Discussion Topic: Trench Warfare, A New Way of Thinking.

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Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

This article came out in the Strategy Section of issue 70 of the Conquer Club Newsletter. Just read it below in the show/hide box and be sure to leave your comments and discussions in this thread.

Thank you!

Trench Warfare, A New Way of Thinking. by Viceroy63
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Trench Warfare, A New Way of Thinking.
By Viceroy63

For the record and before all, I must express that no Tournament Organizers or Players of this type of setting were consulted for the writing of this article. This is simply my understanding of "Slow and Gradual Expansionism" which is how this type of game is won. At least that is the impression that I get after reading so many forum threads about Trench Warfare. Anyone wishing to correct or add further to my understanding of the following ideas and concepts is most welcomed to contact me through PM. I shall very much enjoy any and all dialog about this topic, especially if you have played or organized any TW games. I will even follow this article through with other articles as facts and figures come to my attention. Or better still, if you would like to write your own article on your strategy for TW games, it would be a privilege to post it right here in the strategy section of the Newsletter. A discussion thread also exist for this article as well and any strategy discussions that may ensue. The Link is at the bottom of the page. I would also enjoy very much being invited to any newly created threads on this topic. Thank You!



[1] I only recently learned about the new setting, “Trench Warfare.” Probably, like most of us, I assumed that it was some new World War I European map. But then like most of us, I discovered that it was a new setting on the same old maps but with a different twist to it. For those of us who are unfamiliar with this new setting, let me quickly lay it out for You. No more marching across continents and regions and conquering the world in one single turn. With this setting you can only conquer Adjacent Territories or Regions and then you can go no further on that turn. So for example on the classic map, if you conquer Moscow from Dubai, you can still conquer say Nairobi from Dubai but you can not conquer any region from Moscow on that turn as Moscow is a recently conquered region as would also be Nairobi for that turn. You must wait until the next turn to conquer from Moscow or Nairobi and again, any regions conquered from Moscow or Nairobi must then also wait until the next turn after that to be used to attack from there. Is everyone still with me so far?

[2] The setting is like for a time when armies fought and lived in trenches or dugouts and dug their way through the earth around to the enemy in order to outflank them. In their trenches they were safe from the flying bullets overhead, but the progress of the war efforts were slow and difficult. Now obviously this makes for a much longer game but it also allows for strategy and singular armies to play a more key role in the game. It also necessitates the forming of alliances. Something that in regular CC mode games is really not a desirable option because the game goes by so quickly (in the majority of the games) that no sooner is an alliance formed that the opportunity to take advantage of it by breaking the newly form alliance arrives. So why even bother? It even makes one appear like their word is no good. “Man, you make an alliance with me, only to break it?” But in TW, an early alliance can make all the difference if done correctly and last for a while or even till the end of the game if the alliance works well together. At least I am of that opinion.

[3] Now why am I of the opinion that alliances need to be formed in order to gain the advantage? Because the simple fact that there are no sweeping attacks mean that the world has to be conquered systematically by way of slow expansionism. There simply is no other way. Consider for example the strategy of the stack. This strategy works because like a spring uncoils and jumps forward, so is the potential energy that is stored in the stack, that is ready to spring forward in the assault. The potential power to eliminate another player is contained within the concentration of troops in that stack. But when the stacks can not jump then there is no advantage in the diverse stacks in different parts of the game map. In other words the single (1) standing army is now the objective to achieve, and not the different stacks.

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[4] The stacks are now delegated to the position of a standing army in that Zone on TW games. It can not effect another zone or jump to another zone but must move around within it's adjacent regions one region at a time per turn. Since the standing army can only effect a zone more effectively than a stack (from a non TW game), because a stack no longer has any say in the matter because it no longer exist with the potential power that it does in a regular CC game map, then a strong standing army is what is required for the control of a zone. Imaging if you would, two players each using the different strategies just outlined. player “A” has three stacks of 10 troops in each stack in different parts of the game map and player “B” has just one standing army of 30 troops anywhere on the map. Let's say North America. Both have the same number of troops only in different uses. But the stacks can no longer effect the standing army in NA. Unless one of those stacks exist already in North America.

