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Right. Time for some next steps thenEmperorOfDaNorth wrote:You'll stop climbing soon after Sargeant though, because then you get to play with the big guys, who don't make the silly mistakes, AND actively try to block weaker players so you can't take them out easily anymore.
THen you have to rework that strategy and time your cards better and you find yourself in a position where you're cashing 40 cards and STILL can't take anyone out so then you find yourself AGAIN deploying strategically even with 40 %$*(#&$# bonus armies!
I think the intermediate step is to play games with SOME high ranking players but also some corporals mixed in.

I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere.stringybeany wrote:
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*
poo-maker wrote:I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere.stringybeany wrote:
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*
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Wtf-- attack a 3 first round, move towards your other territories, don't gather into piles, kill-shot with first cash, keep the board "balanced"? Where do you get that stuff from?! I thought you wanted to improve beginner's play?...stringybeany wrote:S
Round One:
A: Pick one country in a large continent that is close to other countries you own and deploy there. Roll dice once against opponent of your choice, but try and attack towards your other countries.
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*
Step one: check the board strength. Everyone should still have about the same number of armies on the board.
B: If the board is "unbalanced",meaning either one player has taken big losses or big advances then you want to attack whoever has the most "armies due" for the next turn. This means breaking weakly held continents if necessary. Look for the easiest victories that will take the most "armies due" from the board leader. If you can't reduce the leader's strength without becoming weak in the process, then look for easy victories as outlined above.
A. Attack to keep the board in balance. Always attack the leader first, if possible.
Round five:
Attack with same priorities, but now you will fortify with a new goal: elimination.
In round five you examine all your opponents looking for elimination targets. A viable target will be accessible to your troops and will have at least three cards, preferably more.
Fortify against this opponent(s). Make large piles now, if you can.
If there are no viable elimination targets, make no big moves.
Round six through Eight:
Cash your set. Eliminate your target or if no target, take the easiest card you can get and wait for next round. From here forward cash immediately if you have a target, wait until forced to cash if you don't.
HAHAHA Be nice though hes just giving info to the best of his ability, theres a reason you are the rank you are and hes the rank he is.RashidJelzin wrote: Wtf-- attack a 3 first round, move towards your other territories, don't gather into piles, kill-shot with first cash, keep the board "balanced"? Where do you get that stuff from?! I thought you wanted to improve beginner's play?...

I have always found it strange that not allowing your opponents access to easy cards is somehow considered bad strategy??? (ofc you shouldn't weaken yourself just to keep armies even over your territories)Bruceswar wrote:I have to agree here with poo. That bothers almost as much as someone trying to go for a bonus. Especially in 8 man games.poo-maker wrote:I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere.![]()
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If you dont leave an easy card then the chances are you wont get one back so you lose armies both ways...not good.Thezzaruz wrote:I have always found it strange that not allowing your opponents access to easy cards is somehow considered bad strategy??? (ofc you shouldn't weaken yourself just to keep armies even over your territories)Bruceswar wrote:I have to agree here with poo. That bothers almost as much as someone trying to go for a bonus. Especially in 8 man games.poo-maker wrote:I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere.![]()
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Sure, that's the most basic form of alliances/collusion in a game. But demanding that everyone always does it is a bit much IMO.joecoolfrog wrote:If you dont leave an easy card then the chances are you wont get one back so you lose armies both ways...not good.
You'll win more games if you share cards than if you don't.Thezzaruz wrote:Sure, that's the most basic form of alliances/collusion in a game. But demanding that everyone always does it is a bit much IMO.joecoolfrog wrote:If you dont leave an easy card then the chances are you wont get one back so you lose armies both ways...not good.
you think it's bad in speed freestyle-- it's worse in casual games. even in some of my private games, just makes me want to auto ALL of thempoo-maker wrote:I had a quick skim through the first post. I fucking hate it when people dont fort into piles, leaving 2's and 3's everywhere.stringybeany wrote:
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*
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Im demanding nothing, simply advising the best tactic, pissing your opponents off in the early stages of a game is not a good idea !Thezzaruz wrote:Sure, that's the most basic form of alliances/collusion in a game. But demanding that everyone always does it is a bit much IMO.joecoolfrog wrote:If you dont leave an easy card then the chances are you wont get one back so you lose armies both ways...not good.