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betiko wrote:If there is one game mode that has to be declared the most stupid and frustrating of all game modes on this site, the award goes to trench!
It all comes down to certain turns where you have a clear troop/position advantage and you miss something completely against the odds, lose your bonus/make your opponent s bonus unreachable then it all goes south. Not only do you know you ve lost, but you have to go through the humiliation of helping your oponent to kill you in the minimum amount of rounds cause no forfeit is permitted.
I feel like trench frustrates in a whole different way, really in the worse way this site can offer. It is very rare to see someone accept to finish a trench speeder and not deadbeat.
betiko wrote:If there is one game mode that has to be declared the most stupid and frustrating of all game modes on this site, the award goes to trench!
It all comes down to certain turns where you have a clear troop/position advantage and you miss something completely against the odds, lose your bonus/make your opponent s bonus unreachable then it all goes south. Not only do you know you ve lost, but you have to go through the humiliation of helping your oponent to kill you in the minimum amount of rounds cause no forfeit is permitted.
I feel like trench frustrates in a whole different way, really in the worse way this site can offer. It is very rare to see someone accept to finish a trench speeder and not deadbeat.
betiko wrote:i really tend to fail those tipical rolls 6v2 and such that hold my bonus in trench, or fail to break my enemies bonus in 14v9 and so many situations like this. those rolls make you win/lose the game in a very very very frustrating way, much worse than on trench games in my opinion. you might be outdeploying your oponent for many rounds; have great strategic positions and he just rolls all he wants, 13v22 and such while you are totally unable to roll a 17v15. I ve had dozens of these games lately; and not only you get the candy out of your mouth but you have to sit and wait turn after turn for your enemy to finish you once you know there is absolutely no way to come back.
Dukasaur wrote:betiko wrote:If there is one game mode that has to be declared the most stupid and frustrating of all game modes on this site, the award goes to trench!
It all comes down to certain turns where you have a clear troop/position advantage and you miss something completely against the odds, lose your bonus/make your opponent s bonus unreachable then it all goes south. Not only do you know you ve lost, but you have to go through the humiliation of helping your oponent to kill you in the minimum amount of rounds cause no forfeit is permitted.
I feel like trench frustrates in a whole different way, really in the worse way this site can offer. It is very rare to see someone accept to finish a trench speeder and not deadbeat.
Why on earth would you play speed on trench?
Trench is a thinking man's game. You calmly and cautiously build up your bonus, and actually can appreciate the features of the map.
Speed is for young men high on testosterone who are in a big hurry. It's a completely different game. Playing speed trench is like mixing amphetamines with heroin... and there's quite a few bodies at the morgue that will testify to what a stupid idea that is.
Trench also doesn't go well with Escalating or Nuclear Spoils. I like Escalating, but again, it's a different nature of game entirely. Escalating is a mathematician's game, and it's again different from the other two. For best results, play Trench with Flat or No Spoils, and put in a round limit in case you develop a case of the jams.
SuicidalSnowman wrote:betiko wrote:i really tend to fail those tipical rolls 6v2 and such that hold my bonus in trench, or fail to break my enemies bonus in 14v9 and so many situations like this. those rolls make you win/lose the game in a very very very frustrating way, much worse than on trench games in my opinion. you might be outdeploying your oponent for many rounds; have great strategic positions and he just rolls all he wants, 13v22 and such while you are totally unable to roll a 17v15. I ve had dozens of these games lately; and not only you get the candy out of your mouth but you have to sit and wait turn after turn for your enemy to finish you once you know there is absolutely no way to come back.
See, this is why I love Trench. In a non-trench game, one player gets a lucky roll and runs the board. In trench, that lucky roll is good for literally one battle, then everyone stops, takes an assessment of the board, and continues playing. You are always given a chance to think and develop your strategy, and recover from bad drops and rolls.
rhp 1 wrote:Dukasaur wrote:betiko wrote:If there is one game mode that has to be declared the most stupid and frustrating of all game modes on this site, the award goes to trench!
It all comes down to certain turns where you have a clear troop/position advantage and you miss something completely against the odds, lose your bonus/make your opponent s bonus unreachable then it all goes south. Not only do you know you ve lost, but you have to go through the humiliation of helping your oponent to kill you in the minimum amount of rounds cause no forfeit is permitted.
I feel like trench frustrates in a whole different way, really in the worse way this site can offer. It is very rare to see someone accept to finish a trench speeder and not deadbeat.
Why on earth would you play speed on trench?
Trench is a thinking man's game. You calmly and cautiously build up your bonus, and actually can appreciate the features of the map.
Speed is for young men high on testosterone who are in a big hurry. It's a completely different game. Playing speed trench is like mixing amphetamines with heroin... and there's quite a few bodies at the morgue that will testify to what a stupid idea that is.
Trench also doesn't go well with Escalating or Nuclear Spoils. I like Escalating, but again, it's a different nature of game entirely. Escalating is a mathematician's game, and it's again different from the other two. For best results, play Trench with Flat or No Spoils, and put in a round limit in case you develop a case of the jams.
crazy talk.... trench doesn't require that much more thought than any other setting... in fact, in many ways, it requires less as options on game play are limited... deploys are really the only substantial difference (and this phase isn't rocket science either), after that? pretty brainless....
now... if you want to make it interesting?
doubles, Trench, auto, fog, no forts, freestyle, speed... play these well? then you're showing me something... hell, even trench freestyle unlimmy is fun as hell...
danryan wrote:I agree with betiko. Trench blows big hairy donkey nuts.