[5] Now obviously the standing army in North America commands more control in the NA zone, in a TW game, than any of the other stacks. None of the stacks can successfully stand against or even reach the standing NA army. At least not in the same turn. The three stacks must all be combined into one standing army in order to Challenge the standing army in North America. So it is this kind of warfare between singular armies rather then correctly position stacks waiting to just jump into the game play, that is the order of the day. Also the standing army can gradually progress forward leaving a secured zone behind. Since it has an ally guarding it's other border(s). This means that instead of several stacks vying for survival throughout the game map, you then have just one combined army (of 3 stacks in one), achieving the same objective, the security of the zone and the expansion of the borders. Many may not accept this new pattern for play but if slow expansionism is the way to win then this is how game play must proceed for greater success.

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[6] Understanding this principle that the strategy of strong standing armies is the goal and not the stacks is why alliances then become a necessity. When you have to fight on all borders then you tend to distribute your troops more liberally because you are trying to hold on to all of your borders. But when one of your bordering sides is protected by an ally and naturally you are protecting your Allied border as well, then you can concentrate the distribution of your troops in a smaller area or region thus forming your standing army more easily. And this is why Alliances become a necessity in these types of game settings. If you try to do it alone then the game becomes that much more arduous and grueling with only minimal progress being made per turn as you play for Spoils in hope of receiving that timely right spoil which never comes because all the sets of spoils are timely in TW games. The player who establishes and maintains a standing army in their zones however, will eventually stand better then those who have only “stacks” here and there and everywhere.

[7] And so then this brings me to another thought. If slow and certain expansionism is the way to win, as it is in TW games, then does it not make sense to concentrate all of your attention into a single zone and expand outwardly from there? Or does having stacks spread throughout the game map offer any real assistance in conquering the world? In other words, on the one hand you are trying to just grab a slice of pizza on the run and on the other hand you are trying for the whole pizza pie on the run? It seems to me that grabbing a slice on the run is more of a doable option than trying to grab the whole Pizza Pie. And so is concentrating all of your efforts into a single zone more doable then having stacks all over the game map that are all eventually subject to attacks by different players during the course of the game, especially when the spoils get high enough. It has to be easier to maintain a single standing army in a zone rather then build up stacks all over the place. The single standing army will greatly benefit from all of your undivided attention where as your stacks will not.

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[8] Here again we see where the need for an early alliance comes into play. Say you are going to concentrate in North America on the classic map. And so you set about concentrating and dropping and attacking solely in North America allowing all of your other troops throughout the rest of the world to face defeat and shame at the hands of other armies in those zones. Now at the same time another player is concentrating his efforts in Europe for example. Doing the same as you are and building a strong standing army in Europe at the cost of all of his other troops else where on the game map. Does it not make sense then that if North America and Europe form an Alliance that the border of Montreal and Reykjavic need not be built upon thus allowing the North American standing army to concentrate to the West and to the South. Similarly the European standing army can also concentrate to the East and to the South? Because neither player need to concern themselves with the North American/European border, then both standing armies could concentrate their war efforts to the trenches at hand and thus expand each one in their different, other directions.

[9] But some may ask? “Shouldn't one wait to see how the others are developed before allying yourself to anyone?” I say, “No!” The whole point of an alliance is to make it easier to develop in the first place. The sooner that alliances are made the sooner that the players can begin to benefit from those alliances. It matters not even if both armies are in the same zone, say in Asia. If in the early rounds an alliance is formed then one can develop to the East while the other develops to the West both covering each others borders making it easier to develop both armies and thus expand outward from there. Even the possibility of carding off of each can exist between Allies that are not attempting to take each others regions but simply carding out of necessity.

[10] Again I state that those who can form early alliances with other players, will have an advantage over those who do not. In the end, an early alliance can only; Promote stability in the regions; Create the possible card spot for those difficult situation or should troops become depleted; Assure protection to the borders of both players; Allow for the concentration of fire power in order to expand in other directions and; Most definitely gain the troop advantage over other players who are not allied to any other players in the game themselves. With so many Benefits and advantages to an early alliance, how can anyone possibly reject the idea right off hand? True that eventually alliances must be broken But I personally would rather enjoy the greater chance of making it to the number two position because I allied myself to another player, rather then face an early elimination from the game. And breaking the alliance is all in the timing, but that is for another article. Those who choose to go it alone will face just that in view of a superior standing army. An Early Elimination.

