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TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
Joodoo wrote:What are you opinions on this kind of tactic? Do you consider it to be "cheap"? In what map/game type do you think this tactic can be best used?
oVo wrote:It's a logical tactic... when you can't leave more, but in recent games it hasn't mattered
because single defenders have been kicking my butt and taking no prisoners.


LFAW wrote:Disagree Baldadonis, in Freestyle games (1v1) I quite often leave trails of 2's, t hey are just too good at defending

Joodoo wrote:Description:Whenever you conquer a territory, you move 2 troops into that territory (to make it less confusing, it means that there are now 2 troops in TOTAL in that territory). This is often done because the defender can do more potential damage (with 2 dice rather than 1 die) to any attacker.
I try to use this tactic whenever I have a good amount of troops...
What are you opinions on this kind of tactic? Do you consider it to be "cheap"? In what map/game type do you think this tactic can be best used?
Hotdoggie wrote:LFAW wrote:Disagree Baldadonis, in Freestyle games (1v1) I quite often leave trails of 2's, t hey are just too good at defending
In any 1v1 games 2's are important...otherwise any smart opponent is gonna take away your territory army bonus down as low as possible.
This is a bad move. Your expected loss when attacking a single army is 0.51 armies. The loss when attacking two is 1.54. When attacking three, it's 2.30. For four, it's 3.20. The differences going from one level to the next (1.03, 0.76, 0.9) should show you that leaving even numbers is much better than leaving odd numbers. When it gets higher, the differences tend towards 0.85, so even/odd doesn't matter as much. But given a choice between two 3s and a 4,2 defense, you should pick 4,2.Woodruff wrote:I've always preferred to leave three armies in that sort of instance. Plays out quite similarly to the 2 armies, but if the opponent happens to win the two on his first roll (or better yet, splits a 1-and-1, then you've still got some chance at life. Basically, they've got to win two rolls at least in order to take the territory.

maniacmath17 wrote:From a statistical standpoint, you always want to leave 2 troops on a country as one country with 2 troops can take out more enemy troops than two countries with 1 each. Also two countries with 2 and 4 can take out more than two countries with 3 and 3.
It isn't all that useful in escalating games as you want your stacks to be as large as possible in order to have a better chance of taking that stack and killing a player. As someone stated earlier, the best time to use it is when you have to defend, such as taking over a continent or late in an escalating game where your only goal is to survive until your next turn so that you can cash a huge set.

Bruceswar wrote:oVo wrote:It's a logical tactic... when you can't leave more, but in recent games it hasn't mattered
because single defenders have been kicking my butt and taking no prisoners.
Hey I am not the only one noticing... That last few singles are kicking everybody's butt I think.
Robinette wrote:maniacmath17 wrote:From a statistical standpoint, you always want to leave 2 troops on a country as one country with 2 troops can take out more enemy troops than two countries with 1 each. Also two countries with 2 and 4 can take out more than two countries with 3 and 3.
It isn't all that useful in escalating games as you want your stacks to be as large as possible in order to have a better chance of taking that stack and killing a player. As someone stated earlier, the best time to use it is when you have to defend, such as taking over a continent or late in an escalating game where your only goal is to survive until your next turn so that you can cash a huge set.
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