by mrblitz on Sun Jan 04, 2009 1:13 am
Talking Classic games: The best players are usually spread around the mapboard, so eliminating someone from the game often requires multiple attack routes.
Consider your attack paths when going for an elimination. Attempt the weakest series of attacks first. If the first phase fails, you can save the troops from the other attacks for later.
If the weakest attack succeeds, then continue forth with your other attacks and decide what to do from there.
Consider going for this combination: a) easiest-to-eliminate opponent with b) the most spoils cards.
Once that first opponent is eliminated; lather, rinse, repeat. If the spoils sets are large enough, and the remaining series of opponents weak enough to be taken out one after another; then it's just a matter of making the attacks and cashing.
In speed games, this can be difficult for the player with a normal, dial-up connection. I've lost my share of games by running out of time.
In sequential casual games, the juggernaut is easily completed within the 'hour.'
Consider watching all of the spoils cards in the game, and noting which players are becoming capable of knocking out which other players, including yourself.
The early, big attack from stack to stack can take two players out of competition.
Early, big battles are not only strategically unsound in this type of game, but uncouth. That's not to say I haven't made my fair share.
To set up the juggernaut, it's best to remain strong and invisible on the board.
But if a person wants to rise in ranks they need to show patience, and timing. Being competent at some basic mathematics/statistics also helps. Seeing the board is another thing. Reading the other players is a factor.
And if you get the dice babay, that's just a bonus.
In these types of games, big opportunities often open up. A player might go for the elimination on another player, and fail. So both players are crippled, and at the mercy of the next player to field enough armies to take advantage.
The most solid (overwhelming armies and good attack paths) of plans can survive bad dice. Often, having enough armies to cover for bad dice is a luxury. So they called it, 'risk.'