TOFU
1st contact and privs: doc_brown
2nd contact and privs: kjsnyi FOED
1st contact and privs: JPlo64
2nd contact and privs: groovysmurf
Schedule and Round Breakdown
Two rounds - Round 1 to be exchanged by June 21 and Round 2 to be exchanged by July 12. Clans will have until the end of the week to fill home and away games. Games to be exchanged fully created by 23:00 CCT on exchange date and completely filled by 23:00 CCT by the end of the week. The 6-week period ends on July 19, and all games must start before that day.
Round One - 5 Dubs + 4 Trips + 5 Quads chosen by each clan
Round Two - 4 Dubs + 5 Trips + 4 Quads chosen by each clan + Tie-breaker (Trips Classic, sunny, chained, no spoils created by TOFU)
A player can be involved in a maximum of 20 games during the war (tie-breaker excluded)
War Rules
Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils
All forts are allowed except "no forts"
There will be no limitation on the number of trench games
There will be a 30 round limit on those trench games
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games
Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will be in effect (TO will not enforce any penalties for violations)
New settings that are implemented after the start of the Cup will be excluded from wars
Last edited by Doc_Brown on Tue Sep 15, 2020 1:55 pm, edited 15 times in total.
Doc_Brown wrote:Conquerors Cup 10: Round 3 - TOFU vs FOED
55 Game War
18 Doubles, 18 Triples, 18 Quadruples plus 1 Tie-breaker game
VS
[url]WAR PAGE[/url] Contacts
TOFU
1st contact and privs: doc_brown
2nd contact and privs: kjsnyi FOED
1st contact and privs: JPlo64
2nd contact and privs: groovysmurf
Schedule and Round Breakdown
Two rounds - Round 1 to be exchanged by June 21 and Round 2 to be exchanged by July 12. Clans will have until the end of the week to fill home and away games. Games to be exchanged fully created by 23:00 CCT on exchange date and completely filled by 23:00 CCT by the end of the week. The 6-week period ends on July 19, and all games must start before that day.
Round One - 5 Dubs + 4 Trips + 5 Quads chosen by each clan
Round Two - 4 Dubs + 5 Trips + 4 Quads chosen by each clan + Tie-breaker (Trips Classic, sunny, chained, no spoils created by TOFU)
A player can be involved in a maximum of 20 games during the war (tie-breaker excluded)
War Rules
Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils
All forts are allowed except "no forts"
There will be no limitation on the number of trench games
There will be a 30 round limit on those trench games
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games
Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will be in effect (TO will not enforce any penalties for violations)
New settings that are implemented after the start of the Cup will be excluded from wars
Doc_Brown wrote:Conquerors Cup 10: Round 3 - TOFU vs FOED
55 Game War
18 Doubles, 18 Triples, 18 Quadruples plus 1 Tie-breaker game
VS
[url]WAR PAGE[/url] Contacts
TOFU
1st contact and privs: doc_brown
2nd contact and privs: kjsnyi FOED
1st contact and privs: JPlo64
2nd contact and privs: groovysmurf
Schedule and Round Breakdown
Two rounds - Round 1 to be exchanged by June 21 and Round 2 to be exchanged by July 12. Clans will have until the end of the week to fill home and away games. Games to be exchanged fully created by 23:00 CCT on exchange date and completely filled by 23:00 CCT by the end of the week. The 6-week period ends on July 19, and all games must start before that day.
Round One - 5 Dubs + 4 Trips + 5 Quads chosen by each clan
Round Two - 4 Dubs + 5 Trips + 4 Quads chosen by each clan + Tie-breaker (Trips Classic, sunny, chained, no spoils created by TOFU)
A player can be involved in a maximum of 20 games during the war (tie-breaker excluded)
War Rules
Only game types allowed are "Teams" (Polymorphic is not considered a team game)
All games must have automatic initial troop deploy (no manual)
All games must be sequential (no freestyle)
All games must have 24 hour round length (no speed)
All spoils are allowed except zombie spoils
All forts are allowed except "no forts"
There will be no limitation on the number of trench games
There will be a 30 round limit on those trench games
Each map can only be used twice per clan per clan war but can only be used once per game type (dubs/trips/quads)
Beta maps are not allowed
Each clan will pick the map and settings for exactly half of the games
Games will be exchanged in 2 sets
At least half of the quads games will be exchanged in the first set
12 Hour Fog Rule will be in effect (TO will not enforce any penalties for violations)
New settings that are implemented after the start of the Cup will be excluded from wars
Just a heads up (not sure if it matters) but TheSpaceCowboy isn't showing up on the game count thing. So if that is important might need to find a way to get webmaster to update that page.
swimmerdude99 wrote:Just a heads up (not sure if it matters) but TheSpaceCowboy isn't showing up on the game count thing. So if that is important might need to find a way to get webmaster to update that page.
swimmerdude99 wrote:Just a heads up (not sure if it matters) but TheSpaceCowboy isn't showing up on the game count thing. So if that is important might need to find a way to get webmaster to update that page.
swimmerdude99 wrote:Just a heads up (not sure if it matters) but TheSpaceCowboy isn't showing up on the game count thing. So if that is important might need to find a way to get webmaster to update that page.
