Weapon of Choice
There comes a point in every Risk game when diplomacy has run its course, when the time for talking is over, when the doves of peace have all been locked up in prison and named as 'collaborators'. It is at those times that you must pick your weapons and here are some examples of the various weapons at the disposal of every CC General.
These weapons are suitable for no cards/flat rate multiplayer games.
The Nibble: Effectively a shot across the bows for your neighbour. Break the bonus, leave a 1 and keep forces behind only large enough to avoid the break back. Useful (for example) when your neighbour has gone for a second bonus and you feel the need to make your intentions clear.
The Raise: Assumes the 'threat of force' can be as effective as actual force. Involves stacking up on your neighbour's border. The idea is to stop your neighbour's push before it gets started to maintain balance. Often works well, but also allows your neighbour first hit (and attackers advantage).
The Break and Leave: Similar to The Nibble but leaving a 3 in his territory (assuming you've reduced him to a 3 deployment). Should have at least a 3 behind to both guard against the lucky break back and, more importantly, allow you to break again with ease.
The Cut: Either to be used as a method to stop a winning surge, or as the first stage in a three move invasion strategy. Involves breaking all the bonuses your opponent holds but only leaving 1's. The size of the force behind the original break determines whether this is a defensive or offensive move. i.e if if you merely guard against a 'cut back' you're playing the world policeman, if you leave a second invasion force then you certainly look like the aggressor.
The Cut and Leave: An opportunity to show some artistry in your killing. Take ten territories and leave 2's in all? Or how about a graduated 1, 2, 3, 4 defence..sadistic as hell and devilishly hard to get out. Also stage two in the three move invasion strategy.
The Cut and Behind the Lines Hold: Similar to The Cut and Leave but your invasion force is stacked in one strategic spot to either force your opponents remaining forces away from your borders or to set up a new bonus within his territory.
The Slow Creep Break your neighbour and leave a force in one territory large enough to (pretty much) ensure it holds. Next turn take another and leave a three. The following turn take another and again leave a three. Rinse and repeat.
The Invasion: No faffing about with this weapon. Involves the removal of all your opponents troops as well as the determination to hold what you've taken from other players on the board. The hardest move to play of all as well as, obviously, being stage 3 in the three move invasion strategy.
The Long March: My trademark move. To be used when faced by a situation whereby not moving equals Death by Sandwich. Involves one huge all encompasing cut+invasion of another's territory and the total relocation of forces into the new territory. i.e Playing NA/SA on 2.1 and cutting through Europe into Asia and conquering Russia/China/India in one move and then (using unlimited forts) moving everything out of NA/SA into Asia. You leave a whole lot of 1's for your opponents and (the hope) is that the turmoil involved in your move actually changes the game from Death by Sandwich into a favourable position.
The Suicide Stack: When faced by a superior force intent on your bonuses, the suicide stack is often the weapon of choice for the serious player. It effectively says to your opponent "No I'm not going to play fair here. Break my bonus and you'll get the lot in the face!!!" The opponent has to determine if 1. the stack is big enough and 2. if the you are bluffing or not. Best to keep the suicide stack behind the line IMO.
The End Game Push: Ideally used once you have 50% of the territories/troops. The concept is to send cutting armies against all your opponents at once. The hope is that your opponents are unable to get them all out thus increasing your next deployment/screwing their next deployment and allowing you to push again.
These weapons are suitable for no cards/flat rate multiplayer games.
The Nibble: Effectively a shot across the bows for your neighbour. Break the bonus, leave a 1 and keep forces behind only large enough to avoid the break back. Useful (for example) when your neighbour has gone for a second bonus and you feel the need to make your intentions clear.
The Raise: Assumes the 'threat of force' can be as effective as actual force. Involves stacking up on your neighbour's border. The idea is to stop your neighbour's push before it gets started to maintain balance. Often works well, but also allows your neighbour first hit (and attackers advantage).
The Break and Leave: Similar to The Nibble but leaving a 3 in his territory (assuming you've reduced him to a 3 deployment). Should have at least a 3 behind to both guard against the lucky break back and, more importantly, allow you to break again with ease.
The Cut: Either to be used as a method to stop a winning surge, or as the first stage in a three move invasion strategy. Involves breaking all the bonuses your opponent holds but only leaving 1's. The size of the force behind the original break determines whether this is a defensive or offensive move. i.e if if you merely guard against a 'cut back' you're playing the world policeman, if you leave a second invasion force then you certainly look like the aggressor.
The Cut and Leave: An opportunity to show some artistry in your killing. Take ten territories and leave 2's in all? Or how about a graduated 1, 2, 3, 4 defence..sadistic as hell and devilishly hard to get out. Also stage two in the three move invasion strategy.
The Cut and Behind the Lines Hold: Similar to The Cut and Leave but your invasion force is stacked in one strategic spot to either force your opponents remaining forces away from your borders or to set up a new bonus within his territory.
The Slow Creep Break your neighbour and leave a force in one territory large enough to (pretty much) ensure it holds. Next turn take another and leave a three. The following turn take another and again leave a three. Rinse and repeat.
The Invasion: No faffing about with this weapon. Involves the removal of all your opponents troops as well as the determination to hold what you've taken from other players on the board. The hardest move to play of all as well as, obviously, being stage 3 in the three move invasion strategy.
The Long March: My trademark move. To be used when faced by a situation whereby not moving equals Death by Sandwich. Involves one huge all encompasing cut+invasion of another's territory and the total relocation of forces into the new territory. i.e Playing NA/SA on 2.1 and cutting through Europe into Asia and conquering Russia/China/India in one move and then (using unlimited forts) moving everything out of NA/SA into Asia. You leave a whole lot of 1's for your opponents and (the hope) is that the turmoil involved in your move actually changes the game from Death by Sandwich into a favourable position.
The Suicide Stack: When faced by a superior force intent on your bonuses, the suicide stack is often the weapon of choice for the serious player. It effectively says to your opponent "No I'm not going to play fair here. Break my bonus and you'll get the lot in the face!!!" The opponent has to determine if 1. the stack is big enough and 2. if the you are bluffing or not. Best to keep the suicide stack behind the line IMO.
The End Game Push: Ideally used once you have 50% of the territories/troops. The concept is to send cutting armies against all your opponents at once. The hope is that your opponents are unable to get them all out thus increasing your next deployment/screwing their next deployment and allowing you to push again.