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[11] Two thoughts that need to be addressed however:
One is that escalating spoils is the setting that should be used in these types of Trench Warfare games, unless you want your games to last an eternity. The escalating spoils then mean that eventually the bonus zones are not what you are trying to gain or control but a certain area or space for your standing army to grow and flourish in. This means the removal of others in your zone or area as quickly as possible becomes a priority before the spoils get really high and any stacks still in your area of even perhaps three troops could become a potential threat to your standing army in your zone. But as pointed out to me in conversation by Dhallmeyer; Escalating and Freestyle do not make a good combination for the most fairest of games as most people can not take full advantage of this and those who can will. I see now that the most fairest game setting would be Sequential with flat rate. A No spoils setting would tend to give the advantage to those who own the bonus regions and again, but it may not take forever to finish the game. And to me personally, Nuclear doesn't fit well with the theme of the setting either. Also, it would be best to put a round limit on these games as they will just tend to go on for ever otherwise.

[12] Two is that you will always encounter players who still play by the strategy of the “Stacks.” Given the opportunity to move a stack into your low populated zone will be enticing to them. But eventually this is what it comes down to. The fight for your zone or area. They must then either adapt to the new way of playing and face the eliminations of their stacks by all of their neighboring players or resign and retreat from your standing army in the zone. If you think about it, to invest troops into stacks only to lose the stacks is not logical. When the spoils get high enough the process of eliminating the stacks will commence. And with the elimination of the stacks could also come the elimination of players. So the very strategy of stacks is what could lead to your own elimination. But the player with a standing army in a zone under his control will then be able to march that standing army into battle later on in the game. After all these games will not be determined by the stacks or how many stacks, but by the sheer force of the standing armies that are left.

[13] So in summing this article up; The new way of thinking in Trench Warfare is the singular standing army and how best to build and to maintain it. You can not play this type of setting with the old style strategies and game play. A whole new book of strategy and game play must be written for TW games. The idea of building up stacks in diverse parts of the game map is no longer a functional concept but a dysfunctional one bound to bring disaster as the individual stacks are attacked by different players and disappear during the progression of the game as the spoils increase. The strategy of the stack could even lead to the elimination of players when the spoils get high enough. The building and maintaining of one standing army in the zone and later on, another second standing army as the need arises in order to expand into other zones thus allowing for the maximum fire power possible is, in my opinion, the way to go in these types of games. Expansionism can only come from a force that's within and that force is the singular standing army and not the strategically placed stacks all over the map that have little or no power in the face of a superior standing army. Those who commit to playing this type of setting with the old rule book are bound to learn a hard lesson in defeat.

All photos used in this article were compile from the following websites.
http://herolettersww1.blogspot.com/2010 ... m-wwi.html

And the Youtube Video from, Youtube.
Last edited by Viceroy63 on Thu Jun 28, 2012 6:31 pm, edited 2 times in total.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

The Newsletter is out now and so is the article for your reading pleasure. You can read the article in the first post right here. All comments and opinions are welcomed.

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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Dukasaur »

Thanks for starting this discussion, Viceroy.

Personally, I'm not ready to offer an opinion on trench strategy yet. I've only played a few games of it so far, and I'm only beginning to evolve an opinion.

Let's hope some of the more brilliant minds on CC step forward here and give us an analysis!
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Roussallier »

I've tripped over myself in several TW games now that I started, this will take some getting used to. I'm starting to like defending by attacking, though I have yet to try it on anything other than 1 vs 1.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Chariot of Fire »

Now if the title had said "Trench Warfare, A New Way of Farming".....
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by AndyDufresne »

Roussallier wrote:I've tripped over myself in several TW games now that I started, this will take some getting used to. I'm starting to like defending by attacking
Mmhm, it is a pretty novel idea. In the Trench game I have going now, my whole strategy was to expand, expand, expand, but that may not be the best strategy with escalating cards mixed in I think I am finding out.

But in all, I am having fun with Trench.


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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

Roussallier wrote:I've tripped over myself in several TW games now that I started, this will take some getting used to. I'm starting to like defending by attacking, though I have yet to try it on anything other than 1 vs 1.
That's an interesting way of seeing it, "Attacking to Defend." But there is also the strategic withdraw as well in order to conserve your troop strength, if and when you can, until you get a set of spoils.

Granted I believe that no spoils make for a faster game in a way but then the winners are already determined by who holds the bonus zones. Fighting for spoils makes the bonus zones unimportant then and any one can win.

