When Is the Escalating Juggernaut not a good idea
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- safariguy5
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When Is the Escalating Juggernaut not a good idea
So I've played a lot of esc. games and I understand the point of escalating juggernaut. However, I'd argue that some large bonus heavy maps are not conducive to using esc. juggernaut strategy. World 2.1 and Conquerman come to mind (Conquerman mainly because of size). Are there any other maps where esc. juggernaut isn't a good idea and its better to go for bonuses to be competitive in troop count?

- The Neon Peon
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Re: When Is the Escalating Juggernaut not a good idea
The same concept of how to play escalating works from World 2.1 to Doodle Earth.
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jammyjames
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Re: When Is the Escalating Juggernaut not a good idea
only thing is you just have to use your head a bit more to make sure you get all of a persons regions

Re: When Is the Escalating Juggernaut not a good idea
The Neon Peon wrote:The same concept of how to play escalating works from World 2.1 to Doodle Earth.
But for larger maps such as World 2.1 and the like, if everybody just stacks and takes cheap cards the game will never end. Taking a bonus or 2 can pay off for a larger map.
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- safariguy5
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Re: When Is the Escalating Juggernaut not a good idea
I would argue that maps with a lot of small bonuses (Rail Australia, Solar System) would be more conducive to taking some bonuses. It might put you in a disadvantageous position to not be getting the extra 1 and 2 troops that everyone else is getting.

Re: When Is the Escalating Juggernaut not a good idea
Never played escalating but having played AoR 2 I find it hard to believe going for bonuses isn't the most optimal route there considering how quickly they snowball.
- safariguy5
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Re: When Is the Escalating Juggernaut not a good idea
Well, let's put conquest maps aside for this discussion.

Re: When Is the Escalating Juggernaut not a good idea
safariguy5 wrote:I would argue that maps with a lot of small bonuses (Rail Australia, Solar System) would be more conducive to taking some bonuses. It might put you in a disadvantageous position to not be getting the extra 1 and 2 troops that everyone else is getting.
This logic is still flawed... Going for a bonus can serve purpose, but wasting tons of men going for one is not a good idea. Keep it within reason.
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Knight2254
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Re: When Is the Escalating Juggernaut not a good idea
Bruce is right, depending on the size of the map and number of people in the game sometimes you don't even have to cash cards before the game is effectively over due to a team holding a bonus.Bruceswar wrote:safariguy5 wrote:I would argue that maps with a lot of small bonuses (Rail Australia, Solar System) would be more conducive to taking some bonuses. It might put you in a disadvantageous position to not be getting the extra 1 and 2 troops that everyone else is getting.
This logic is still flawed... Going for a bonus can serve purpose, but wasting tons of men going for one is not a good idea. Keep it within reason.
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waseemalim
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Re: When Is the Escalating Juggernaut not a good idea
I guess what people mean by an escalating juggernaut is a strategy of stacking troops and getting cards every turn, with the aim of ending the turn in one move.
Given that there are two main considerations:
1. The connectivity of the map
-- maps that are highly connected, as in there is a relative ease of getting from attacking one territory from any given territory, tends to favour stacking strategy. e.g. Waterloo, duck and cover, classic. On the othe side of the spectrum you have maps like solar system and draknor.
2. The size of the map
-- this is important because it determines how widely your opponents are spread. If they are spread widely the game is likely to last longer. The result of this is that bonuses start to take hold, before cashes can be large enough to justify a sweep. in a game of supermax or world 2.1 this factor can affect in a big way.
Given that there are two main considerations:
1. The connectivity of the map
-- maps that are highly connected, as in there is a relative ease of getting from attacking one territory from any given territory, tends to favour stacking strategy. e.g. Waterloo, duck and cover, classic. On the othe side of the spectrum you have maps like solar system and draknor.
2. The size of the map
-- this is important because it determines how widely your opponents are spread. If they are spread widely the game is likely to last longer. The result of this is that bonuses start to take hold, before cashes can be large enough to justify a sweep. in a game of supermax or world 2.1 this factor can affect in a big way.
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