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Improve Our Play

Postby Goose Gone Wild on Thu Apr 24, 2008 3:04 pm

Game 2299391

About Me:
New to the site and online risk in general. I have alot of friends I'm playing with who are also new to the site. I hate to lose, and am very competitive.

Thread Purpose: Since were new were probably making a few stupid mistakes, I think we have all been experimenting with some things, for example I've noticed that it seems better to keep two men instead of only one in some situations because your one man will have a better chance of winning. I'm not really sure about some of the stuff were doing and wether or not it would work against people who have a bit more experience. We recently started a doubles game with three teams, since some of us had internet connection problems yesterday we couldn't finish the game, now I'm looking at the game planning my move. It occured to me that you guys might know more about the best way to go about some of the things I'm pondering, so here we go.

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We have been doing pretty good all game with executing our plans, we started off by having me cripple Europe, and than my teammate came up from behind to control it. There was a one in Brazil so I grabbed it from North Africa, on team ones turn they missed there rolls and it allowed me to slowly take over the rest of South America, bad luck for them. We were planning to take out red next turn and so we knocked out Afghanistan and I was planning to knock out his guys up in North America, this is where things didn't work out perfectly. The green player fortified his men into red boosting him enough to keep him alive if we rushed him down. Me and my partner talked and we decided that we were going to try and hold on to Europe so we can get the five man bonus. My planned turn when Bloody El finishes is to put all of my men on North Africa to protect West Europe, to see if I can get a card easily, and to fortify from Kam[blah] to Alaska. The card was going to come from either Congo, or if yellow takes green, perhaps Central America. We had things in hand until we realized you can fortify a team mates territories. Now I'm wondering if red has a set and will break both of our bonuses. Were still setting up to be in a position to take red out, but what would you do?
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Re: Improve Our Play

Postby Goose Gone Wild on Thu Apr 24, 2008 3:10 pm

Also, as far as odds go. Lets say you have four armies to work with and you want to play defensively in a place like Siam and Indonesia, or Central America and Venezuela. Is it better to put 2-2 split, or all 1-3? I would think that 3-1 would be the weakest because you can be weakened and than they can still push forward with another border territory.
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Re: Improve Our Play

Postby Fruitcake on Thu Apr 24, 2008 3:30 pm

Red is going to break both your bonuses if he can. With your team on the back foot, Team 1 become the board superpower. They have the cards, and the bonus...if you hold a bonus, then you and them go head to head.

Those forces on Siam are for the chop chop unless you do something with them. They are wasted. You have an easy card off Siam, may as well use those armies for something. You have a small bonus coming, yellow is unlikely to break, then red arrives on the scene, so he is your main problem. After yellow has taken turn, the single on ven is wasted for this round, your partner can plant back into ven on his turn (before green takes his turn) so efficiency of resource use means he can be used in the fort. So your plant has to be cute, that is to say it has to be in such a way to inflict max damage on red while still protecting both borders. At the end you can always slide the single thru to n africa/w euro to add to defence of the small/main bonus. Having said all this you also have an issue with blue on your northern border...it is unlikely he will allow a 5 bonus to occur if he can avoid it, he has no easy cards elsewhere all said and done.

I, rightly or wrongly, would write the euro bonus off for now, make sure the SA bonus is safe, give those reds a pounding after ensuring my card elsewhere. The forces on S euro can be used for future attacks.

The odds of the dice rolls favour the defender higher numbers. This seems obvious, so I will explain. if you have more than 1 defender, the roll is 3v2 dice, this gives a better defence in % terms to singles. Everyone who knows about these things will tell you, the win rate on 3v2 dice is far lower than the win rate of 3v1
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Re: Improve Our Play

Postby Phantom7 on Thu Apr 24, 2008 3:35 pm

Fruitcake wrote:Red is going to break both your bonuses if he can. With your team on the back foot, Team 1 become the board superpower. They have the cards, and the bonus...if you hold a bonus, then you and them go head to head.

Those forces on Siam are for the chop chop unless you do something with them. They are wasted. You have an easy card off Siam, may as well use those armies for something. You have a small bonus coming, yellow is unlikely to break, then red arrives on the scene, so he is your main problem. After yellow has taken turn, the single on ven is wasted for this round, your partner can plant back into ven on his turn (before green takes his turn) so efficiency of resource use means he can be used in the fort. So your plant has to be cute, that is to say it has to be in such a way to inflict max damage on red while still protecting both borders. At the end you can always slide the single thru to n africa/w euro to add to defence of the small/main bonus. Having said all this you also have an issue with blue on your northern border...it is unlikely he will allow a 5 bonus to occur if he can avoid it, he has no easy cards elsewhere all said and done.

I, rightly or wrongly, would write the euro bonus off for now, make sure the SA bonus is safe, give those reds a pounding after ensuring my card elsewhere. The forces on S euro can be used for future attacks.

The odds of the dice rolls favour the defender higher numbers. This seems obvious, so I will explain. if you have more than 1 defender, the roll is 3v2 dice, this gives a better defence in % terms to singles. Everyone who knows about these things will tell you, the win rate on 3v2 dice is far lower than the win rate of 3v1


And that's why Cakes feedback has the word strategy mentioned more times per post than just about anyone else I have played with/against...
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Re: Improve Our Play

Postby BaldAdonis on Thu Apr 24, 2008 5:29 pm

Phantom7 wrote:And that's why Cakes feedback has the word strategy mentioned more times per post than just about anyone else I have played with/against...

In a good way?

Drop on North Africa and Iceland and attack East Africa. Your armies are better as attackers than defenders. If you don't kill him, take a card from Siam. Easy-peasy. Fortify Kamchatka to Alaska, or North Africa to W Europe for better defense.
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Re: Improve Our Play

Postby Goose Gone Wild on Thu Apr 24, 2008 6:24 pm

Wow, didn't know I could put guys on my allies territories, should have paid more attention. That actually fixes up a lot of my problems.
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Re: Improve Our Play

Postby Phantom7 on Fri Apr 25, 2008 2:17 am

BaldAdonis wrote:
Phantom7 wrote:And that's why Cakes feedback has the word strategy mentioned more times per post than just about anyone else I have played with/against...

In a good way?


lol...you are just too funny...
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Re: Improve Our Play

Postby MeDeFe on Mon Apr 28, 2008 6:52 am

I'll be off on a tangent here, but the apostrophe is your friend. Use it to your advantage and remember that were =/= we're
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