I know you did not mention spoils, I did. But my thoughts are that you "Attack to Defend" until you can get the next set spoils. Or you can also attack and withdraw (gaining a card and maintaining your forces) when you can until you get the next set of spoils.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by gimli1990 »

Viceroy63 wrote:
Roussallier wrote:I've tripped over myself in several TW games now that I started, this will take some getting used to. I'm starting to like defending by attacking, though I have yet to try it on anything other than 1 vs 1.
That's an interesting way of seeing it, "Attacking to Defend." But there is also the strategic withdraw as well in order to conserve your troop strength, if and when you can, until you get a set of spoils.

Granted I believe that no spoils make for a faster game in a way but then the winners are already determined by who holds the bonus zones. Fighting for spoils makes the bonus zones unimportant then and any one can win.

I know you did not mention spoils, I did. But my thoughts are that you "Attack to Defend" until you can get the next set spoils. Or you can also attack and withdraw (gaining a card and maintaining your forces) when you can until you get the next set of spoils.


i disagree viceroy if you can get a bosus and get a buffer in any direction of the enemy has to it then it is still valueable because then it will take more then one round to break. and then you have time to reinforce and possibly destroy the attacking force

but it also depends on the number of players it is a 8 player game and you manage to get the bosus with buffer's you are golden unless they all ally against you which i doubt

the strategy i like to employ is get the quick bosus and get buffer's as soon as possible if it cannot be done then i start looking for other possibilites of building my empire. i adjust to whatever the situation allows for.
i love we finally got AA otherwise known now as trench YES!!!!!
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

Yes; but I think he means attacking to keep the buffer as a defense. I just did not make myself too clear in that last post. I could be wrong; But if the enemy takes the buffer, I call it trench, same thing, and if you don't take it back by attacking it, then the enemy can mount an attack from the trench. So you have to attack to defend. But what if you don't have an option and an attack is mounted at the trench, and you don't have a whole lot of army? It would depend on your army, I would think? If big enough to stand toe to toe then you fight, but if not I would rather keep my army in tact and go off to the side temporarily (if I could) until I can come back with bigger numbers. I would attack a weaker spot to card and then withdraw my forces from the trench. If the enemy puts a big army in the trench and I can't take it out without losing a lot myself and if I had some place else to go that is.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

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Chariot of Fire wrote:Now if the title had said "Trench Warfare, A New Way of Farming".....
I guess it's hard to farm games that New Recruits can't even join.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by thehippo8 »

Interresting gameplay. It makes you think more carefully about where to drop, where to attack, when to move and when to stop. I wonder if it will affect my other games!
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by safariguy5 »

I think you said that you suggest flat rate settings. I don't like flat rate because a quick 3 card rainbow set will severely tilt the game in favor of a single person. Escalating is the way to go for me.

As for your comments about stacking, I think that really comes down to the number of players and the map. On a really large map with a lot of bonus regions like First Nations of North America, I could see all the players grabbing some bonuses and building. However, if we were to talk about a map like Classic, there are only a couple of bonus regions that reasonably could be taken. If you go for a larger bonus, it's going to take a lot longer to get and you're going to spend a lot of troops trying to get it. Not to mention the fact that people who secured the smaller bonuses will try to establish buffer zones, which makes it even harder for you to secure a larger one. Grabbing bonuses is definitely player and map dependent, factoring in certain variables like whether or not it's a spoils game and what the drop looks like.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by OliverFA »

thehippo8 wrote:Interresting gameplay. It makes you think more carefully about where to drop, where to attack, when to move and when to stop. I wonder if it will affect my other games!
Or said in another way, it makes you develop long term strategies ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by OliverFA »

As long time player of this kind of game, back when it was called Adjacent Attacks, I'll write a few of my thougts. Of course they are my opinion, and in no way represent the absolute truth ;)

I think the most important pro of this kind of game is that it allows for real strategy to be developed. The way in which you organize and command your troops trully matters. In "normal" game, the most you can do is establishing a strong barrier, or stacking on a key region. In trench, you can actually develop a more elaborate strategy. In fact, there is no "single" strategy. There are several strategies that can work, and they depend on the player personality, the current situation and the map. For some situations stacking everything in a stack of doom may make sense. For other situations fighting in two or more fronts can be the way to go. Sometimes a player can sacrifice a few regions in one front to secure a bonus somewhere else, or finish an enemy.

