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Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 1:14 pm
by danryan
Classic - Quick & Dirty
Map by [player]Sully800[/player]
Guide by [player]danryan[/player]

[bigimg]http://maps.conquerclub.com/Classic.S.jpg[/bigimg]

Introduction
The purpose of this short guide is to quickly explain the basics of the classic map and different forms of gameplay to the new player. A more detailed guide with tremendous amounts of valuable information is provided at Classic and Classic Style Maps.

The Classic map is the most popular map on Conquer Club. It is a basic map of the world, including 42 total regions and 6 bonus zones. It is a medium sized classic gameplay map. This is a very flexible map which works with almost any settings. An excellent map for doubles because both teams will start with a 3 troop drop and 10 regions. On the small side for quad games but workable.

[spoiler=Classification]Size: Medium.
Bonuses: Balanced.
Complexity: Easy.

Features
  • None.
[/spoiler]

How to play Classic
[spoiler=Two Player]Each player begins with 14 regions, which equates to a troop drop of four per turn.

Your goals are, in this order:
  • Increase your regions to 15 (bigger bonus)
  • Decrease your opponent's regions to 11 (smallest bonus possible)
  • Attempt to take and hold Oceania
  • Attempt to take and hold South America
  • Attempt to take and hold Africa
[/spoiler]

[spoiler=Escalating]The general goal in a single player escalating game is to eliminate opponents for their spoils, especially if they allow you to cash spoils mid-turn (see the Spoils Guide for details). As a result you will want to consolidate troops into a few stacks, perhaps 3 or 4, on a combination of choke points or bottlenecks, and regions with good reach to the rest of the map. Good regions to build stacks on include: Chicago, Berlin, Dubai, Moscow, and Hong Kong. Make sure you collect a spoil every turn.

The map is excellent with escalating spoils for any number of players up to 8 for both terminator and standard games. Fog of war works well for the map and the regions with a lot of reach become key.[/spoiler]

[spoiler=Flat Rate, Nuclear, and No Spoils]Flat Rate: Oceania is the natural bonus zone most will gravitate toward, simply due to its single entry point but as a result fights often develop over control of it. South America looks easy to hold but is not due to having two regions which can access it. North America is an excellent long term bonus zone for these games because of its attractive ratio of bonus to territories needed to defend it. The main difference for nuclear spoils games will be the need to spread forces out in order to avoid being taken out by a lucky nuke. Focus on being able to quickly retake your bonus zones by strategically locating your troops and avoid the lure of the big stack!

After the initial maneuvering for bonus zones, unless one player is clearly ahead, the game will settle down into a build game where the long term goal is to position yourself to gain more troops on the drop (i.e. through region count advantage and zone bonuses) than your opponents, while looking for an opportunity to pick off the weakest. Diplomacy can be your best asset in build games.[/spoiler]

[spoiler=Team Games]Bangkok, Mexico City, and Dakar are important choke points in team games. For larger team games on this map, especially quad games, the usual strategy is to target someone for elimination. Zone bonuses are relevant for doubles and on some occasions triples. In quad games a team may try for Oceania or South America to distract the other team. Oceania is an attractive bonus zone so long as it has only one neutral region or none. It is not worthwhile to have to whittle down two stacks of 3 neutral troops for a +2 zone bonus. Unlimited reinforcements are generally not recommended for team games on an open map like this as they give the first team to take a turn a big advantage. I'd recommend chained or adjacent reinforcements.

For quad and triples games, it is best to have one player try to grow his strength and be the aggressor while the others support him. Due to the size of these games turn order becomes crucial because eliminations can happen in early rounds with either attacker's advantage or due to poor reinforcements.[/spoiler]

[spoiler=Additional Notes]As a general note on the map’s bonus zones, see the following:

Asia: +7 troop bonus, five entry points (i.e. 1.4 additional troops per tied down defense point).
Europe: +5 troop bonus, four entry points (i.e. 1.25 additional troops per tied down defense point).
North America: +5 troop bonus, three entry points (i.e. 1.33 additional troops per tied down defense point).
Africa: +3 troop bonus, three entry points (i.e. 1 additional troops per tied down defense point).
South America: +2 troop bonus, two entry points (i.e. 1 additional troops per tied down defense point).
Oceania: +2 troop bonus, one entry point (i.e. 2 additional troops per tied down defense point).

