Ok everyone...what is the most important or strategic territory on each map? These are the territories that allow you or your team to attack, defend, or fort with the most effeciency and contribute to the win.
One map, one territory....
World 2.1- China
Can attack 12 spots and all roads in the East go through China.
There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
saxitoxin wrote:Your position is more complex than the federal tax code. As soon as I think I understand it, I find another index of cross-references, exceptions and amendments I have to apply.
Timminz wrote:Yo mama is so classless, she could be a Marxist utopia.
I agree with MeDeFe. There is no one territory that is the most important on any map because the circumstances are different in almost every game. Regions that are dominant in one match may be insignificant in another, and strategies have to be altered to accomodate every new situation.
I don't think key used the word "best" to describe the territory of importance. He simply stated that china was the most strategic territory seeing as it touches 12 other territories. If you hold china, you can affect play on roughly 11.5% of the map. That's a pretty good percentage for one territory out of 113.
I personally like Lake Minstello 4 on Feudal War because it's strategically located for team games. Numerous times my dad and I have forted back and forth on that territory. You can also go to four out of the six castles from that spot.
Risktaker17 wrote:World 2.1's most important is Madagascar no doubt
If you are playing FOW and Escalating Sri Lanka and Madagascar and the Carribean can play important roles. As points for cards increase... you may be able to hide or bury a single enemy in there. Thereby preventing anyone else from taking him and grabbing his cards.
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games.
i strongly disagree with your statement. if you take a look at all maps you'll see for example AoR: Magic has a terit that can be described as the most important. it's the sanctuary and it's important because holding it for one turn completes the objective and wins you the game.
PS: your statement is perfectly true, i just wanted to be a smartass
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games.
i strongly disagree with your statement. if you take a look at all maps you'll see for example AoR: Magic has a terit that can be described as the most important. it's the sanctuary and it's important because holding it for one turn completes the objective and wins you the game.
PS: I am a true wimp, just wanted to be a smartass for a bit
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
I disagree..If your starting point in a 2 player 1v1 games of AoR Magic is Mua and XI.You have a big stratigic advantage.With the aid of good dice..Your bonus in round 3 will be 30 troops.Big advantage!
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
I disagree..If your starting point in a 2 player 1v1 games of AoR Magic is Mua and XI.You have a big stratigic advantage.With the aid of good dice..Your bonus in round 3 will be 30 troops.Big advantage!
I think right up until now this "discussion" was about which territory to conquer and hold, not which you should be given in the initial drop in order to have 99% chance of winning under very special circumstances and settings.
saxitoxin wrote:Your position is more complex than the federal tax code. As soon as I think I understand it, I find another index of cross-references, exceptions and amendments I have to apply.
Timminz wrote:Yo mama is so classless, she could be a Marxist utopia.
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
I disagree..If your starting point in a 2 player 1v1 games of AoR Magic is Mua and XI.You have a big stratigic advantage.With the aid of good dice..Your bonus in round 3 will be 30 troops.Big advantage!
I think right up until now this "discussion" was about which territory to conquer and hold, not which you should be given in the initial drop in order to have 99% chance of winning under very special circumstances and settings.
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
I disagree..If your starting point in a 2 player 1v1 games of AoR Magic is Mua and XI.You have a big stratigic advantage.With the aid of good dice..Your bonus in round 3 will be 30 troops.Big advantage!
I think right up until now this "discussion" was about which territory to conquer and hold, not which you should be given in the initial drop in order to have 99% chance of winning under very special circumstances and settings.
Well kind of..If I was to give the method of what to attack and what to hold after the deployment.Then the subject would be right on track.AoR,Magic doesnt have Conti's as such so I would have to write a game log.Which is not important to the Magic player who can already understand where I am going with this and will bore the Classic Map player to death.
MeDeFe wrote:There is no single "best" territory on any map. Neither in singles nor in team games, in fact, in team games it's probably better to avoid chokepoints with different mates on both sides since your teammates can't fortify through you.
I disagree..If your starting point in a 2 player 1v1 games of AoR Magic is Mua and XI.You have a big stratigic advantage.With the aid of good dice..Your bonus in round 3 will be 30 troops.Big advantage!
I think right up until now this "discussion" was about which territory to conquer and hold, not which you should be given in the initial drop in order to have 99% chance of winning under very special circumstances and settings.