In my opinion, escalating it's not the best way to enjoy those settings. With escalating at some points the map bonus and geography lose importance, and thus the strategy gets less important too. Specially the "split in half" movement that breaks the supply lines loses importance when your enemy is about to deploy 300 troops next turn... My ideal settings are No spoils (but Flat Rate is ok too) and chained reinforcement. Specially I find chained reinforcements so cool because it creates a single very powerful movement each turn, which become the right balance between the useless adjacent reinforcement and the too powerfull unlimited reinforcements.

At first I thougt that freestyle could work well with those settings, but I have learned through experience that with trench freestyle still favours the player who can be always online, so it's better to use sequencial and if you get bored waiting for your turn just join more games.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

I agree that freestyle does not work well with Trench. Found that out the hard way! Also a lot of the strategies depend on the maps like Safariguy said...

"As for your comments about stacking, I think that really comes down to the number of players and the map."

I think that what I really need to learn is the classic map first and what setting make for a good trench game there. The next time I will try those other settings, No spoils, Chained and definitely Sequential. Got to try that next.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by rdsrds2120 »

So far I prefer conquest style maps for trench.

Specifically, you can now feasibly win on AoR2 by the win condition, and I disagree that freestyle isn't optimal (unless it's casual, then I could see where that could be a chore).

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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

rdsrds2120 wrote:So far I prefer conquest style maps for trench.

Specifically, you can now feasibly win on AoR2 by the win condition, and I disagree that freestyle isn't optimal (unless it's casual, then I could see where that could be a chore).

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I want to elaborate on my thoughts about Freestyle. The nice thing about trench is that if gives real strategy play a real chance to be played. Even in escalating games when you think that it's the size of the troops that you are about to receive for the set of spoils traded in that matters but there is also, where you drop them and for what purpose that also counts. Since there is no longer any sweeps that clean the maps then troops correctly place and positioned, have more options in the formation of game planning as in for example, the diversionary play. This means that the world is always changing and your strategy has to fit the future shape of game play to come.

Freestyle has a certain trick to it, and I call it a trick and not a strategy because this trick can only happen with Freestyle regardless of the other settings. In the trench setting, I like to call this trick, "an Alexander." This trick is when a player has the right cards and position in order to set himself up for a play by being the last person to play in the game round and then waiting to be the first or rather, the second player in the following round and so implement the second half of the plan. In trench games, this move could even lead to the surprise elimination of a player giving him no opportunity to allow a strategically played move to save himself.

This player to be eliminated could even have 5 cards but because the player who had the opportunity to eliminate him utilizing an "Alexander" did so, he actually over rode any strategical counter move from his opponent because of a trick. In other words the strategical enjoyment of the Trench setting can now be over ridden with a freestyle trick. No matter how good your strategy may be, if you fall asleep you could wake up to find yourself eliminated from the game because some one else did an Alexander on your Butt?!

And it's a trick with no real defense except for the lost of sleep as you stay on line and alert and waiting for that next round to begin so that you can quickly make your move if you are the potential target which you may never know unless you allow yourself to go asleep and be eliminated.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by danfrank »

trench doesnt work on baseball map ... :lol:
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Ace Rimmer »

danfrank wrote:trench doesnt work on baseball map ... :lol:
Because of the neutral? That has been addressed, approximately 3 years ago while Adjacent Attacks was the name of this. You can attack through killer neutrals. Read the fucking instructions before posting disinformation.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by danryan »

One thing to be very careful of with Trench is idiots. A player can be completely out of the game yet still ruin it for you through vindictive play, if they so choose, because it takes a while to eliminate them. You have to disguise your intentions much more thoroughly and avoid becoming the clear leader, especially in escalating games.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

You just hit on something that is a truism. In real life when ever you excel at something almost everyone hates you for being so good at what ever it is that you do. Even if they do not tell you that directly.

For example; I've been hinted that my articles are too long. But no one has been saying anything directly to me. Or even discussed the article ideas per say. Good or Bad. I am no expert but I do have a keen eye for understanding things and I see things with my minds eye. I can envision the future strategies for Trench games even as I am learning all of this.

But sadly I think that writing future articles about trench games will have to be done by other writers that come into the fold of the Strategy Section of the Newsletter as I no longer desire to be seen as some "Johnny come lately know it all." What I need is a reporter who's been in the trenches for years to write for me. His words, his articles.

from now on I am going to be like you stated...

