arizona wrote:In the middle rounds of an escalating game, where armies are dispersed, is there any reason to attack isolated stacks of armies?
Example 1. Player A has an army of 6 on China. The surrounding regions, except for Siam, held by Player B, are 1's and 2's. Player C attacks and captures China.
Example 2. Player A has an army of 11 on Ontario. Player A, B, and C have various other small armies in North America. Player C holds South America and has a small stack on Central America. Player B attacks Ontario, dropping the stack to 3 men.
Do either of these moves make sense?
My general impression is that they don't. Continents aside, attacking is a zero-sum game. To kill an opponent's armies requires you to sacrifice a roughly equal amount of yours. Spending armies on taking down a large stack is a newby move, as bad for the attacker as the defender.
I understand that there are certain situations when one might want to do it anyway. For example player C thinks Player A has enough armies in China to take out Player B and sweep the board. Or perhaps Player C thinks he's got way more armies than anybody else and can afford to cripple Player A, in second place, so he can't make a kill. But, unless I'm wrong, these cases are rare.
I play a lot of open games, many of them speed games, and I come across these types of things every moves every so often.
I can only think of two explanations.
1) There's something big I'm missing. In which case, what is it? I'd love to improve my strategy.
2) These types of attacks, especially when done by more than one player in the game, are a sign of collusion, players colluding either within the game or across games.
I'm hoping for number 1! What are your thoughts....?
p.s. the examples above are hypothetical. I just tend to like stacking armies on China and Ontario.
I don't play escalating games (as the strategy is very different from the UK standard RISK game) so my comments may be off.
But; I disagree with the emboldend statement. The attacker (assuming he rolls 3 dice) always has an advantage over the defender. It is thus better to attack - on ever turn - than defend, wheter the territory is captured or not. This obviously has to be taken into acount with strategic positioning, counter attacking and other players - but generally I find in a flat rate or no cards game you should always attack a player that is building up. To not do so will hurt more in the long term.
I didn't follow your examples too well (as I'm kind of wrapping up here at "work") but -from mathematics posts I've read- when
"the number of attacking and defending armies is equal, the probability that the attacker ends up winning the territory is greater than 50 percent, provided that both sides have at least five armies each. The attacker also suffers fewer losses on average than the defender. When there are twice as many attackers as defenders, the winning probability exceeds 80 percent. Moreover, the expected loss by the attacker is slightly lower than the number of defending armies. For example, if an attacker has 20 armies and a defender has 10 armies, the attacker would win the war with a probability of 98 percent and lose about 9 armies doing so." These examples both assume the goal is to conquer the territory - but this is not always the main goal - often it is enough to drop 6 or so to weaken a 15 build up while attacking in a more stategically preferable front elsewere. This will stave off an expected counter attack.
Thats what cannon fodder is for!