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is it a good contenent 2 go 4 at the start??? i ask this because u may be blocked in.
I like it because every1 forgets u there in 6 player games.
eg. know1 takes asia so u r ignored for a 2 bonus.
as the other ppl battle over europe, africa, south america and north america.
then u can make an attack with cards
Also, when you hold Australia you can spread out and control alot of Asia but stop just short of controlling the whole thing. You'll get a nice little bonus without all the newbs and fools realizing you are a threat.
Good start, but the disadvantage is off course that it's difficult to spread out from there. But if you can take it and start a base somewhere else also, it's a good thing holding Oceania off course.
Oceania is indeed often left alone, as often it's the last part of the map that is taken by the winner (if that is one of the other players off course).
Once you have it you are instantly put ahead of anyone else, the quicker the better, you can then manuver around asia and get an army bonus. You can then keep coming out and out and once you start to you almost easily win.
of corse this is only for No cards (sometimes) but its mostly useful in Flat rate, where other players like to build and take conts of a bigger reward.
australia is good, but in my games, someone always finds a way to break my hold in australia even if i have like 20-25 armies on it. so i have to start in south america and come through africa or north america.
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the best bonus-borders ratio wich is wat matters. unfortunately people don't leave u alone as u suggested, especially with higher ranked players. sometimes takin oz makes u the target and restricts u a lot
Oceania is brilliant. I find it particularly useful in escalating games - just sit back and win the odd card while building up armies - that way you are more or less immune from attacks due to card hand ins in the early part of the game. It also lets you control the order of the hand-ins - don't attack every now and then and you're ahead of your opponents.
Also, you can break enemy bonuses. In one game I currrently have running I built up 30 armies on Siam by the end of Round 1! - You don't have to be all that lucky either like you would be if you were going for a bigger continent. I find that this is the case with most maps where there is a smaller, isolated continent
In 6 player games if you can get and hold Aus you are pretty much sorted as long as you maintain another force outside. In 3 or 4 player games S Am is better IMO as it gives you far better options of breaking players trying to go for Africa or Europe but also gives you a decent foothold to go for N Am...so when it gets down to 2 players if you can maintain a hold on N and S Am you've got the game.
Obviously this is more for flat / no cards rather than esc games.
RobinJ wrote:But you could also have Oceania and Asia almost just as easily at that stage...
I agree RobinJ but I have just found that its easier to build from S Am rather from Oceania. Too often Iv not been able to maintain somewhere outside of Oceania, become hemmed in with singles on India and China and ended up a sitting duck.
when i saw Oceania i immediately thought of 1984. I was wondering how you coudl possibly paint oceania as good.
Australia's alright, if you take it, you add an extra front that you need to defend, and if you expand somewhere else its cut off from your general fortification network so its upkeep can be more than 2 armies making it not worth it, but if you are going for something close like Africa or Europe its a good grab.
Its too far out of the way for someone to risk sending an attck your way while the other players are right on them. you just have to sit back and let the game play out then go clean up the remnants. Siam is the key, get a decent force there then use your 5 else where. Personally I defend Siam then build up strike forces to break others continents