Moderator: Clan Directors


How? There are more things to consider with trench, unless you just want to stack in the fog and go on a run.jcmagno wrote:Disagree 100%
In 90% of the maps trench setting make the game strategy less.




So you wouldn't compromise on a 50% balance?jcmagno wrote:You can make your trench league and play only trench games...

You might be sarcastic ... But that's actually a very good ideajcmagno wrote:You can make your trench league and play only trench games...


For CL7, I would imagine because changes have already been discussed and the competition is now in the sign up stage.iAmCaffeine wrote:There are enough ongoing competitions, a trench league isn't worthwhile. I doubt it would happen. I don't see an issue with 50% allowance and see no good reason to deny it, but if there is one please enlighten me.
Yeah mate I realise that, I'm just voicing my highly coffee-fed opinion. When the CC6 discussions begin CD&F I'm sure we'll raise the issue again.Keefie wrote:For CL7, I would imagine because changes have already been discussed and the competition is now in the sign up stage.iAmCaffeine wrote:There are enough ongoing competitions, a trench league isn't worthwhile. I doubt it would happen. I don't see an issue with 50% allowance and see no good reason to deny it, but if there is one please enlighten me.
For CC6, there may still be wriggle room, Lindax is the person to talk to.

Even if it was true, it is totally irrelevant to the question. Currently we do not forbid maps/settings because they reduce the strategy.jcmagno wrote:Disagree 100%
In 90% of the maps trench setting make the game strategy less.
Zombie spoils and non reinforcement are not restricted?Donelladan wrote:Even if it was true, it is totally irrelevant to the question. Currently we do not forbid maps/settings because they reduce the strategy.jcmagno wrote:Disagree 100%
In 90% of the maps trench setting make the game strategy less.
I'd say a large majority of games are no spoils because we think cards add a luck factor. Still, flat rate isn't restricted.
I saw many people arguing escalating was a pure luck setting with no strategy skill involved, still there is no one out there saying we should restrict the use of escalating spoils.
Whether trench is a setting that does involve strategy or not, or has a higher luck factor should not be taken into account when wondering if we should allow it, because we don't do that for the other settings.
And, of course, it couldn't be more wrong, trench games are way more strategic that no-trench gamesbut this might be slightly subjective.

They're newer, and and only to the same degree if not less. No forts has been gradually accepted by some clans. Trench is widely accepted. Flat rate brings a lot of luck and some clans play it almost exclusively e.g. UM8. Unlimited can be very lucky but that's not restricted. The list goes on.jcmagno wrote:Zombie spoils and non reinforcement are not restricted?Donelladan wrote:Even if it was true, it is totally irrelevant to the question. Currently we do not forbid maps/settings because they reduce the strategy.jcmagno wrote:Disagree 100%
In 90% of the maps trench setting make the game strategy less.
I'd say a large majority of games are no spoils because we think cards add a luck factor. Still, flat rate isn't restricted.
I saw many people arguing escalating was a pure luck setting with no strategy skill involved, still there is no one out there saying we should restrict the use of escalating spoils.
Whether trench is a setting that does involve strategy or not, or has a higher luck factor should not be taken into account when wondering if we should allow it, because we don't do that for the other settings.
And, of course, it couldn't be more wrong, trench games are way more strategic that no-trench gamesbut this might be slightly subjective.

That's a stupid thing to say.benga wrote:trench is only setting that can bring you loss on turn 1 on every map

I agree there are some maps where the player/team going first can take and secure a bonus in a way that can't be broken. But how does this work on, say Feudal Epic?benga wrote:trench is only setting that can bring you loss on turn 1 on every map

there are few maps that can go around trench, but feudal isn't one of them, if you have bad dice and fall behind in taking territories there is no way to get back in the game, feudal is all about expansionDoc_Brown wrote:I agree there are some maps where the player/team going first can take and secure a bonus in a way that can't be broken. But how does this work on, say Feudal Epic?benga wrote:trench is only setting that can bring you loss on turn 1 on every map
If trench was such a "Luck based" setting as you seem to say, win rate of good players using trench wouldn't be high.benga wrote:trench is only setting that can bring you loss on turn 1 on every map
This means, 1st turn + lucky drop + relatively good dice.I agree there are some maps where the player/team going first can take and secure a bonus in a way that can't be broken.