Based on this, it is clear that Oceania is far and away the easiest bonus zone to hold, while North America is the best value of the large zone bonuses with only three entry points.[/spoiler]

Other related strategy guides

Re: Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 1:16 pm
by AndyDufresne
===============================
This ends the Official Map Guide.

However, there may be relevant strategy discussion outside the scope of this basic map guide located in the below further discussion.

Please keep the discussion general so it applies to many situations. Guidance about your specific games should go in the main Strategy forum.
===============================

Re: Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 2:06 pm
by ComposerNate
North America actually has a 1.67 ratio: 5/3.

Re: Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 2:09 pm
by danryan
ComposerNate wrote:North America actually has a 1.67 ratio: 5/3.


Ouch, that is pretty silly, just bad proofreading on my part. :oops:

Thanks for the catch. It reinforces the point that NA is a great long term bonus to hold, though.

Re: Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 2:39 pm
by Shai
What about the hard to get asia + oceania bonus?
All you need is to hold magadan, moscow and dubai...

Re: Classic - Quick & Dirty

Posted: Mon Aug 23, 2010 2:42 pm
by danryan
Shai wrote:What about the hard to get asia + oceania bonus?
All you need is to hold magadan, moscow and dubai...


:D I think if you hold Asia and Oceania the game is over. I agree that Asia has a pretty defensible border but getting the interior cleared is incredibly difficult. I suppose in a 3 player game there might be a situation where this could occur, though.

Re: Classic - Quick & Dirty

Posted: Wed Oct 06, 2010 5:15 pm
by dbruser
Some tips i have learned for non-team games on this map are:
example - colors: red owns south america (sa), green owns north america (na), and blue owns africa, yellow owns oceania, pink owns europe (eu)
1) (red, green, blue, and 1 other necessary) Once u control ur country, a good strategy is to kill red's armies in asia, because now they will have a very dificult time getting cards, and for pink or yellow, you have also forced red to place his armies in sa, both eliminating a posible threat, and weakening blue and green (who are forced to protect themselves from additional red troups in sa).
2) (red, green, blue necessary) If you are red, make sure to have at least some armies in asia for the reasons in #1, unless you can easily attack green or blue.
3) (red, green, and 1 other necessary) It is often very easy in the early game for red to take Mexico, thus preventing green from taking Na, and can generally hold it until much later in the game.
4) (green, and 2 others necesary) if you are green and if there is no red, or he is very weak, NA + SA is a formidable combo, +7 troop bonus, and still 3 entry points (2.33 troops per entry point)
5) (long games) On south america, it can be effective to defend ur border if you place a few troops on Sao-Paolo, and Bagota (10-15ish), and stack a lot on Lima, because people will be hesitant to unleash the massed army gathered on Lima, this can also be effective in europe, with small numbers on Moscow, Itsanbul and Madrid, while stacking on Berlin, and Reykjavik. One problem with this strategy for europe is that people on Oceania, or SA can attack you while u have a limited ability for counter attacks.

Re: Classic - Quick & Dirty

Posted: Fri Oct 08, 2010 5:40 am
by Commander62890
Due to the size of these games turn order becomes crucial because eliminations can happen in early rounds with either attacker's advantage or due to poor reinforcements.
Nice. Well said. :)

Re: Classic - Quick & Dirty

Posted: Mon Mar 19, 2012 11:30 am
by redhawk92
quick and dirty?

Re: Classic - Quick & Dirty

Posted: Mon Jun 17, 2013 7:43 am
by laughingcavalier
kylegraves1 wrote:quick and dirty?

What else would you e xpect from danryan? :lol: