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The Society Is In Need of Teachers

PostPosted: Fri Feb 13, 2009 8:50 am
by wacicha
We teach 6 to 7 player Classic Sequential Escalating Terminator And standard. What we teach can be used on Most maps, but we teach on These settings only.
We do NOT Teach 1 on 1. We teach assembly line style. The basic First 4 same moves. Just learning these will increase the New Player's Strategy Level immensely.

We are expanding. Their will be an We should be getting a few hundred new students to Start.

Read this and If you Understand what we are trying to Do and would like to help Teach the new Players Email Me.


gloryordeath wrote:1st turn Deploy only, Do not attack the first turn unless you have 3 out of 4 territories on the small 2 Continents

- Reason - In an Escalating game it is all about cards and men. But the cards are not as important as the men in the first 2 or 3 turns. Think of it more like you have cards but the other guy is keeping them for you.
then fortify a different spot than where you deployed if it is 1 fort or everywhere you can if it is unlimited fort.

Do not ever try to take and hold Europe, North America, or Asia. (Africa is even iffy but can sometimes be done by a better player)

-Reason - You will be to spread out to properly hold and will spend all your men and effort retaking and fortifying the larger continents and will not be able to take out a weaker player because you are in one area instead of building on 2 or 3 different area's around the map.


2nd turn start to build 2 to 4 strong groups. You may now take easy cards, I.e. attack 1's but no more than twice. Try to never loose more than 2 of the 3 you deployed.

-Reason- The key is to be strong in all parts of the map or more so to be easily mobile to all parts of the map. Alberta or Ontario is the most important territories in USA not both just 1. In Asia it is Afghan or Mid East. Other starting points can and will at times be used but these are the most strategic paces to hold.

Every time you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out.


3rd turn is much like the 2nd but now we are looking to start to move to the key places to hold if we are not already in them.

-Reason- again we move by taking easy cards and advancing. Mobility is important! A large pile of troops blocked in with only one way out does you little good.

Every time you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out.


4th turn easy card and now the plays of other players are more defined. This means we look at who we think we can start setting up to take out first.

-Reason- Players fighting over bonuses or over attacking will be lower on points by now giving you an idea on who you can set up first. At this point you can start to take note of their placement on the map compared to your own and what it would take for you to get to them.

Every time you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out.


What does "Every time you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out." mean you ask?

1st don't pass up a easy kill another player could not finish because you were in a hurry.
2nd if they could not finish they are weak as well.
3rd killing someone for 10 points and no cards while weaking your troop level will lead to you being the next out.
4th other players gaining cards is a good thing for you, after all when you take them you can cash them for more troops to take more cards and so on.
5th there is no sweeter thing than logging in to see you have position and troop strength on someone with 5 cards and everyone else has large groups of cards setting you up to sweep the board by rolling card cashes.