by Ochobee
AMartin56 wrote:
One other thing:
What seems to hurt the other players (and the missiles played into this) was trying to make a big push and grab 2 HQ's in a turn but leaving a path of lightly defended territories in their wake. It's an all or nothing gamble- if you succeed you win the game, but if you lose you are wide open for conquest. Three (or four) missiles, by a single player shouldn't be an issue if you are making that push because you should have overwhelming force if you are going to try it.
This I don't agree with. A missile is a two army swing in most cases. So I don't think it would be possible to have enough of an overwhelming force to over come a two to three missile disadvantage unless you roll REALLY well. In our games six armies aren't that easy to come by...unless you get a random event in your favor. :)
Besides...and I'm just being a smart ass here...am I supposed to turtle until I have overwhelming force or be aggressive? I'm confused. :)
Ochobee wrote:
What seems to hurt the other players (and the missiles played into this) was trying to make a big push and grab 2 HQ's in a turn but leaving a path of lightly defended territories in their wake. It's an all or nothing gamble- if you succeed you win the game, but if you lose you are wide open for conquest. Three (or four) missiles, by a single player shouldn't be an issue if you are making that push because you should have overwhelming force if you are going to try it.
This I don't agree with. A missile is a two army swing in most cases. So I don't think it would be possible to have enough of an overwhelming force to over come a two to three missile disadvantage unless you roll REALLY well. In our games six armies aren't that easy to come by...unless you get a random event in your favor. :)
Besides...and I'm just being a smart ass here...am I supposed to turtle until I have overwhelming force or be aggressive? I'm confused. :)
There's a spot between turtling and going for broke that seems to get rarely played.
If someone makes a push to grab a territory or two while reinforcing their borders you can keep yourself in a viable position both in terms of territory held and resource cards gained so that you can either pop four cards for a star or be ready to turn in for troops to get that overwhelming force. Especially if there is a multi-coin resource card that you know you can earn on the turn.
That can be the better play over trying to go for the win knowing that if you lose 4-5 troops on the way you are doomed.
I also think that missiles aren't 2 army swings. In the sequence I used mine to stop you I was preventing the defender from losing two armies by splitting it to a 1 loss for each. Missiles are much better for a defender since ties go to them.