Conquer Club

Escalating Spoils

Information on tactics, scenarios, and all that you'll need to be successful in-game!
Forum rules
Please read the Community Guidelines before posting.

Escalating Spoils

Postby admiralnelson on Wed Oct 01, 2014 7:31 am

Apologies if this has already been asked, I couldn't find anything in the search.

In an escalating spoils game, I always wait until having 5 cards before cashing in, on the basis that other people will cash in first, so increase the amount of troops I receive. I even sometimes hold for a few rounds on 4 cards, to let the bonus increase.

When the numbers really start to increase, does there come a point where that strategy no longer makes sense, and I should cash in as soon as I have a set?
User avatar
Private admiralnelson
 
Posts: 37
Joined: Thu Feb 19, 2009 6:43 am
Location: United Kingdom
Medals: 5
Standard Achievement (2) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Escalating Spoils

Postby Donelladan on Wed Oct 01, 2014 10:45 am

does there come a point where that strategy no longer makes sense


Yes. It does.

Let's say you have 4 cards, and another player on the map has 4 cards too.
Let's say everyone has around 30 troops each, and spoils are worth 30 troops. Then it make sense to use your set with your 4 cards, then you get 30 troops and have 1 card, and if you kill this other player with 4 cards, it will make you have 5 cards again, and you can directly cash 35 troops and maybe kill another player.

Same story if you have 3 cards and another player that you can eliminate has 5 cards.

Usually you should do that if you can recash for each player you kill and then kill everyone in one turn, or at least take a very significant lead by killing 1 or more player in this turn.

The whole strategy in escalating is a question of timing, you have to chose the right moment to use your card, and chose the right moment to be able to win the game in one turn.
Click image to enlarge.
image
User avatar
Colonel Donelladan
 
Posts: 1211
Joined: Tue Mar 03, 2009 8:48 am
Medals: 100
Monthly Leader Silver (1) Standard Achievement (4) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (3)
Terminator Achievement (3) Assassin Achievement (2) Manual Troops Achievement (3) Freestyle Achievement (3) Polymorphic Achievement (2)
Nuclear Spoils Achievement (2) Fog of War Achievement (4) Trench Warfare Achievement (4) Speed Achievement (4) Teammate Achievement (2)
Random Map Achievement (3) Cross-Map Achievement (4) Beta Map Achievement (2) Ratings Achievement (3) Tournament Achievement (24)
General Achievement (4) Clan Achievement (14) Challenge Achievement (2)

Re: Escalating Spoils

Postby admiralnelson on Wed Oct 01, 2014 1:47 pm

Thanks.

What about when you're not in a position to eliminate someone? Should you always wait until you have 5, assuming no overriding strategic advantage?

In other words, does the increase in reinforcements mean it's always best to wait until you have 5 cards, unless you can eliminate someone?
User avatar
Private admiralnelson
 
Posts: 37
Joined: Thu Feb 19, 2009 6:43 am
Location: United Kingdom
Medals: 5
Standard Achievement (2) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Escalating Spoils

Postby Kaskavel on Wed Oct 01, 2014 2:49 pm

Generaly, if you cannot kill, and you do not risk GETTING KILLED YOURSELF if you do not cash (you will have 5 cards and less troops if you do not cash, making you a possible target), then you should not cash almost most of the times. Not only you may get a better cash by this, but you also reduce chances that an elimination attempt may be executed by another player (since you keep cashing amounts lower). Very strong players of CC may occasionaly predict some rare occasions where unfavourably cashing may provoke an elimination attempt that if failed, offers them an immediate favourable attempt themselves, but this is hard to achieve for most people and is not the rule anyway.
Question becomes more interesting in a 1 vs 1 situation
General Kaskavel
 
Posts: 341
Joined: Wed Jun 30, 2010 8:08 pm
Medals: 51
Conqueror Achievement (1) Monthly Leader Gold (1) Monthly Leader Silver (1) Monthly Leader Bronze (2) Most Improved Silver (1)
Standard Achievement (4) Doubles Achievement (2) Triples Achievement (1) Quadruples Achievement (2) Assassin Achievement (2)
Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (2) Nuclear Spoils Achievement (1) Fog of War Achievement (3)
Trench Warfare Achievement (3) Speed Achievement (4) Teammate Achievement (1) Random Map Achievement (1) Cross-Map Achievement (2)
Battle Royale Achievement (1) Ratings Achievement (2) Tournament Achievement (3) Clan Achievement (7)

Re: Escalating Spoils

Postby admiralnelson on Wed Oct 01, 2014 3:10 pm

Thanks.