"You have to disguise your intentions much more thoroughly and avoid becoming the clear leader,..."

From now on, I am just going to do short and sweet articles that don't even raise a brow. I may even get more readership that way.
Last edited by Viceroy63 on Mon Apr 30, 2012 10:26 am, edited 2 times in total.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by AndyDufresne »

I have a strategy-ish question I'd like some more input / thoughts on.

Imagine you are playing a Trench game with Round Limits, and the Round Limit is coming up. Is it best to keep some giant stacks of your troops behind your main lines / fronts (protecting them from losses essentially, since # of armies is the first decider of Round Limits) and away from a large opponent stack near a front?

I am not sure I described the scenario completely, but if you get the gist of what I am saying...that would be good too!


--Andy
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by danryan »

AndyDufresne wrote:I have a strategy-ish question I'd like some more input / thoughts on.

Imagine you are playing a Trench game with Round Limits, and the Round Limit is coming up. Is it best to keep some giant stacks of your troops behind your main lines / fronts (protecting them from losses essentially, since # of armies is the first decider of Round Limits) and away from a large opponent stack near a front?

I am not sure I described the scenario completely, but if you get the gist of what I am saying...that would be good too!


--Andy
Definitely, unless you can get and hold a bonus that will compensate for the loss of troops. Also, parking your troops on the second rank will allow you to deliver the backhand blow with attackers dice. In general, trench encourages a more reactive positioning. World 2.1 with trench is going to be interesting.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by pmchugh »

AndyDufresne wrote:I have a strategy-ish question I'd like some more input / thoughts on.

Imagine you are playing a Trench game with Round Limits, and the Round Limit is coming up. Is it best to keep some giant stacks of your troops behind your main lines / fronts (protecting them from losses essentially, since # of armies is the first decider of Round Limits) and away from a large opponent stack near a front?

I am not sure I described the scenario completely, but if you get the gist of what I am saying...that would be good too!


--Andy
If you are winning and can avoid everyone's stacks then you may be able to guarantee yourself victory. If not then you should be looking to attack your opponents stacks and gain the attackers advantage although this is true of all trench turns. I am not so sure about this for multiplayer games, as you have to valuate who to hit and how much to find the correct balance. The good thing about round limits is that you can tell precisely when the game will end and if the game is sunny exactly how many troops are needed to secure your win.

Basically, pay attention to the stats and don't be afraid to take risks because there is no more chances.
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Re: Discussion Topic: Trench Warfare, A New Way of Thinking.

Post by Viceroy63 »

Thank you Andy for that question!

Mind you that I am partially seeing this in my mind and my vision may not be the same as yours. But several factors come to mind.

How many players?
How close to the end?
Spoils considerations?

I would think that if it is a tight game with several players and you have a lead in troops and there is no question of a possible upset (or a very minor one) in last minute spoils trade in that Yes, A tactful retreat of your troops would be the order of the day. If I am seeing this right in my mind. Keep the troop count strong maintain the advantage, even while the advancing army cards in that their effort. If it's just a couple of rounds to go and the advancing player only has one or no spoils, what are the chances and why risk losing the advantage of the strong troop count in view of several players.

But have you ever noticed that the attacker has better dice 3 vs 2 dice?

If there are say only three players and if it looks the the advancing army player can gain a set of spoils at the last minute and again you have the lead and advantage in troops (in order to card as well depending on how many rounds are left to card trade a set) also the third player is lacking in troops and/or cards then attacking first the advancing army (again for the spoils) would be the thing to do.

I would think that if it were me that is behind in troops, that I would advance my troops and card and hope that you would not attack my troops in the trench so that I may trade for that last minute set and create an upset in troops count. But if you attack first my advancing army then (and a lot depends on how far behind this third player is?) you maintain your advantage over me rather then falling back and allow me to card off of you again. And possibly trade in a set at the last minute for an upset. After all if I am behind in troops then what do I have to lose by advancing all of my troops and slugging it out with you toe to toe.

So a lot would depend on a more precise assessment of that final situations. But most likely I think that in most trench games the one who has the lead when there are just a few rounds to go should just conserve energy and just coast it to the end. Of course if there is an easy kill of one troop, what does it hurt but engaging an army in the final rounds could cost you the game. In most games, I would tend to think.

I hope that was a good answer?
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