Anarchy Ninja wrote:post a link to the game and people will be able to do more to help
or you can be like me (ie. no life) and hunt through his games to find the one in question...
i was considering doing that but staying up till 3 30 each nite playing conquer club makes u lazy
i've got a couple more hours to go till i'm that pathetic, but i'm close...just waiting for a response from a friend, then i'm probably off, depending what he says...
as for the game...i'm gonna guess you aren't gonna hold asia, so take that back, fort your armies so that you have enough to pretty much stop anyone from breaking, and work out from there...try to build up a card set if there are cards in the game (i didn't remember to look)
yeah, for the past (atleast) 10 rounds ive lost my asia bonus.
the game basicly goes that red loads up his guys, makes a big run through asia, i load up my guys, take all my countries back. (and yellow keeps getting stronger. he was almost gone a couple of turns back )
Where would you suggest forting at kitten?
yep, there is no way you can hold asia unless you have god like defensive dice, but even then 12v1 and the 1 winning is rare so you will lose asia, not to mention those borders on europe. also turkmenistan isnt doing anything so u could use those for your borders.
red looks to be in the best position so on your next turn just make sure u get a card dont worry too much about taking back asia, try and keep your armies large so when you do take it you have good enough borders. by leaving red you force yellow to attack him or be horribly weakend
bah! your not even at round 30 yet! if your still at that point at round 60, then try something different, or hope that somebody elses patience cracks before yours does!
Red wins in ten rounds with smart play if you don't hit him hard. I'm trying to understand why you have a four country defensive line in Western Asia when you could consolidate it into a two country line, allowing you to build significantly faster, and giving you more men to dump into Kamchatka. Basically, red has the momentum right now, and unless red and yellow start seriously fighting, you just need to keep hitting red hard enough that he can't clean up the game.
Firstly, I would retreat and just hold up as far as the Far East and the Indian Sub-continent and build up armies for a few turns while taking cards. Hope that red and yellow slaughter each other so you can just walk in and take the game. However, if one of them becomes too strong and starts to defeat the other, I'm afraid you will have to take a risk and do some damage yourself until it evens up between red and yellow. Try to keep them even so that they can continue to fight each other while you grow in strength
nmhunate wrote:Speak English... It is the language that God wrote the bible in.
I would take Antarctica and see what happens from there.
The inflation rate in Zimbabwe just hit 4 million percent. Some people say it is only 165,000, but they are just being stupid. -Scott Adams, artist and writer of Dilbert
Games only get deadlocked because players continually force the power to balance.
Try to get to a point when you are relatively to the other top player in the game (or above everyone else). Then pick on the weakest guy, up to the point right before you give away too much of your own power. If you leave the other strongest guy alone and don't pose any additional threat to him at the moment he may follow suit, let his armies build, and pick off men from the weaker opponent.
If you keep that up there will come a time when only two of you stand a chance in the game. When the moment is right you take out the third wheel and attack the remaining player with whatever you can. if you set yourself up right you can be stronger than you actually appear and take advantage of your unspoken alliance against the third player. At the very least you should have put yourself in a position where you stand about a 50% chance of winning the game. Sure you can't win every time with that strategy but at least you've given youself a strong shot, and its much better than simply staying in a deadlock. The other method people try to use is gaining enough power on their own to be stronger than both enemies. That rarely works because as soon as one player gets a large upper hand the other two will unite and bring things back to equilibrium.
That's why I think the key is keeping the power relatively the same between the top two. You both feel like you're in good position and its beneficial to both of you to take out the third guy, so it will always improve your chances to win. And consequently it leads to games that will actually finish.
I would fortify to the indian sub continent and china, then deploy your 28 armies on hawaii where you can bust up all of the americas and even a shot at africa. this would put him on the defensive. keep doing that all the while deploying a few armies in for fortified positions.
Bavarian Raven wrote:u could always retreat, let them advance and open up a wide front for then, then on your next turn, storm forwards through their weakened defenses...
Ah yes, the Butter Churn Maneuver.
There is no luck, only preparation and execution.
Alliances are for the weak, whimpering masses looking for someone to hold their hand through the storm.