Vandal88 wrote:You guys that walk around calling people noobs because they don't play thousands of games at the same time should stop complaining. I only joined CC a few weeks ago but I have been playing risk for over 20 years and I love the game. A game of risk should be fun and I personally enjoy seeking out a continent for a small bonus and proding my opponents borders until the cashes eventually end the game. I have resorted to your so called "escalating strategy" in certain scenerios but to use that as a sole strategy must get redundant and lame. Anyone can stack all their men on one territory and only attacks weak territories that surround them for a card until the cash reaches freakin' 80 or whatever, but that takes no strategy and actually makes the game boring. The game should be about maneuvering and shifting alliances, which comes about best when each player focuses on one or two key regions or continents. Not about creating "stacks". I find the Conquer Cup tournament very boring and disappointing because their are so many supposed "masters at escalating strategy" who have lost focus of the game and ruin it for those of us are here to enjoy ourselves. I got a new term, "stackers", and I won't be using it to describe someone in a positive manner.
Your definition of a 'stacker' (as you've publicly complained about in
Game 10038531) is rather misguided. Pink has a presence in five of the six continents - essential to stand a decent chance of eliminating a player whilst also remaining safe himself - while you yourself are confined and vulnerable, as is blue. If anyone was stacking it was you (on Dubai) which has cost you your troops in NA and in all likelihood any chance of winning the game.
You'll find the best (i.e. most successful) players are those who don't create stacks, by your definition, but who ensure they retain a good spread across the board. Who is harder to kill - the player with 6 x 4s spread over six continents or the player with 24 troops covering all six territories in Africa for a measly bonus (measly relative to the value of trades come Round 6)?
As equally important as personal growth in esc games is the protection of other players to prevent them being eliminated by a 3rd party. What's frustrating to a lot of seasoned players is to see their 'safe' 3 or 4 get whacked by someone hell-bent on taking a bonus. In my experience a bonus on the Classic map has never contributed to a win (not when there are four or more players).
This game (CC) can never really compare to playing the board game because it lacks the dynamic of ongoing conversation between the protagonists (you're one of the few, looking at your game chat, who actively seeks to make truces in esc games). Noobs also make mistakes that can cost games, e.g. believing they can attack St.Petersburg from Belarus on the Europe map