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Well in escalating spoils trench, Strategy wise, you can suddenly throw an army together into an area where you previously had no army. In other words The battle lines can be quickly and suddenly reconfigured and you could effectively lose one area but gain much more in another area as you shift your forces towards the new area.AndyDufresne wrote:Some good answers to consider. I'm still trying to tease out what main differences there are for Escalating Trench vs Flat / No Spoils Trench as well.
--Andy

Good Luck to you Andy and if there are any questions about the article or anything that you don't understand, then read it again.AndyDufresne wrote:I've got a few more Trench games going now...so we'll see how things go!
--Andy

Well so far OliverFA and Ace Rimmer have visited this thread and if neither of them have anything derogatory to say about the ideas that are discussed in this article then it is safe to assume that there is some basis to my understanding of TW games. I really don't know it all and I am just learning all of this like everyone else so please don't anyone hate me because I am so beautiful.Dukasaur wrote:Thanks for starting this discussion, Viceroy.
Personally, I'm not ready to offer an opinion on trench strategy yet. I've only played a few games of it so far, and I'm only beginning to evolve an opinion.
Let's hope some of the more brilliant minds on CC step forward here and give us an analysis!

I went ahead and tried to tell that to a few people and practically got belted across the mouth and titled a "heretic traitor." Practically."...and stacks are useless."
-Pirlo

My strategy is round limits. I noted this in the OP of the original GD Trench thread: https://www.conquerclub.com/forum/viewt ... 6&t=168689pmchugh wrote:Has anyone played ass trench yet? It essentially degenerates into a running match in which all players have stacks that are one step behind their targets stacks who in turn are one step behind their own target. The way to win seems to be to corner your target.
I have only played a couple of these games though, does anyone have a strategy to avoid this circular stalemate?
One of the first games I played was a quads, freestyle game with unlimited forts. My 3 mates were all in the European time zone where 10:00 am was equal to 1:00 am my time. We very quickly decided to all meet at that time so that we could coordinate our efforts from deployment to final forting and won the game in only a few moves, under a dozen I believe.Viceroy63 wrote:I agree that freestyle does not work well with Trench. Found that out the hard way! Also a lot of the strategies depend on the maps like Safariguy said...
"As for your comments about stacking, I think that really comes down to the number of players and the map."
I think that what I really need to learn is the classic map first and what setting make for a good trench game there. The next time I will try those other settings, No spoils, Chained and definitely Sequential. Got to try that next.
invite sent.. you are welcome!AndyDufresne wrote:Hm, some good thoughts. After some of my current games wind down, I'll probably try some Team Trench games to get a sense of that setting.
--Andy
Of course, I should have thought of that considering I use it in most of the trench games I have entered.chapcrap wrote:My strategy is round limits. I noted this in the OP of the original GD Trench thread: https://www.conquerclub.com/forum/viewt ... 6&t=168689pmchugh wrote:Has anyone played ass trench yet? It essentially degenerates into a running match in which all players have stacks that are one step behind their targets stacks who in turn are one step behind their own target. The way to win seems to be to corner your target.
I have only played a couple of these games though, does anyone have a strategy to avoid this circular stalemate?
And I never said, that you said, that I was right, Ace.Ace Rimmer wrote:I never said you were right. I tend to listen in on tactical discussions, learning what I can and not sharing what I know

The tl;dr effect will negate the value of what you say with all but a few people unless you do some ruthless self-editting.Ace Rimmer wrote:Honestly... I mostly glazed over what you read. I'm a victim of tl;dr on the internet, mostly.
I never asked anyone at anytime to be dependent on an alliance. But yes I was suggesting that it would be easier and beneficial to form an alliance and early in the game. I mentioned 5 good reasons in my article why forming an alliance is a benefit. Alliances are tools that do optimize a players chances for victory. As for backstabbing? They say that all is fair in love and war. "It's all gravy, Man."Dukasaur wrote:I have a couple criticisms of the article.
1) I think it relies too heavily on the idea of alliances. Many people simply find alliances distasteful and will never change their mind. Furthermore, there is no mechanism for enforcing alliances in CC, so anyone trying to use a strategy relying heavily on alliances will be forever a sitting duck for backstabbers. I think a strategy needs to address how to optimize one player's chances of victory, and if he finds alliances to make it easier along the way then so be it, but don't ask him to be dependent on them.
I think that you have your facts backwards Sir, concerning that game. Anyone who really scrutinizes the game logs will realize that it was not the stacks or lack of stacks that got me eliminated but rather wave after wave of attacks with Yellow and Blue trying to place a stack in NA. and me trying to maintain an area for my standing army. I was not about to allow a stack next to mine that would eliminate me when the spoils got any higher. It was all part of the game as that is the whole point to Trench Warfare.Dukasaur wrote:2. You're too quick to pronounce "the stack is dead." I think you learned the hard way in Game 10943678 that the stack is not dead. By blindly pursuing your "New Way of Thinking" in an Escalating game with too few bonus zones to justify it, you basically handed the game to Leehar.

As to your third point; You are right. That is why from now on I will endeavor to keep my articles short and sweet. I realize that perhaps the reason why I don't have too many readership is because there is too many details in the deep. I would also add that this is the type of comment that should have been made in the strategy section of the Newsletter before post time. Don't you agree? But again, If Sully said nothing to me about it, then why should you or anyone else from the Newsletter for that matter? One person that did hint it was CMS5. So Thank you both for letting me know in your own way.Dukasaur wrote:3. My third criticism is purely stylistic. It reads nicely, but it is just too long. This is the Internet Age; people have short attention spans.

Alliances and diplomacy are tools that some use and others don't. For the most part, I pretty much avoid them. I'll make mention of things in game chat, saying so and so is gaining bonus zones, so why don't you focus on assaulting them and not me, etc, but I rarely form solid diplomatic relations.Viceroy63 wrote:I never asked anyone at anytime to be dependent on an alliance. But yes I was suggesting that it would be easier and beneficial to form an alliance and early in the game. I mentioned 5 good reasons in my article why forming an alliance is a benefit. Alliances are tools that do optimize a players chances for victory. As for backstabbing? They say that all is fair in love and war. "It's all gravy, Man."Dukasaur wrote:I have a couple criticisms of the article.
1) I think it relies too heavily on the idea of alliances. Many people simply find alliances distasteful and will never change their mind. Furthermore, there is no mechanism for enforcing alliances in CC, so anyone trying to use a strategy relying heavily on alliances will be forever a sitting duck for backstabbers. I think a strategy needs to address how to optimize one player's chances of victory, and if he finds alliances to make it easier along the way then so be it, but don't ask him to be dependent on them.
Thank You Andy!AndyDufresne wrote:
Alliances and diplomacy are tools that some use and others don't. For the most part, I pretty much avoid them. I'll make mention of things in game chat, saying so and so is gaining bonus zones, so why don't you focus on assaulting them and not me, etc, but I rarely form solid diplomatic relations.
But I do think diplomatic relations are probably a little more powerful in Trench Games, because it might just be more difficult to fight back a gang-up when your assaults are limited as they are.
Dun dun dun!
--Andy


