Barricade Spoils

Suggestions that have been archived.

Moderator: Community Team

Post Reply

What do you think?

Awesome
8
62%
Pathetic
2
15%
Awesomely Pathetic
0
No votes
Pathetically Awesome
2
15%
No Opinion
0
No votes
Other
1
8%
 
Total votes: 13

User avatar
Joodoo
Posts: 1639
Joined: Fri Mar 21, 2008 12:19 am
Gender: Male
Location: Greater Toronto, Canada

Barricade Spoils

Post by Joodoo »

Concise description:
Cashed in sets of 3 like the other spoil types. It basically "barricades" the territories that are named by the spoil. The effect ends on the player's next turn, or when he/she is eliminated.

Specifics/Details:
Example:
Player A cashed in a group of B, C, and D barricading each region.
All three of the territories now possess the following properties:
a)No attacks can be made from the territory, so the troops in region B cannot be used for an assault.
b)No bombardments can be made from the territory.
c)No attacks can be made against the territory, so any territory connected so region C cannot attack it.
d)No bombardments can be made against the territory.
e)No troops can be reinforced into and/or out of the territory, so troops cannot be reinforced from region E to region D, nor can troops from region D be reinforced to region E.
g)No reinforcements can be made through the regions either. If region Z is the only region connecting region B and C, then troops from B and C cannot be used to reinforce each other.
g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.

How this will benefit the site and/or other comments:
Assassin Games: If another player is several territories away from killing off his/her target, you can use these spoils to stop them in their tracks.
Terminator Games: Can be used to "hog" the kill on a weak player.
Teams Games: Perfect protection for weak teammates.
General: Useful against territories with big stacks, as those stacks are temporarily useless.
Also, keep in mind that the territories affected are not necessarily under your control, so you can ruin or help an opponent with this spoil type.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
User avatar
greenoaks
Posts: 9977
Joined: Mon Nov 12, 2007 12:47 am

Re: Barricade Spoils

Post by greenoaks »

i voted awesome
User avatar
SirSebstar
Posts: 6969
Joined: Fri Oct 27, 2006 7:51 am
Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011

Re: Barricade Spoils

Post by SirSebstar »

I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random

Also I assume you mean ends on the start of the players next turn?
Image
User avatar
Joodoo
Posts: 1639
Joined: Fri Mar 21, 2008 12:19 am
Gender: Male
Location: Greater Toronto, Canada

Re: Barricade Spoils

Post by Joodoo »

SirSebstar wrote:Also I assume you mean ends on the start of the players next turn?
Correct.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
User avatar
Victor Sullivan
Posts: 6010
Joined: Mon Feb 08, 2010 8:17 pm
Gender: Male
Location: Columbus, OH
Contact:

Re: Barricade Spoils

Post by Victor Sullivan »

I like the idea, but I'm afraid my sentiments reside with SirSebstar's. This will be more of a nuisance than a benefit to the one who cashes it, it would seem.

-Sully
User avatar
shieldgenerator7
Posts: 619
Joined: Fri Oct 08, 2010 10:59 am
Gender: Male
Location: somewhere along my spiritual journey

Re: Barricade Spoils

Post by shieldgenerator7 »

I say all ago. It might take some tweeking of the concept but it's neat. I can't wait for this and the paratroop reinforcements.
Above all, taking the shield of faith, wherewith ye shall be able to defeat all evil. -Ephesians 6 KJV

My Smiley: ( :) ) --- it's got SHIELDS!
everywhere116 wrote:You da man! Well, not really, because we're colorful ponies, but you get the idea.
User avatar
TheFissk
Posts: 80
Joined: Wed Oct 27, 2010 12:55 pm

Re: Barricade Spoils

Post by TheFissk »

SirSebstar wrote:I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random

Also I assume you mean ends on the start of the players next turn?

it would be kinda like nuclear spoils i assume, to random to be useful
i'm not lost just exploring alternate destinations

Optimist invented the airplane, pessimists invented the parachute

I'm to good for victory
User avatar
SirSebstar
Posts: 6969
Joined: Fri Oct 27, 2006 7:51 am
Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011

Re: Barricade Spoils

Post by SirSebstar »

TheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful
Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balance
Image
User avatar
Joodoo
Posts: 1639
Joined: Fri Mar 21, 2008 12:19 am
Gender: Male
Location: Greater Toronto, Canada

Re: Barricade Spoils

Post by Joodoo »

SirSebstar wrote:
TheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful
Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balance
The spoils I suggest can also change a game. In an assassin game, there might be a player who is close to eliminating his/her target. If you can barricade their stack and one of their target's territory, then you can let that player's assassin take advantage of that situation and in turn, cause a shift in balance of power.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
User avatar
SirSebstar
Posts: 6969
Joined: Fri Oct 27, 2006 7:51 am
Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011

Re: Barricade Spoils

Post by SirSebstar »

g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.
i'd like these to be included so you can keep a certain area open. that would be.. wonderious. well except deployment. being able to do that is needed since it might be your last country.
but to loose autodeploy or even killer neutral prevention is.. wow
Image
Post Reply

Return to “Archived Suggestions”