A big welcome to mcshanester29 who has joined the newsletter staff in the War Games department! A special hello to trinicardinal, who has gifted us with a guest article in the Platoon Report!
I hope that you are noticing the many changes we have been making in the Dispatch over the last few months, as we make it a more useful and comprehensive resource. More is yet to come. Starting with this issue, it is our resolution to include coverage of all recent announcements in the Late-breaking News section. As if luck was on our side, this new resolution has been accompanied by a large number of announcements to cover. It's been an eventful two weeks on CC!
Here's what we have on tap for you:
In the Mess Hall you will find the "this and that" which doesn't have a section of its own. StubbsKVM presents the final installment of his play-by-play account of an SoC training game. Safariguy5 presents another installment of the Scum Insider.
The Platoon Report covers all aspects of the Clan scene.
War Games is all the news from the Tournament world.
Cartographic Surveillance is our regular look at the Foundry.
Our Next Mission Brief will tell you who is the interrogation target for next issue, and information on how to subscribe or how to sign up to join the newsletter staff.
Dukasaur - Chief Executive
And finally some late-breaking news:
Late-breaking News and Announcements
Spoiler
On August 2nd, blakebowling announced the formation of a Colour Committee to pick the new army colours, in preparation for the introduction of 12-player games. 12-player afficionados are salivating at this evidence that this long-awaited upgrade draws closer and closer.
On August 3rd, Leehar presented clans with the option to moderate their private forums.
On August 9th, rdsrds2120 made the first announcement in the forum of the new Freedom the Underground Railroad tournament, another CC partnership with a Kickstarter gaming project like the earlier Havoc games. August 9th, however, was not the first chance to join: members who follow CC's Facebook page would have seen the announcement on August 7th!
On August 14th, the new Spanish Armada map by cairnswk went live. History buffs and fans of naval maps can use this convenient link to find some games on the new map!
On August 16th, Night Strike made a couple of different announcements, very frugally packaged in a single post. The first bit of news was that Clive, elonpuckhog, and former Dispatch reporter crazymilkshake5 have accepted positions as Tournament Directors!
The second bit of news (in the same post) confirms that there will once again be a contest to design the Season 4 TPA Cup!, just as there was for season 3.
Last but not least, it's not really a new announcement, but macbone has asked me to mention that the SoC Academy is once again in need of some new teachers!
Neutrals, Why! by koontz1973 (First published in Issue 53, 22-08-2011)
Spoiler
Balance of play.
How does having a neutral balance maps out when everything should be random. Well, no map has territories devisable by 2-8 players so instead of having areas of nothing the little white "3" comes into its own. Just think of them as another player, just one that has had its internet privileges taken away.
Orange-Idaho-Dog wrote: In my team game, team one was dropped 2 bonuses (Labrador & Great North) minus one territory. By round 2 they had both and were unbreakable.
greenoaks wrote:i just started my first game on this map and i wasn't impressed.
the other player dropped a bonus, got most of the other bonus and i got neutrals between me and those bonuses. game over.
Final word by the mapmaker herself about this wasender516 wrote:putting a neutral in each of the 3-region bonus zones (New Brunswick, Newfoundland, and Labrador)
It is always nice to start with a bonus, but not so nice when you are on the receiving end so in went the neutrals.Tisha wrote:I really dislike neutrals on a map, but understand that the games on the map can be decided before you even get a first turn.
Conditions for Winning.
Many maps come with a winning condition. That special little rule that says "hold A + B" for one round to win the match. Maps like Das Schloss have them. A map that is heavy on the neutrals but with lots of starting positions all over the board. For this map, you have to conquer and hold 4 territories comprising 30 neutrals. Unlike most maps though, it is even harder to eliminate your opponent than it is to get the winning condition as your opponents starting positions are hidden behind 70+ neutrals.

I got the opportunity to ask cairnswk about the neutrals on Das Schloss so here are his reasons for them.
Fighting your way through a sea of neutrals.Why so many neutrals?
Simply, each neutral territory is one to be conquered from the elements and buildings and hope that you don't come across your enemy too soon. This also helps with the build-your-own bonus structure to some degree.
Why the high numbers?
By this i guess you mean the Helicopters. The map needed a conquer-all element, and the helicopters were almost the only way to achieve this...it was felt that they should have very high numbers so that it was a last resort kind of thing if you were able to build such a large bonus to conquer them.
Do you in any way feel this limits the game or slows it down?
Neither. There are two ways of winning the map - the objective and also elimination. None of the neutrals limits the game or slows it down
A few maps have even more neutrals than Das Schloss, the ones that give you a starting position and a field of white to hack through. Maps like Age of Realms (Might, Magic, Mayhem), City Mogul, Treasure of the Galapagos and the Feudals (War and Epic). These maps have hundreds and in one case thousands of neutrals in them. Why the sea of white, well lets leave that to DiM to answer, the mapmaker who brought us Age of Realms and City Mogul.
When neutrals turn bad.Regarding the Age of Realms series, was it always your aim to have so many neutrals and what does it bring to the game in your opinion.
back in 2007 me and gimil were bouncing ideas back and forth trying to put something new on the table. we came up with the conquest type gameplay where each player gets a starting point and then he begins exploring through neutrals, claiming bonuses and fighting other players. the large number of neutral terits is essential to making the gameplay immersive.
With City Mogul, the big brother of neutral maps, why such high numbers. Would it make it any different if the numbers were reduced especially regarding the winning condition of holding the manor and mall.
the idea behind this was very simple and it's all about statistics. it was meant to be a map that promotes agresivity and that removes luck from the equation leaving just strategy. for example a 6v3 battle will depend on the very first roll. if you lose 2 troops and your opponent wins then the game is off to a very bad start for you. with city mogul the battles are with huge numbers where a few bad/good rolls don't matter at all.
In a lot of maps where neutrals are present, some players see them as a nuisance and just ignore them.
iancanton wrote:the castle in castle lands, which is +2 auto-deploy, has 4 neutrals and it's not always taken.
With Treasure of the Galapagos map, a debate has been going on in reducing the neutrals for the luggers. Right now they are set at 10 but no one wants to play them. I asked cairnswk why.
So if the mapmaker does not play for them at 10, why should we.There is a poll in the foundry to get the luggers reduced in (neutral) value to try and open them up in the game some more. What would be your ideal number?
7 is probably best.
You have played this map only a few times (12), have you ever gone for the luggers or seen anyone go for them?
Yes, I think I tried to go for the luggers before the neutral numbers were increased, but it was very easy to conquer them. I also went for a straight out elimination in one game that i recall wihtout using the luggers.
http://www.conquerclub.com/forum/viewto ... 7&t=149280
When neutrals turn very very bad.
Infected neutrals is in the suggestions final phase so we may see this soon. This is when the neutrals get a turn and attack. How will this affect games, maps, strategy; no one really knows till it comes live. But for one thing, it will make playing Das Schloss, City Mogul and all of the mentioned maps far more interesting.
http://www.conquerclub.com/forum/viewto ... 35&t=40294
Whatever game you enjoy, neutrals will always be with us. Either way, we can all effect them by joining in the map making process. Both cairnswick and Dim (and many more) have maps in the foundry that have those pesky neutrals. It is up to you on there values, but only if you join in the foundry process.
A big thanks to all who helped with this article and I apologise to anyone who did not get there words in.


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