Discussion Topic: Trench Warfare, A New Way of Thinking.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
I'm about to win a 6 player trench game. It's been taking forever! Game 10934223 (North America) - but it's in fog so you can't see much. The initial thoughts there were for people to team up and some of that happened for a while but that didn't help them. I got some lucky rolls, kept (relatively) quiet and I think my low rating helped
. But seriously, after gaining territories and getting region bonuses it was simply a matter of ensuring I had big enough stacks to handle anything. By the time I stumbled on another players stack of 36 troops, I was already getting 31 troops a round and they could be easily swatted. It is definitely not a game to sit on your laurels! It's not finished yet so anything could happen but I doubt that even I could screw that up!!
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
thehippo8 wrote:I'm about to win a 6 player trench game. It's been taking forever! Game 10934223 (North America) - but it's in fog so you can't see much. The initial thoughts there were for people to team up and some of that happened for a while but that didn't help them. I got some lucky rolls, kept (relatively) quiet and I think my low rating helped. But seriously, after gaining territories and getting region bonuses it was simply a matter of ensuring I had big enough stacks to handle anything. By the time I stumbled on another players stack of 36 troops, I was already getting 31 troops a round and they could be easily swatted. It is definitely not a game to sit on your laurels! It's not finished yet so anything could happen but I doubt that even I could screw that up!!

This is an excellent point for the 70-75% of the win game. In this game you have approximately 80% of the game or Territories. Even if they all ganged up on you, they can not win. On your next turn you should be able to eliminate one or two of them and this game is over simply because you can not stop a snowball going down hill building up and getting bigger as it goes.
In the future I hope to see a setting where once you get to this point the game is automatically over and the winner is declared.
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MGSteve
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
I am not a fan of Freestyle but must totally disagree with the previous posts stating that Freestyle is a bad game for Trench. Horse feathers! I got into a freestyle game of quads on the the WWII Europe map with Zap Brannigan, Steiner75 and Lt. Razak. As their time zone is 9 hours ahead of mine and we happened to all meet up there in the 1:00am to 1:30am time slot in my zone, we decided to continue to meet at the same time and here is the secret to winning in freestyle trench:
Always have every member of the team present at the same time so that the entire turn can be taken while being carefully choreographed from the first deploy to the final fort. That way if player A is unable to take all of his targets without getting below 4, player B can deploy more troops on him so that he can finish cleaning out that 3rd tert or what have you. Then that are will be clean of opponents and player A can then fort all the survivors to the front lines, wherever needed that he can reach.
By carefully working together with every mate throughout the turn, we were able to make maximum usage of the best deploys to wherever needed and the best forts to best places. By using this practice, we were able to win the game and do it quickly. No long, slow, grinding game lasting forever. So freestyle most definitely works well for teams in TW (Trench Warfare).
Always have every member of the team present at the same time so that the entire turn can be taken while being carefully choreographed from the first deploy to the final fort. That way if player A is unable to take all of his targets without getting below 4, player B can deploy more troops on him so that he can finish cleaning out that 3rd tert or what have you. Then that are will be clean of opponents and player A can then fort all the survivors to the front lines, wherever needed that he can reach.
By carefully working together with every mate throughout the turn, we were able to make maximum usage of the best deploys to wherever needed and the best forts to best places. By using this practice, we were able to win the game and do it quickly. No long, slow, grinding game lasting forever. So freestyle most definitely works well for teams in TW (Trench Warfare).
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
MGSteve wrote:I am not a fan of Freestyle but must totally disagree with the previous posts stating that Freestyle is a bad game for Trench. Horse feathers! I got into a freestyle game of quads on the the WWII Europe map with Zap Brannigan, Steiner75 and Lt. Razak. As their time zone is 9 hours ahead of mine and we happened to all meet up there in the 1:00am to 1:30am time slot in my zone, we decided to continue to meet at the same time and here is the secret to winning in freestyle trench:
Always have every member of the team present at the same time so that the entire turn can be taken while being carefully choreographed from the first deploy to the final fort. That way if player A is unable to take all of his targets without getting below 4, player B can deploy more troops on him so that he can finish cleaning out that 3rd tert or what have you. Then that are will be clean of opponents and player A can then fort all the survivors to the front lines, wherever needed that he can reach.
By carefully working together with every mate throughout the turn, we were able to make maximum usage of the best deploys to wherever needed and the best forts to best places. By using this practice, we were able to win the game and do it quickly. No long, slow, grinding game lasting forever. So freestyle most definitely works well for teams in TW (Trench Warfare).
thanks for the tip...
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
Escalating Trench, on maps that are open (I.E. not a lot of narrow areas or corners), doesn't often make for a great game if it continues well into spoil cashing. So I think I am going to look for more maps with bottlenecks and corners for some of my next games.
--Andy
--Andy
Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
AndyDufresne wrote:Escalating Trench, on maps that are open (I.E. not a lot of narrow areas or corners), doesn't often make for a great game if it continues well into spoil cashing. So I think I am going to look for more maps with bottlenecks and corners for some of my next games.
--Andy
This is true: Game 11031756
I think escalating is best left out of trench.
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MGSteve
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.
AndyDufresne wrote:Escalating Trench, on maps that are open (I.E. not a lot of narrow areas or corners), doesn't often make for a great game if it continues well into spoil cashing. So I think I am going to look for more maps with bottlenecks and corners for some of my next games.
--Andy
Those types of maps are great and may I suggest that you try WWII Europe for them? It has a number of places where you can seal off a good sized segment in 1 tert. It's a great map for a host of reasons. Another one that I'm going to have to try trench on is Rail USA, maybe R. Europe, too. They're cram-packed with chokeholds and can't touch this connections but they're also in-line. That's the factor that makes them like trench in a way. Anyone interested in getting a game or 3 going on those maps, let me know.