I guess if there was a strategically important territory you wanted to take that you didn't have the muscle for, it might make sense to cash in early then.
User avatar
Private admiralnelson
 
Posts: 37
Joined: Thu Feb 19, 2009 6:43 am
Location: United Kingdom
Medals: 5
Standard Achievement (2) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Escalating Spoils

Postby Armandolas on Wed Oct 01, 2014 6:39 pm

Like donneladan said u should cash before the 5, if u feel that u can kill someone and sweep the board with consecutive cashes.(make sure odds are good otherwise you will ruin the game and hand the game to someone else)
Like kaskavel said, u can cash at 3 or 4 to prevent that u become a tasty target.
You can also cash before 5 to defend another player who might be a great target(if u cant kill him).
User avatar
Colonel Armandolas
 
Posts: 1733
Joined: Fri Jun 06, 2008 6:32 am
Location: Lisbon
Medals: 96
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (1) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (3) Trench Warfare Achievement (3) Speed Achievement (2) Teammate Achievement (2) Random Map Achievement (2)
Cross-Map Achievement (4) Beta Map Achievement (2) Bot Achievement (1) Ratings Achievement (4) Tournament Achievement (18)
General Achievement (4) Clan Achievement (5) Challenge Achievement (1) Tournament Contribution (25)

Re: Escalating Spoils

Postby admiralnelson on Thu Oct 02, 2014 6:00 am

Thanks for the help all.
User avatar
Private admiralnelson
 
Posts: 37
Joined: Thu Feb 19, 2009 6:43 am
Location: United Kingdom
Medals: 5
Standard Achievement (2) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Escalating Spoils

Postby adban on Thu Oct 02, 2014 3:12 pm

"Generaly, if you cannot kill, and you do not risk GETTING KILLED YOURSELF if you do not cash (you will have 5 cards and less troops if you do not cash, making you a possible target), then you should not cash almost most of the times. Not only you may get a better cash by this, but you also reduce chances that an elimination attempt may be executed by another player (since you keep cashing amounts lower). Very strong players of CC may occasionaly predict some rare occasions where unfavourably cashing may provoke an elimination attempt that if failed, offers them an immediate favourable attempt themselves, but this is hard to achieve for most people and is not the rule anyway.
Question becomes more interesting in a 1 vs 1 situation"

Bollocks, If you actually read what Kaskavel said (see above), it makes no sense whatsoever.
User avatar
Captain adban
 
Posts: 68
Joined: Sun Oct 07, 2012 1:03 pm
Location: 8533 Oohira
Medals: 17
Standard Achievement (3) Manual Troops Achievement (3) Nuclear Spoils Achievement (1) Fog of War Achievement (3) Trench Warfare Achievement (2)
Random Map Achievement (1) Cross-Map Achievement (1) Ratings Achievement (3)

Re: Escalating Spoils

Postby Gweeedo on Fri Oct 03, 2014 1:01 pm

I've been told, never turn in a set unless you have five cards...NEVER!
What a bunch of malarkey.
It is not the increase in numbers alone, that could void such strategy.

Things to consider when turning in a set.
Are you able or willing to grab another card.
Nothing beyond your control, preventing you from being the next player to turn in the next set, anyhow.
How many bonus armies (not set worth) do you receive.
Does set make you a target.
Will you be able to utilize the armies (from set) to piss somebody off by placing them right in the middle of their bonus.

How many players don't bother looking at the board before they reject turning in a set...who does that.
User avatar
Sergeant 1st Class Gweeedo
 
Posts: 524
Joined: Sat Feb 23, 2013 9:49 pm
Medals: 11
Standard Achievement (2) Assassin Achievement (1) Manual Troops Achievement (1) Fog of War Achievement (2) Trench Warfare Achievement (1)
Speed Achievement (2) Ratings Achievement (2)


Return to Strategy

Who is online

Users browsing this forum: No registered users