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for the starting bonuses, notice that you get armies for holding two of one type of planeBavarian Raven wrote:...has anyone else found how the starting bonuses work...my first game, first round i got 12 armies...
As well as any AA territory.frogger4 wrote:for the starting bonuses, notice that you get armies for holding two of one type of planeBavarian Raven wrote:...has anyone else found how the starting bonuses work...my first game, first round i got 12 armies...
I don't know about the Ford Island thing. There are lots of great places to start on the map! Just check out the oil fields. Defendable by two borders, but you can quickly expand into the planes just above the oil. Those share one of the borders, and you control the AA to bring down any opponents in there and prevent future attacks.EdwinG wrote:Having now played this map I would suggest several changes.
The bonus for having 2 planes in a group should be reduced from +3 to +1.
Ford Island is the key to winning. It's far to easy to defend and once you get it all you have to do is work clockwise around the island to win. The one-way attacks from Hanger A and Control Tower out to the ships should be two-way. The bonus for Ford Island is effectively +7 with the 2 AA batteries. I think this is too high.
Controlling any one of the battleships West Virginia, Oklahoma, or Tennessee cuts the map in half. There should be another way to work around this bottleneck.
I love the AA attacks. I think the AA batteries should have more targets.
This is an incorrect statement. The way that BOB reads the XML causes this error. BOB does not properly handle pairings for partial bonuses. Therefore, it does not assign them until ALL terrs in a bonus are held. This causes them not to show whilst partials and then to incorrectly show whilst full. So, BOB gives out incorrect predictions on Pearl Harbor and Italy.TipTop wrote:Oh and the plane bonuses stack. holding all 7 zero's for instance gives you 14 reinforcements!
that is playing escalating, with all of the bonuses, I don't think that is to great of an ideaDAZMCFC wrote:i`m in my 2nd game on this map(escalating), i`ve just wiped out 3 players and cashed in 4 sets of cards. had all the z`s and 4 k`s, the navy yard and oil fields. then the next player goes, cashed in worth 40(i think), wiped me out in navy yard and oil field. gutted.
killaknight wrote:I think the the naval yard and/or the oil fields are the best place to start.
If you can get the dry dock and the cruisers you get a 8 bonus. the whole southern area of that map has the best opportunity for bonuses and is relatively easy to defend.
The oil field is a good choice because it has the AA gun to take out the planes of players that might be menacing your control of the oil yards.
If you can manage to get the naval yard, oil yard and cruisers you will have a great chance of winning the game. you should have at the very least 24 armies per turn and if you have Oklahoma and Pennsylvania these will be the only two places you need to defend. The two AA guns will keep the other players from getting big plane bonuses.
I applaud anyone who has ever held Battleships for even a single turn.
Miners suck!
Destroyers are also a good start because of only two areas to defend as long as you have the four zero's to give you that extra 4 bonus giving you 10 total for just the mentioned.
Good luck to everyone on this map, take your time counting other players potential bonuses before deploying or attacking. many people find the bonuses too confusing to figure out and that will be their downfall.
