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iwatawood wrote:I know this topic has been beaten to a pulp, and I don't need responses, I just want to go on the record with the CC powers that be, that I hate that players get deferred troops and no penalty for missing turns. I've read all about this and how it isn't abused. But for newer players, who are getting used to the maps and strategy, it is a killer when someone lies dormant (8 players) for two turns and you think you are building up a border and have some strength (finally) and then they come back in, wipe out your work and reinforce it with a large stack of deferred troops. And don't tell me that I could prepare for this. With FOW, you can't always see what the slacker is doing, and considering it was relatively early in the game, I had 20+ troops there. Now, my border is toast and I've been practically eliminated. This has happened before and it is clear in all the cases, that the missed turns are a deliberate action.
So, my vote is for a penalty and reduced or no deferred troops for missing more than one turn. One can be excused, two is a strategy.
iwatawood wrote:sorry, should have mentioned, flat rate.
iwatawood wrote:and yes, I think it is a strategy, albeit a cheap, stinky strategy, and I'd like to see it become neutralized.
Sir Rico wrote:Hi, im a little new on this chat, but not the risk board game. (Im 36 years old from Denmark and have been playing risk since I was 16, I think.) But the 24 hours risk, world 2.1 with fog is HIGHLY my favorite now . I use to play it with fog, flat rate and chained reinforce with 6-8 players (awesome) ,and I have red your posts and I also agrees on "no" troops for missing turns. Because it ruins the awesome strategi game, just like peaple telling who is biggest (I`ve tried that many times "on me, offcause". Very irratating and just makes the game longer.) And why else the 24 Hours count down or the 5 min. in speed round, which I havent tried yet, though.....I have "ones" won world 2.1 with fog and 6-8 players on 18 rounds, aint that nice....anyway, I think peaple should be punished for telling who is biggest, because it`s also a strategi reading the log in a game with fog, offcause. And I think peaple should be kicked out for missing just "one" turn. If it was like that, peaple would know......and the game would be a lot faster......
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
40kguy wrote:i use to think the same thing but then i got a life and realized you should get differed troops and if its esc. then the lose more then you think
KoE_Sirius wrote:Incorrect.If a player misses a turn he might lose a continent which is more likely,because of the respect he will lose for missing.
ConquerClub took away an advantage which was deploying double troops as the round starts.
This board game doesn't really compare to a card game either.
The concept is completely different.If I was to compare it to a card game.I would refer to Poker where going blind a player can double their bet just for not looking at ones cards each round. .You bet is halved and you stand to win double the amount.
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