Moderator: Academy Team
Hi Fewnix;Fewnix wrote:Red here. while it may seem premature o start looking in round 2 at the possibility of eliminating someone, that is one part, one important part of the F4M guidelines - always knowing who is the weakest player, and even more importantly, whether or not you can eliminate him. Two separate questions. . In a map with settings - Terminator, sunny, unlimited forts- the search for answers to those two questions should be a priority. we also need to keep in mind the flip side all the other players are looking at the chances of eliminating This started to be my focus in plans for round three

Under the same circumstances I would still have eliminated Blue when I did simply because if I did not some one else would. Better it be me then another.kierkegaard_2 wrote:Good comments.
This debrief shows the the risk/reward of bonuses.
Playing strategically with hindsight,my weakness to red is evident. It would have been interesting if I had used the active game log to ally with green, reinforce all to Bangkok to protect green's bonus and convinced green to deploy all to NY to spread the stacks out.
I may attempt to start using the game log in active SoC games for this type of discussion.
If I had taken this action and alerted the other players, what would have been your reaction to green's strength? Would it still have been to eliminate me?

I sincerely hope that I am not sharing too much information here with everyone. I wouldn't want to bore anyone.Fewnix wrote:Red here.
The most likely target for me to eliminate in round 6 is Blue currently the weakest player on the map with 19 troops and 3 spoils. Assuming my plan listed above works, in round , 5 I would have 18 troops basically adjacent to blues 19 or so troops, depending on what happens between rounds. With only a 3 deploy and a set only IF I I pick up a third red this round ,that would give me about 25 troops to eliminate 20? or so blue troops. possible but not likely, and I hear you teach, trying would just make me a target,.>
But If I take a spoils this round and a spoils round 5, I start round 6 with 4 spoils, I could have a set to cash and that set could be worth more than 4. if someone has cashed a set, While there are other possibilities, blue is most likely to be the weakest player then , I would probably have a reasonable chance of eliminating him and then and it would trying. Blue is about my rank so eiminating him would give me about 20 points virtually guaranteeing I do not lose any points this game. Picking up blues 5 spoils would give me another set and a good chance to survive and eliminate at least one more player, before being eliminated. giving me a net gain of over 20 points . Etc.

.Always know who is the weakest player and whether or not you can eliminate him

Fewnix wrote:F4M as Opening Move and a reply to some points
Much of this discussion involves the First Four Moves( F4M) that are the core of SoC teaching and that we should all attempt to master. Here's my thoughts and an attempt to reply to some points..
I see F4M as an excellent "opening move" covering the first phase of a Terminator game, played on the Classic map with settings - sunny escalating spoils, unlimited fort. As in chess the opening moves cover only the first phase ot the game , the other phases being the middle game and the endgame. While there are defense elements in F4M, decreasing the chances of you being eliminated early in the game, it is strong on offense, putting you into a position where the odds favour you making 1-2 kills per game (winning 25% or so) and "that will be enough to see your score move up and your fun increase",
Sorry Vice, F4M tells us, I believe correctly, that in the first move, except in certain situations, you should pass on trying for a spoils and concentrate on building up the stacks, It also tells us you may pass on getting a spoils in the second round, if the circumstance are not right, but should look to taking one if reasonable. If you have not taken a spoils in the first two moves, you should look to getting spoils your third and fourth moves, even in unfavourable circumstances. Putting that together, as the game enters round 5 and the middle game begins, you, and most of the other players, should have 2 or 3 spoils - a pass in one of the first 4 moves equals 3 spoils, a pass in two of the first 4 moves equals 2 spoils.You should also have a reasonable number of troops 20+ concentrated on 3 to 5 stacks 6+? in different parts of the map- North America, Europe, Eastern Asia?..
I try in the first four moves to:.Always know who is the weakest player and whether or not you can eliminate him
That doesn't mean that I would try to eliminate someone in the first four moves, most likely the odds would be against a successful attempt., but I would attempt to know from teh beginning of the game to the end, if there is someone I could eliminate or am close to eliminating and adjust my play accordingly..
At round 5 we can say the middle game begins, with most players in the game looking for someone they have a reasonable chance of eliminating. There will almost certainly be one or more elimination attempts by round 9, quite possibly by round 8 and possible by round 7 or even 6 or even 5. I see any attempt to eliminate someone, whether tried by you or someone else, whether successful or not, as the start of the end game. . Not the end of the game. though it may be the end for someone, the start of the end game.,
One thing that we have to understand is that the game of world domination is nothing in comparison to the game of Chess. The game of Chess has absolutely no element of chance or luck in it what so ever. Chess is a game of pure mind power and a language which translates into the game pieces. Who ever understands and masters that language of Chess is ultimately the winner and that is all that there is to Chess.F4M Introduction wrote:
These are some guidelines to help you learn how we play terminator escalating games. Once you master these concepts, you'll be able to play almost any other game type. Keep in mind that you will not win every game you play with these tactics even the best among us only win 25-30%. What we have learned is that we can make 1-2 kills per game (winning 25% or so) and that will be enough to see your score move up and your fun increase.


