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World 2.1 No Spoil Quads Help

Postby banana_hammocks on Sat Nov 06, 2010 9:11 am

World 2.1 Quads, Automatic, No Spoils, Chained, Sunny

I seem to always be beaten on these settings and I'm sure part of it is because I have no real strategy for this particular setting. I always seem to be doing well, then suddenly mid game it all goes horribly wrong and we can't get back into the game!

Does anyone have any good overall strategies for this? Should you clear the other team from areas, go for bonuses, go for taking out one of the opposition, go for large number of territories?

Is anyone willing to teach me in game?

Banana
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Re: World 2.1 No Spoil Quads Help

Postby Army of GOD on Sun Nov 07, 2010 1:38 pm

I guess our general strat on it is get a small bonus first (Scandinavia/Aussie/Central America) and then slowly gain another, bigger bonus or start taking out an opponent, whichever is easier. The key is to make sure you're taking over more territs, so that you get more troops.
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Re: World 2.1 No Spoil Quads Help

Postby shocked439 on Sun Nov 07, 2010 2:20 pm

pick an area where 2 or 3 players are bunched up and build from there. don't take bonuses too early they will get broken up and Antarctica is a good way to move around if hawaii/mexico gets forted heavily.
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Re: World 2.1 No Spoil Quads Help

Postby Trephining on Mon Nov 08, 2010 4:43 pm

Everything is about teammate communication and coordination. Your goals will change as the game develops.

Here are the principles I try to incorporate:
1) only take a bonus if it can be defended
2) don't attack an opponents' territory if that will leave the other team with only having one of their players' holding territories in that bonus
3) eliminate opposing threats to a potential bonus before you take the bonus itself
4) at the end of your turn, pass armies to the next player on your team to act, preferably in a place where he should attack from next turn
5) pay close attention to territory counts, and basically always be knocking an opponent from 3n or 3n+1 territories down to 3n-1 territories (as long as n is 4 of greater)
6) fork opportunities - this is borrowed from chess - fortify and deploy troops to areas that can threaten two things for the opponent
7) player elimination isn't as important as most of the other things I've listed, basically due to the size of the map
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