Moderator: Cartographers
God Emperor Q wrote:Great kingdom, warlords, and rebel have the advantage b/c they have one choke point before they get to (what i assume) is going to be a 10.
Other than that.... OMG IM SO EXCITED
caymanmew wrote:God Emperor Q wrote:Great kingdom, warlords, and rebel have the advantage b/c they have one choke point before they get to (what i assume) is going to be a 10.
Other than that.... OMG IM SO EXCITED
they all have that
Mr_Adams wrote:caymanmew wrote:God Emperor Q wrote:Great kingdom, warlords, and rebel have the advantage b/c they have one choke point before they get to (what i assume) is going to be a 10.
Other than that.... OMG IM SO EXCITED
they all have that
no they don't. great kingdom has 5 and 6, Realm has 4 5 and 6, feudal has 5 and 6, Warlords has 2 and 6, imperial has (effectivly) 4 and 5 (assuming 6 is left for bombard), Barbarian has 1 5 and 6, clan Rhu has 1 2 6 and 7. Rebel has the huge advantage of only having 6. You can effectivly sit directly behind your 10 and build. take all territories except 5 and 7 (or 3 and 7), using 5 (or 3) to bombard for cards and sit in wait. for the other castle, the primary strategy will be to take all territories excpet one leading to 7 and one to bombard. Rebel will have a slight advantage, but a slight advantage is an advantage.
Reb 7 should be attached to Reb 4. maybe 5 as well
natty_dread wrote:I was wrong
porkenbeans wrote:Sully is right, but I think that a map should have these differences, in the advantages of one bonus over another. This is all a part of being wise enough, to study the board. It is these advantages that allow for a better player to win over a less talented player. Even if you look at the original risk board, you will see the same thing. So I say kuddos to those like sully, that have the skill to read a board. Its all about skill and intelligence, ...and not just blind luck.
Humrlmo wrote:
If not said already....NICE JOB GIMIL!
porkenbeans wrote:Also, just because a certain bonus IS better than its peers, that does NOT mean necessarily, that you should always go for it. In a game with good players it may be wiser to stay away from the areas that are the hottest contested, as this will tend to wear down your forces quickly.
Kotaro wrote:As for you Humrlo, you can go ahead and split your stacks if you don't like my strategy. I'll just come in, go around your stack, snatch your castle, and bombard your larger stack to as low as I can get it. i need the easy points.
sully800 wrote:Kotaro wrote:As for you Humrlo, you can go ahead and split your stacks if you don't like my strategy. I'll just come in, go around your stack, snatch your castle, and bombard your larger stack to as low as I can get it. i need the easy points.
Too bad you can't do that to the player on Rebel, since there is no need to split any stack to get a larger bonus. That was the entire point, because in every other kingdom splitting the stack is probably not a great idea since someone can steal the castle, but in Rebel you don't need to split anything. Hence the suggestion to modify the borders slightly.
It is not likely to come into play very often, and therefore doesn't create any large problem. This only matters in the intermediate stage between leaving your kingdom and grabbing a village or attacking someone else's castle. But it's a curiosity since the territories mentioned look like they actually should be connected and for every other kingdom they are.
Users browsing this forum: No registered users