Hind sight is an excellent way to learn tactics. All the best boxers watch videos of themselves in previous fights to see what they did wrong and not do it again. Also the military is famous for teaching from past battles lost what the mistakes were so that future general will not repeat those mistakes.Kiwi_NZ wrote:I split my troop deploy here,I think it was wise,as to build equal stacks across the board.
I just read >
Viceroy63 Assessment of Round 04
hindsight is a good thing,most likely the right thing to do,with my troop deploy here




kierkegaard_2, Blue would have done better moving his stacks further away from one another. His stack in Astana is right next to his stack in Hong Kong. Why? You do not need two stacks right next to each other as it defeats the purpose of having stacks. You might just as well then make one very strong Hong Kong stack.kierkegaard_2 wrote:Blue here. Thx 4 advice. That would have been best.






Do you know that at the time I did not even considered Blue as well? I don't think that anyone really did and when it fell into my laps I was like, Dame! what good luck. I was not trying to be ready for blue or anything and if anyone else had blocked me it would not have been me who won that game but some one else. I am learning here, just like you are.Kiwi_NZ wrote:2012-02-02 19:59:57 - Kiwi_NZ received 3 troops for 5 regions
2012-02-02 20:00:06 - Kiwi_NZ deployed 2 troops on Istanbul
2012-02-02 20:00:15 - Kiwi_NZ deployed 1 troops on Montreal
2012-02-02 20:00:35 - Kiwi_NZ assaulted Madrid from Istanbul and conquered it from ronshippau
2012-02-02 20:00:45 - Kiwi_NZ ended the turn and got spoils
At the timeI thought equaling out my stacks was the best,
but In hindsight,I didnt keep an out out for the weakest link > blue
I'm now doing this before and after my moves,I've read the soc guide,a few times,but my human nature is to skip read at times,even though,I read the bit about the weakest player![]()

I want to point out something here. I don't know if Green used the right click or not and he is certainly not debriefing us that information and I am not about to drag him in here for a confession, if he wants to share, he knows where the office is; But I suppose that Green used the right click on the assault and conquer of Hong Kong.With a failed attempt at eliminating Blue, Green goes back home in a fit of depression. Just like the dinosaurs who dominated this planet for 150 million years and that was no guarantee of survival, so also does dominating an entire bonus zone does not guarantee a successful elimination.



That's true; But when you get to the point when you see that you don't have enough troops left to finish the job, then you might, just maybe, if you have any self control left, figure, "I better stop." I'm just saying that if you have that kind of self control then regular click would be the way to go. I thinks so anyway. I think that I would have at least stopped at 04 troops left Because there would not have been enough troops for the job then.dhallmeyer wrote:Sometimes single clicking and losing is harder to stop than Auto. Hard to say what actually happened from this vantage point.









Keep in mind that you will not win every game you play with these tactics: even the best among us only win 25-30%. What we have learned is that we can make 1-2 kills per game (winning 25% or so) and that will be enough to see your score move up and your fun increase.
Your Plans: Cash my set and eliminate green,
My set will give me 10 plus a 2 auto -deploy on Capetown F5 where I already have 4. That Capetown F5 6 and the 8 I have on Dubai A1 would give me 14 troops and a good shot at eliminating greens 7 on South America - 14 v7 . To up the odds a bit, I plan to deploy one (just one 1) on Capetown giving me 15 v 7 a 8 surplus. I have only one troop on Mumbai to attack the 5 green on Oceania, so I plan to depoly 12 there, Mumbai A6 giving me 13 v 5 another 8 surplus. I am open to fien tuning the deply.
Once I eliminate green I will have points for the elimination and a reasonable chance of survivng to cash my newly acquired 5 set and eliminate another player. I may want to set up a string of doubletons to increase my chacne of survvial,noting:
Yellow, the player after me and the to be elimianted green, will have to cash a set worth 12 and starting with 24 troops has some chance of eliminating someone and running the board . Perhaps more importantly, pink, the player after yellow will have to cash a set wotrh 15 and with 34troops currently and a 6 deploy could run the board. Cyan with 44 troops and 3 spoils may be able to cash the set and run the board. If I survive to the next round. I will have a set worth 20 and some chance of taking out another player and running the board.
P.s. There is some chance I could eliminate yellow and get his 5 cards, cash them and then eliminate green, run the board.. but there is not a good chance and trying would weaken me for elimination and a net losss of points..
The above respectfully submitted.
your student,
Fewnix
Re: Basic Terminator 10476657 -student Fewnix
by macbone on Sun Feb 05, 2012 5:31 am
Fast-moving game, eh? One player down already, and another about to die, and it's only Round 6. By all means, Fewnix, fien tune that deply! =)
You're faced with a dilemma here. Do you go for a kill, perhaps evening your points won/lost, or do you play for the win? Yellow is tempting, but your chances are only about 27% of taking him out.
If you go for the green kill, you're going to be depleted in troops and ripe for elimination.
I usually deduct -2 from each additional stack in a particular kill run, since you won't attack usually from there with 3 or less, although in this case, a 3v1 is certainly doable. I'd advise 2 more on Cape Town, not 1 more, and only 11 on Mumbai.
This will give you 14 v 3,2,1,1 (89% success) and 12 v 1,1,1,1,1 (93.5%), for an overall 83% chance of success. This will likely leave you very weak, however, and Yellow and Cyan are in particular positioned to take you out, given the cards and good dice.
I'd like to see you play for the win, but in this case, you might as well go for the low-hanging fruit. Good luck, man!