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Don't underestimate the advantage of being better at it too
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Don't underestimate the advantage of being better at it too
I’d say we have the experience and record advantage over most in this game as well.
We are 23-6 as a team in all quads with these settings (clan games I’m in).
I’m 14-2 in poly 4
JP is 4-0
Going first is an advantage no doubt. But tribe and utilities positioning plays a much bigger role in the outcome than first turn.
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Don't underestimate the advantage of being better at it too
I’d say we have the experience and record advantage over most in this game as well.
We are 23-6 as a team in all quads with these settings (clan games I’m in).
I’m 14-2 in poly 4
JP is 4-0
Going first is an advantage no doubt. But tribe and utilities positioning plays a much bigger role in the outcome than first turn.
I am sure your team is quite good on those settings. However, there was no skill involved in our game when you take out 3 of us in round 1. Positional drop and going first is all that was needed.
On the topic of maps like those... City Mogul. I've had this discussion a number of times among some higher ranking members, and I still feel like drop and start is way more important than skill. I am not the best at that map, never will be, but I do think that I can hold a close-to 50% winrate against those that are much better than I am. It's easy to play when "first turn" means +80 in autodeploys and the first to any major bonus, plus attacker's advantage on subs.
In our game JP and groovy realized that we had better shops setup and simply rushed to arsonist. I don't think what we did ever mattered.
And yes, luck also plays a factor on other maps. I think that (for the sake of neutrality) random21 has a stronger possible winrate on Eurasia quads than mc/josko on CM.
Extreme Ways wrote:On the topic of maps like those... City Mogul. I've had this discussion a number of times among some higher ranking members, and I still feel like drop and start is way more important than skill. I am not the best at that map, never will be, but I do think that I can hold a close-to 50% winrate against those that are much better than I am. It's easy to play when "first turn" means +80 in autodeploys and the first to any major bonus, plus attacker's advantage on subs.
In our game JP and groovy realized that we had better shops setup and simply rushed to arsonist. I don't think what we did ever mattered.
Obviously on City Mogul trench there is significant advantage of 1st turn. And if a 1st turn is played perfectly, it can be extremly improbable to overcome.
However, you can win from 2nd if you play it right and the other side does not play it perfectly.
I will stop there without going into what we might have done and what you could have done different
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Don't underestimate the advantage of being better at it too
I’d say we have the experience and record advantage over most in this game as well.
We are 23-6 as a team in all quads with these settings (clan games I’m in).
I’m 14-2 in poly 4
JP is 4-0
Going first is an advantage no doubt. But tribe and utilities positioning plays a much bigger role in the outcome than first turn.
I am sure your team is quite good on those settings. However, there was no skill involved in our game when you take out 3 of us in round 1. Positional drop and going first is all that was needed.
Again, of course on that game drop and 1st turn are significant. And when an elite team on that map gets advantageous drop, there is often nothing the other side can do.
However, an elite team can also overcome a bad drop, even vs another high level team if played just slightly better.
I also will not comment if there was something your side could have done in this game.
Extreme Ways wrote:On the topic of maps like those... City Mogul. I've had this discussion a number of times among some higher ranking members, and I still feel like drop and start is way more important than skill. I am not the best at that map, never will be, but I do think that I can hold a close-to 50% winrate against those that are much better than I am. It's easy to play when "first turn" means +80 in autodeploys and the first to any major bonus, plus attacker's advantage on subs.
In our game JP and groovy realized that we had better shops setup and simply rushed to arsonist. I don't think what we did ever mattered.
Obviously on City Mogul trench there is significant advantage of 1st turn. And if a 1st turn is played perfectly, it can be extremly improbable to overcome.
However, you can win from 2nd if you play it right and the other side does not play it perfectly.
I will stop there without going into what we might have done and what you could have done different
If we could read the log in our T1, I would've played it slightly different. Your first turn can mean plenty of things depending on what start you have. And I agree that start is not everything, holding the right neighbourhoods also helps a ton. A first turn Y + P in your team anything is GG from the getgo.
Feels like this is the third year in a row we meet late in the tourney. Hoping for last year’s result!
First blood to FOED - Mosbi quads
Strange map and settings when you can be taken out before ever having a turn. In fact, you guys got 3 eliminations in round one. Going first is quite strong...
Don't underestimate the advantage of being better at it too
I’d say we have the experience and record advantage over most in this game as well.
We are 23-6 as a team in all quads with these settings (clan games I’m in).
I’m 14-2 in poly 4
JP is 4-0
Going first is an advantage no doubt. But tribe and utilities positioning plays a much bigger role in the outcome than first turn.
I am sure your team is quite good on those settings. However, there was no skill involved in our game when you take out 3 of us in round 1. Positional drop and going first is all that was needed.
Again, of course on that game drop and 1st turn are significant. And when an elite team on that map gets advantageous drop, there is often nothing the other side can do.
However, an elite team can also overcome a bad drop, even vs another high level team if played just slightly better.
I also will not comment if there was something your side could have done in this game.
, ok. I predicted your entire play in our game chat. We had no effective block once you had that absurd stack after 2 turns and nothing we could have done to prevent it.