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doubles strategy

PostPosted: Fri Mar 27, 2009 4:12 am
by hugeo
scenario :in dbls games on a classic map, or any 40ish territory map probably....
with escalating spoils..and usually unlimited R

1.these maps give a pretty big advantage to first player
2.spoils mean poo in my opinion...
these games are over before spoils escalate to 12-15, and they generally counteract each other
3.having a few more territories means everything...24-16 territories= 8-5 reinforcements
4. any bonus, even +2 means everything...grow a territory a turn
5. the trick to doubles play, unlimited R, is to always fully reinforce your mate
(even play like 1 player)

these r my feelings, but unfortunately not of my previous, more experienced teamate...
-who thought spoils are everything-
perhaps he wasnt used to smaller maps, dbls play(really 1v1), or unlimited R

maybe spoils important on a big map, but even then?

Re: doubles strategy

PostPosted: Mon Jun 22, 2009 12:20 am
by Georgerx7di
hugeo wrote:scenario :in dbls games on a classic map, or any 40ish territory map probably....
with escalating spoils..and usually unlimited R

1.these maps give a pretty big advantage to first player
2.spoils mean poo in my opinion...
these games are over before spoils escalate to 12-15, and they generally counteract each other
3.having a few more territories means everything...24-16 territories= 8-5 reinforcements
4. any bonus, even +2 means everything...grow a territory a turn
5. the trick to doubles play, unlimited R, is to always fully reinforce your mate
(even play like 1 player)

these r my feelings, but unfortunately not of my previous, more experienced teamate...
-who thought spoils are everything-
perhaps he wasnt used to smaller maps, dbls play(really 1v1), or unlimited R

maybe spoils important on a big map, but even then?


To a large degree I agree with what you have posted. Territory count is extremely important in dubs. You correct yourself at the end, bonuses are very important too, although usually second to territory count. As for cards, whoever is ahead can aford to turn in second and so card often just boost the existing advantage, although they can add a twist or two into the game. Not sure that I agree with #1 though, maybe maps with over 48 territories. Especially 48 to 51 territories where you start with 12 a piece.

Re: doubles strategy

PostPosted: Mon Jun 22, 2009 9:06 am
by iancanton
Georgerx7di wrote:Not sure that I agree with #1 though, maybe maps with over 48 territories. Especially 48 to 51 territories where you start with 12 a piece.

that's why any new classic-style maps that have 48 to 51 (or 60 to 63) regions will have starting neutrals or some other method to stop 4 players from starting with 12 (or 15) regions each.

if u're interested in such matters, then please come to the map foundry, where u can discuss the gameplay and graphics of new maps in production.

viewforum.php?f=10

the drafting room is where u'll find new projects before they reach the foundry proper. mapmakers are usually very welcoming of comments at this early stage to help them to shape their maps.

viewforum.php?f=241

ian. :)

Re: doubles strategy

PostPosted: Mon Jun 22, 2009 11:49 am
by YoursFalsey
Not sure I agree with the statement that spoils mean poo. In most games, certainly the general scenario you described, you ultimately want to gain an advantage in armies/turn over your opponent. Balancing your priorities between getting armies by territory, by spoils, and by bonuses is part of the art of gameplay. A small bonus early on can be critical, so first move, particularly if taking one territory can reduce a foes territory armies, can be huge. Territory bonuses are tougher to come by in a doubles game, I think, because it can be hard to coordinate peaceful transfer of territory w/o another team taking advantage of the gap between your turn and your partner's turn. Spoils has two big effects.

One, it forces you to be more agressive- sometimes games hit a stalemate/standoff position where players don't wish to risk weakening themselves by attacking- in a no spoils game, they just slowly build and make timid attacks, backing off if they lose more troops than they want. With spoils, they attack because they cannot affort to let opponents gain the advantage of getting spoils if they do not.

Secondly, almost every escalating spoils game I've ever been in has ended by steamroller- one player cashes in a set for a decent sized stack of armies, uses that set to kill another player, which gives him another set that he has to cash, which allows him to kill another player, etc. Many player's whole escalating spoils strategy is simply survive long enough that I can be the steamroller. (Not elegant, but it does work sometimes)
If anything, I would say escalating spoils have less effect on a SMALL map, because it is lesslikely the game will last long enough to see the spoils escalate.


I would say the trick to doubles play is to find a good partner- I mostly play pickup games I find on the game finder screen, and it's amazing how many people want to play doubles games without ever sharing any plans/requests with their partner...