"Withdraw" Button (Sug)

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andy_is_awesome
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"Withdraw" Button (Sug)

Post by andy_is_awesome »

How about a button that lets you withdraw all of your troops from a country, leaving a zero on it.

-When you are forting all of your troops from a meaningless country to a bonus or a front, It seems kindof a waste to leave 1 army behind.
-If you are surrendering a region of the map to a big stack, why should you have to lose all of your 1's? What an unneccesary waste.
-In order for a team to get a territ bonus they need to attack each others 1's. This isn't right. The axis or allies never attacked one another for territs. I just takes you out of the "role play" feel of a map. It makes things feel really fake.

I think that allowing complete withdraws would increase the amount of strategy involved in a game.
-It would still be necessary for the player to have 1's on the territs if he wants to collect a bonus, but If he is not in position to collect a bonus, maybe the 1's could help his front line.
-A "Claim territory" button could also be added in order to take a territ with a zero on it. There is no need to roll dice. Now you can decide to keep your army stack big? or spread out to take the vacant territs???

Anyway, I think it would be a cool option.
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Thezzaruz
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Re: "Withdraw" Button (Sug)

Post by Thezzaruz »

Interesting thought but I feel that it goes too much against the original rules to be something I'd like.
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andy_is_awesome
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Re: "Withdraw" Button (Sug)

Post by andy_is_awesome »

Thezzaruz wrote:Interesting thought but I feel that it goes too much against the original rules to be something I'd like.


Yeah, if you like to play as close to RISK as you can then you wouldn't like the setting. But sometimes trying new settings turns out to be really cool (Ex. Dubs, Trips, Quads, Assassin, Flat Rate, No Cards, etc.) And new game play can be exciting and challenging (i.e. AoR, Supermax, Conquer 4, Poker Club).

I think it could be pretty fun.
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haggispittjr
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Re: "Withdraw" Button (Sug)

Post by haggispittjr »

im personaly against the idea.
slowreactor
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Re: "Withdraw" Button (Sug)

Post by slowreactor »

Yes, it's frustrating, but so is defender winning a tied dice. It's part of the game, go along with it.
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andy_is_awesome
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Re: "Withdraw" Button (Sug)

Post by andy_is_awesome »

slowreactor wrote:Yes, it's frustrating, but so is defender winning a tied dice. It's part of the game, go along with it.


Dubs, Trips, Flat Rate, Foggy, Assassin were never apart of the game until it was made a part of the game. Right???
I think new gameplay is good for the site. I can't wait for zombie neutrals to finally make it. It has already been approved.

If it sounds like it would be more of an annoyance than a fun change in gameplay, then you have a good argument agianst it.
But if you don't like it just because it's different, then you aren't really contributing anything to the thread.
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jefjef
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Re: "Withdraw" Button (Sug)

Post by jefjef »

Withdraw & leave as empty neutral. You get Reinf for those worthless terts. Against anything like this.
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andy_is_awesome
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Re: "Withdraw" Button (Sug)

Post by andy_is_awesome »

jefjef wrote:Withdraw & leave as empty neutral. You get Reinf for those worthless terts. Against anything like this.


yeah, you don't want to give up territs for nothing if you are going to get more troops as part of a territ bonus.
But what about territs that you know you are going to lose anyway.
1.) Team game going for a region bonus.
2.) Big stack 50-100, coming through.
Thus, the withdraw button adds another element of strategy.
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oVo
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Re: "Withdraw" Button (Sug)

Post by oVo »

This could be an interesting "option" with definite effects on strategy.
A Øed territory with no dice to roll against attackers could be cool.
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Thezzaruz
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Re: "Withdraw" Button (Sug)

Post by Thezzaruz »

andy_is_awesome wrote:Dubs, Trips, Flat Rate, Foggy, Assassin were never apart of the game until it was made a part of the game. Right???


Team games has been played IRL for years by lots of people, flat rate was the default setting in all european RISK games up until this millennium (and no cards has been in the optional rules for years too) and assassin existed through the objective cards so actually most of your examples are wrong. Though I'll give you fog, that was never a part of the board game for obvious reasons.
potiusmori
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Re: "Withdraw" Button (Sug)

Post by potiusmori »

I'm against this idea... if I were in an unlimited fort game and had a noticeable amount of territs grouped, I'd move the whole swath of armies into one territ and wait for round two to go on a warpath. Not only that, when stomping through an enemy or enemies I'd likely leave behind 0s to maximize how far I can truely go. Sure I'd likely only get 3 armies per turn, but if i could go twice as far through an enemy it might not matter.

If i can have 0s on the board, as long as I somehow survived, the bulk of my army wouldn't matter too much either (similar situation to having all 1s, but slightly more leveraged at the get-go).

lastly, If instead of 0s the territs somehow became neutral (with 1 or 3 neutral armies), i could use this potential feature to bolster defenses unrealistically by withdrawing my army from Territ-X and having it freely and automatically replaced by 1+ neutral armies, it would create 1 more army for the enemy to fight through to kill me.

I think the idea would speed up the game too much while adding too little of interest.
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