laughingcavalier wrote:JBlombier wrote:benga wrote:Most people think wrong when making odds about attacking or defending,
no matter how ood you roll or how good your odds are, this is first and foremost a strategy game,
you need to evalute what does your attack or defence bring you in short and long term,
what attacks are must and wich aren't, no matter how odds are small of success,
there is always a way back into game, just do what is needed not what the odds give you.
Someone will bash you for this, so I'm here in advance to support your theory.
It can't be long until someone will start hating on how this game is all about luck. Let's give the little kids their precious rants and please move on.
Here I come to say this is bonkers.
The attacker has a significant advantage in the long run so the biggest single determinant of success in this game is putting in more attacks than your opponents. This should be a major component of your strategy whatever else is going on. In multiplayer games you have to be canny about not wasting troops on inessential opponents, but in 1on1s and team games, where all your force is directed at a single opponent, you don’t even have to be clever about it, just attack. Anecdotally, but without the maths to support it, I would say, that this effect is amplified by the random nature of the dice. Because the dice are random it is very likely that if you attack to the max on every turn, on at least one of these turns you will have a successful enough dice run to turn the course of the game.
I have not done the following but I bet it is true. Take a random sample of players from the top of the scoreboard and another sample from a low page on the scoreboard (maybe not the bottom page, heaven knows how they behave down there). Look at the battle outcomes of the two groups and work out the ratio of attacking rolls to defending rolls. I will bet good money (saxibucks) that the higher ranked players have done more attacking relative to defending than the lower-ranked players.
In my experience of team games, weak teams tend to fall down on these three key areas:
1. Coordination (throughout the whole game most particuarly during the opening).
2. Strategic understanding of either the map or the settings.
3. A lack of knowledge of the tactical weapons at a player's disposal.
I take your point that it is important to gain the initiative, exploit turn order, stay on the offensive etc. However, I would suggest to you that it is a team's weakness in the three areas highlighted above that tends to result in them throwing less attacking dice, rather than for some inexplicable reason weak teams aren't throwing offensively. There is a reason, and that is that a stronger team will, more often than not, gain the initiative over a weaker team and that is why they throw more offensively.