RISK Domination VI: Finished! (user search)
       |           

Welcome, Guest. Please login or register.
Did you miss your activation email?
June 07, 2024, 05:26:35 AM
News: Election Simulator 2.0 Released. Senate/Gubernatorial maps, proportional electoral votes, and more - Read more

  Talk Elections
  Forum Community
  Election and History Games (Moderator: Dereich)
  RISK Domination VI: Finished! (search mode)
Pages: [1]
Author Topic: RISK Domination VI: Finished!  (Read 73540 times)
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« on: March 12, 2008, 09:40:25 PM »

Interesting.  Given the difficulty in holding the plains, it may be a few rounds before Kansas finally falls this game.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #1 on: March 14, 2008, 08:41:28 PM »


I think I may have an idea.  Placing all 4 in Ohio was a risky strategy in my opinion, but gets him out of a probable West Coast fight and unlike placing all his forces in New Hampshire left him with some options as to where to go depending on where other players placed their initial forces and how the four players that go before him play.  If Josh had decided to go after the Southwest instead of the Midwest and TN2024 had built up in Alaska instead of Vermont,  both of which were plausible choices, the Woz would be in excellent shape right now.  As it is, I don't think he's in any worse shape than if he'd gone after the Southwest unless Josh gets impatient and attacks Ohio before Woz goes after the Mid-Atlantic or the Southeast which are the obvious targets for him at present given the first round of builds.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #2 on: March 21, 2008, 07:06:20 PM »

What people who are blithely predicting victories for certain players are forgetting one fundamental thing that is likely to bring many strategies and those who make them to their knees:

Joe is rolling the dice. Tongue
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #3 on: March 25, 2008, 03:39:45 PM »

I've always played with the understanding you could clobber the enemy with three dice, then place however many battalions you like into that area anyway, but if I can only attack with 2 then that is fine.

If you were to attack New Hampshire from Massachusetts with 3 battalions and won on the first battle  you would be free to move as few as 3 or as many as 13 battalions there.  The restrictions are you must move in at least as many battalions as you used to attack with and you must leave at least 1 battalion home.  The other battalions, if any, are free to stay or go as you please.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #4 on: March 26, 2008, 05:06:36 PM »

Meeker's in a tough spot.  The way the map is, Gustav is almost certainly going to want to attack Nevada next round, so trying to get and hold the Southwest is unlikely to succeed unless he can make an arrangement with Gustaf.  With no prospect of taking and holding a region, making a single attack to gain a RISK card or blitzing west to deny Gustaf the Pacific bonus looks like the best short term strategies.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #5 on: April 02, 2008, 08:19:17 PM »

Assuming Micky Doe still has Gustaf as his concern, his logical action is Idaho to Oregon.

However, he may wish to abandon Gustaf or logic.

Attacking Colorado and then Oklahoma would cause the maximum achievable chaos.

If he wishes to try and develop the Plains and leave Gustaf and Mariner to bother each other for a while, taking North Dakota should be his choice, possibly with a battalion used to reinforce Idaho.

Finally, if he plans on using a lack of cards as a selling point for not attacking him, attacking either Kansas or Missouri should achieve that goal, along with giving us all a good laugh if he succeeds.

Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #6 on: April 03, 2008, 07:36:08 PM »

Move all from South Carolina to Georgia and end turn. (Yes, it does make sense.)

It makes lots of sense.  Unless you lose control of the Southeast because someone takes Mississippi, you'll be able to counterpunch from Georgia.


Josh isn't doing what I have would have done with all those armies, but then I wouldn't have ever tried to hold onto the Midwest in the first place.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #7 on: April 03, 2008, 10:38:40 PM »

Move all from South Carolina to Georgia and end turn. (Yes, it does make sense.)

It makes lots of sense.  Unless you lose control of the Southeast because someone takes Mississippi, you'll be able to counterpunch from Georgia.


Josh isn't doing what I have would have done with all those armies, but then I wouldn't have ever tried to hold onto the Midwest in the first place.

You'd either have tried to wipe me out or take Verily's regional bonuses, right?  Can't figure out which one.



No, I had in mind something more audacious than either of those limited goals, taking out both you and Gustaf.  If he'd placed everything in Missouri and headed west, he'd have had a pretty fair shot at accomplishing that.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #8 on: April 06, 2008, 08:24:23 PM »

Kansas is getting to the point that if there were that neutrals did random attacks with 3 battalions when they have 6 or more battalions would be an interesting complication.  As it is, I now predict that Kansas will get second place in this game, as I can't see anyone wanting to attack it now that it will have 7 battalions at the start of the next round.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #9 on: April 17, 2008, 05:24:28 PM »

I'm really, really not a fan of changing the rules in the middle of a game, but I am toying with the idea of capping Kansas' battalions at 10 (a precedent for future games).  Does anybody (particularly the remaining players) think this might be a reasonable idea?

Well, Kansas provides an amusing roadblock in the middle of the country, and it'd be fun if it was one person vs. Kansas.

Actually, if you're going to change the rules, making it so that Kansas could attack would be interesting, but should be left to a future game.  Here's a simple rule for it:
If a neutral country has 6 or more battalions at the start of a round, it makes random 3 battalion attacks until it either wins or has fewer than 6 battalions.  Randomly attacking neutrals can be fun.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #10 on: April 21, 2008, 12:22:47 PM »

That's possibly the worst luck I've ever seen. Attack AR-MS, then have all of my forces commit seppuku (kidding).

I think they were already doing it without orders.
Logged
True Federalist (진정한 연방 주의자)
Ernest
Moderators
Atlas Legend
*****
Posts: 42,144
United States


« Reply #11 on: May 07, 2008, 06:32:36 PM »

Unable to make any further moves, General X's turn has ended.

Might want to fix this.

Meh.  It's a much cooler name, don't you agree?

Only if you can't wait for the Speed racer movie to come out.
Logged
Pages: [1]  
Jump to:  


Login with username, password and session length

Terms of Service - DMCA Agent and Policy - Privacy Policy and Cookies

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Page created in 0.042 seconds with 13 queries.