BoganGod wrote:danryan wrote:I agree with betiko. Trench blows big hairy donkey nuts.
Would it be better if the donkey waxed?
Trench has its uses. Mainly to piss off those with small attention spans(myself included in this category a lot of the time). Playing trench speed is like asking someone to dip their hand in lime juice, rock salt, and chilli oil, then fist you.
SuicidalSnowman wrote:betiko wrote:i really tend to fail those tipical rolls 6v2 and such that hold my bonus in trench, or fail to break my enemies bonus in 14v9 and so many situations like this. those rolls make you win/lose the game in a very very very frustrating way, much worse than on trench games in my opinion. you might be outdeploying your oponent for many rounds; have great strategic positions and he just rolls all he wants, 13v22 and such while you are totally unable to roll a 17v15. I ve had dozens of these games lately; and not only you get the candy out of your mouth but you have to sit and wait turn after turn for your enemy to finish you once you know there is absolutely no way to come back.
See, this is why I love Trench. In a non-trench game, one player gets a lucky roll and runs the board. In trench, that lucky roll is good for literally one battle, then everyone stops, takes an assessment of the board, and continues playing. You are always given a chance to think and develop your strategy, and recover from bad drops and rolls.
vonraider wrote:Trench is by far my favorite setting. Slows the game down and that is good for my aging brain. But yes, once you are too far behind in a escalating trench game it can just be a loooong miserable wait until the axe mercifully falls. I would love to see a quit button for trench games as they can go on just way too long once the game has already been decided.
AslanTheKing wrote:BoganGod wrote:danryan wrote:I agree with betiko. Trench blows big hairy donkey nuts.
Would it be better if the donkey waxed?
Trench has its uses. Mainly to piss off those with small attention spans(myself included in this category a lot of the time). Playing trench speed is like asking someone to dip their hand in lime juice, rock salt, and chilli oil, then fist you.
no bogane
first dip your hand in chilli oil, than rock salt and finaly lime juice
thats a big difference
but u can use first limeoil, rocksalt and finaly chilli juice
or u use handcuffs, and tickle your ass with a feather, thats a killer
OliverFA wrote:SuicidalSnowman wrote:betiko wrote:i really tend to fail those tipical rolls 6v2 and such that hold my bonus in trench, or fail to break my enemies bonus in 14v9 and so many situations like this. those rolls make you win/lose the game in a very very very frustrating way, much worse than on trench games in my opinion. you might be outdeploying your oponent for many rounds; have great strategic positions and he just rolls all he wants, 13v22 and such while you are totally unable to roll a 17v15. I ve had dozens of these games lately; and not only you get the candy out of your mouth but you have to sit and wait turn after turn for your enemy to finish you once you know there is absolutely no way to come back.
See, this is why I love Trench. In a non-trench game, one player gets a lucky roll and runs the board. In trench, that lucky roll is good for literally one battle, then everyone stops, takes an assessment of the board, and continues playing. You are always given a chance to think and develop your strategy, and recover from bad drops and rolls.
Right! In trench a good move does not win the game (as it should be). In trench you need to develop a full strategy planning ahead many turns, and develop that strategy over the course of the game. Trench is a lot more strategic.
To counter the thread title: trench is the only reason I did not leave this site.
rhp 1 wrote:OliverFA wrote:SuicidalSnowman wrote:betiko wrote:i really tend to fail those tipical rolls 6v2 and such that hold my bonus in trench, or fail to break my enemies bonus in 14v9 and so many situations like this. those rolls make you win/lose the game in a very very very frustrating way, much worse than on trench games in my opinion. you might be outdeploying your oponent for many rounds; have great strategic positions and he just rolls all he wants, 13v22 and such while you are totally unable to roll a 17v15. I ve had dozens of these games lately; and not only you get the candy out of your mouth but you have to sit and wait turn after turn for your enemy to finish you once you know there is absolutely no way to come back.
See, this is why I love Trench. In a non-trench game, one player gets a lucky roll and runs the board. In trench, that lucky roll is good for literally one battle, then everyone stops, takes an assessment of the board, and continues playing. You are always given a chance to think and develop your strategy, and recover from bad drops and rolls.
Right! In trench a good move does not win the game (as it should be). In trench you need to develop a full strategy planning ahead many turns, and develop that strategy over the course of the game. Trench is a lot more strategic.
To counter the thread title: trench is the only reason I did not leave this site.
not to be combative, but I really don't get this... "develop a full strategy?"
how is trench complicated? hit everything for max deploy, don't expose stacks until you have what you deem to be a decisive advantage, and control choke points... literally takes about 2 seconds per turn to decide what needs to be done on your turn, if that.... someone help me out with this.. speak to me as if I'm a child, cause I'm missing something...
rhp 1 wrote:not to be combative, but I really don't get this... "develop a full strategy?"
how is trench complicated? hit everything for max deploy, don't expose stacks until you have what you deem to be a decisive advantage, and control choke points... literally takes about 2 seconds per turn to decide what needs to be done on your turn, if that.... someone help me out with this.. speak to me as if I'm a child, cause I'm missing something...
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