Conquer Club

Barricade Spoils

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What do you think?

Awesome
8
62%
Pathetic
2
15%
Awesomely Pathetic
0
No votes
Pathetically Awesome
2
15%
No Opinion
0
No votes
Other
1
8%
 
Total votes : 13

Barricade Spoils

Postby Joodoo on Tue May 17, 2011 12:31 am

Concise description:
Cashed in sets of 3 like the other spoil types. It basically "barricades" the territories that are named by the spoil. The effect ends on the player's next turn, or when he/she is eliminated.

Specifics/Details:
Example:
Player A cashed in a group of B, C, and D barricading each region.
All three of the territories now possess the following properties:
a)No attacks can be made from the territory, so the troops in region B cannot be used for an assault.
b)No bombardments can be made from the territory.
c)No attacks can be made against the territory, so any territory connected so region C cannot attack it.
d)No bombardments can be made against the territory.
e)No troops can be reinforced into and/or out of the territory, so troops cannot be reinforced from region E to region D, nor can troops from region D be reinforced to region E.
g)No reinforcements can be made through the regions either. If region Z is the only region connecting region B and C, then troops from B and C cannot be used to reinforce each other.
g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.

How this will benefit the site and/or other comments:
Assassin Games: If another player is several territories away from killing off his/her target, you can use these spoils to stop them in their tracks.
Terminator Games: Can be used to "hog" the kill on a weak player.
Teams Games: Perfect protection for weak teammates.
General: Useful against territories with big stacks, as those stacks are temporarily useless.
Also, keep in mind that the territories affected are not necessarily under your control, so you can ruin or help an opponent with this spoil type.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

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Re: Barricade Spoils

Postby greenoaks on Tue May 17, 2011 12:57 am

i voted awesome
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Re: Barricade Spoils

Postby SirSebstar on Tue May 17, 2011 3:03 am

I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random

Also I assume you mean ends on the start of the players next turn?
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Re: Barricade Spoils

Postby Joodoo on Tue May 17, 2011 5:34 am

SirSebstar wrote:Also I assume you mean ends on the start of the players next turn?


Correct.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
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Re: Barricade Spoils

Postby Victor Sullivan on Tue May 17, 2011 4:51 pm

I like the idea, but I'm afraid my sentiments reside with SirSebstar's. This will be more of a nuisance than a benefit to the one who cashes it, it would seem.

-Sully
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Re: Barricade Spoils

Postby shieldgenerator7 on Tue May 17, 2011 5:13 pm

I say all ago. It might take some tweeking of the concept but it's neat. I can't wait for this and the paratroop reinforcements.
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Re: Barricade Spoils

Postby TheFissk on Tue May 17, 2011 6:02 pm

SirSebstar wrote:I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random

Also I assume you mean ends on the start of the players next turn?



it would be kinda like nuclear spoils i assume, to random to be useful
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Re: Barricade Spoils

Postby SirSebstar on Wed May 18, 2011 7:19 am

TheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful


Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balance
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Re: Barricade Spoils

Postby Joodoo on Wed May 18, 2011 8:59 am

SirSebstar wrote:
TheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful


Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balance


The spoils I suggest can also change a game. In an assassin game, there might be a player who is close to eliminating his/her target. If you can barricade their stack and one of their target's territory, then you can let that player's assassin take advantage of that situation and in turn, cause a shift in balance of power.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
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Re: Barricade Spoils

Postby SirSebstar on Wed May 18, 2011 9:20 am

g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.
i'd like these to be included so you can keep a certain area open. that would be.. wonderious. well except deployment. being able to do that is needed since it might be your last country.
but to loose autodeploy or even killer neutral prevention is.. wow
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