I may go for those as well, but each is based on need, and if I think I can hold it.

These tips are for general use, there will always be exceptions.

Nice job!!!

PostPosted: Mon Apr 30, 2007 3:53 pm
by NewMercy
Hey Grazing Cattle,
You are awesome! Way to post information to new players and be an encouragement to them. I think what you have written is sound and helpful and what you have done is thoughtful and encouraging! Way to go!!!

PostPosted: Mon Apr 30, 2007 5:07 pm
by Griefor
"-#1- 1st turn Deploy only, Do not attack the first turn unless you have 3 out of 4 territories on the small 2 Continents

For serious? I always, always attack on the first turn (I've quit escalating though).

The card is so darned important. Also, if you're not first to act you can usually find a deserted 1-troop land to invade. And if you're going to conquer a continent in 4 turns you might as well spread the lands to take over those turns so that you can reap 4 cards for it.

Am I missing something here?

PostPosted: Mon Apr 30, 2007 5:12 pm
by RobinJ
^Well I would always attack if it is flat rate but probably stop if I lose the first roll (assuming I get 3 armies to deploy). In no cards you may as well sit tight and in escalating it is always convenient to be 1 card behind your opponents for the first few rounds

PostPosted: Mon Apr 30, 2007 5:16 pm
by GrazingCattle
Griefor wrote:"-#1- 1st turn Deploy only, Do not attack the first turn unless you have 3 out of 4 territories on the small 2 Continents

For serious? I always, always attack on the first turn (I've quit escalating though).

The card is so darned important. Also, if you're not first to act you can usually find a deserted 1-troop land to invade. And if you're going to conquer a continent in 4 turns you might as well spread the lands to take over those turns so that you can reap 4 cards for it.

Am I missing something here?


You must only be talking about flatrate, while Wacicha was more or less talking about esc.

PostPosted: Mon Apr 30, 2007 5:36 pm
by Lhuth
Good post, but rule number one should be that, despuite those being good tips... never ever use a tip as absolute.. tehre are always exceptions

PostPosted: Mon Apr 30, 2007 6:00 pm
by Griefor
GrazingCattle wrote:You must only be talking about flatrate, while Wacicha was more or less talking about esc.


I see.

Maybe you should note that on that rule. Escalating is mentioned but it isn't stated that this doesn't go for flatrate.

PostPosted: Mon Apr 30, 2007 6:02 pm
by GrazingCattle
Griefor wrote:
GrazingCattle wrote:You must only be talking about flatrate, while Wacicha was more or less talking about esc.


I see.

Maybe you should note that on that rule. Escalating is mentioned but it isn't stated that this doesn't go for flatrate.


Good idea.

PostPosted: Mon Apr 30, 2007 6:08 pm
by aceage
Why cant noobs like myself join doubles? games?

PostPosted: Mon Apr 30, 2007 6:12 pm
by tahitiwahini
aceage wrote:Why cant noobs like myself join doubles? games?


Because new recruits have a higher likelihood of missing turns than players of other ranks. When you miss your turn in a doubles game it harms not only yourself but your partner as well. It's a partner protection measure.

Once you become a private (by completing 5 games) the restriction is lifted.

PostPosted: Mon Apr 30, 2007 8:02 pm
by aceage
oh ok, thank you

PostPosted: Tue May 01, 2007 12:14 pm
by GrazingCattle
tahitiwahini wrote:
aceage wrote:Why cant noobs like myself join doubles? games?


Because new recruits have a higher likelihood of missing turns than players of other ranks. When you miss your turn in a doubles game it harms not only yourself but your partner as well. It's a partner protection measure.

Once you become a private (by completing 5 games) the restriction is lifted.


Good question Aceage and good answer Tahitiwahini.

PostPosted: Tue May 01, 2007 3:20 pm
by wicked
noobs can still join private games if they're invited.

PostPosted: Wed May 02, 2007 1:34 pm
by GrazingCattle
wicked wrote:noobs can still join private games if they're invited.


huh, I didn't know that.

If someone would be interested on writing a couple tips on Freestyle games I would be more than happy to post them with you being accredited. I would but I don't play Freestyle and I don't think it would be fair for me to write about it since i would just be making crap up! lol

Thanks in advance!,

GC

Re: Community Tips for New Players

PostPosted: Wed May 02, 2007 1:44 pm
by joeyjordison
GrazingCattle wrote:"-#1- In Escalating games your 1st turn Deploy only, Do not attack unless you have 3 out of 4 territories on the small 2 Continents


i would slightly disagree. i will often attack first round but then miss an attack when it is not needed at some point. its sometimes possible to deter someone from getting a cont by attacking them first round and more....

Re: Community Tips for New Players

PostPosted: Wed May 02, 2007 1:58 pm
by hwhrhett
joeyjordison wrote:
GrazingCattle wrote:"-#1- In Escalating games your 1st turn Deploy only, Do not attack unless you have 3 out of 4 territories on the small 2 Continents


i would slightly disagree. i will often attack first round but then miss an attack when it is not needed at some point. its sometimes possible to deter someone from getting a cont by attacking them first round and more....


yeah, or in a case where you start with 2 countries in south america, and someone owns the other 2 countries, a first round attack on one of their countries would most likely have them accept your right to the territory....

PostPosted: Thu May 03, 2007 1:38 pm
by GrazingCattle
Joey you have a good point but, the principle behind the rule isn't don't attack the first round. The principle is early it is important to conserve troops until cards are highly valuable. Early they aren't.

Cards are valuable, but not until later in the game. That is the principle.

As joey pointed out, she might not attack another turn to fall in the back of the card line. This can be done, but what if you HAVE to attack the next 5 turns? What is the reason people attack the first round? to help secure a bones. If someone keeps breaking it, and you keep trying to retake it, cause hey thats 2 extra guys!, then you might have to attack the first 5 rounds. Then you have to cash in early. You can continue the logic from there, but the point is that generally it is better to hold off on attacks that first round. Hence the tip to not attack that first round.

These aren't set in stone by any means but they are beneficial. Can a mod sticky this to the top? It is helpful to beginners and veterans alike!

PostPosted: Thu May 03, 2007 1:59 pm
by kalishnikov
Excellent guide, good work and thanks.

And remember: tips are just that, tips. Not rules. Follow them, if you find a way that works better for you, by all means use it.

And I think the not attacking first turn in escalating is a good idea when you first start playing. That card seems very important, but with the dice it could cost 3+ armies even if there's only 1 defender. Later in the game the trade-ins will be so high, its just not worth it (genearally, for most people who would be reading this guide anyway) to loose that many armies early on just to gain a card, unless you have a shot at a small continet.

As far as Freestyle goes, just don't play it till you've got some experience, in my opinion.

Not that I really have any room to be giving advice, I've only completed 15 or 16 games to date and won 2 (one doubles, one standard).