Compiled data from mafia game

Bluepotato

Good

2016/07/31 Bluepotato is one of early players to attack M. Poireau, Snife supports this move.

2016/07/31 Bluepotato goes into verbal conflict with M. Poireau in chat

2016/08/04 M. Poireau: Watch out for people using the term “general consensus” to refer to attacking other players… This “general consensus” appears to be a group of about 3-6 players who are coordinating an attack incredibly well. I urge you to draw your own conclusions! (very high chance majority of the concensus is town up to that point in game)

2016/08/08 M. Poireau: Allow the cabal of Tabby, oljo, HankyPinky, and Bluepotato to eliminate me.(Bluepotato might be townie, attackers not mentioned might be mafia)

2016/08/14 M. Poireau again suspects Bluepotato to be mafia

2016/10/09 Bluepotato: (regarding M. Poireau) I’m almost completely certain he was mafia, but it would be awkward if he wasn’t.

2016/10/10 Bluepotato and awesome explain to M. Poireau why exactly he was considered to be mafia (helping lucar/dividing people/being a likely choice for mafia member/accusing his attackers for being mafia)

2017/04/29 Bluepotato Alright, so here’s my defence of myself: I haven’t engaged in any wars against anyone but AI, have cooperated with all my neighbors such as by letting them complete bonuses, and dauti who was a townie trusted me enough to give me his lands.

2017/05/11 Bluepotato wants to make a vote before actual action happening.

Neutral

2016/07/13 Bluepotato believes that M. Poireau is likely to be mafia, because he’s the host and could have unfair advantage otherwise.

2016/07/22 When bluepotato was called mafia by Hankypinky, he responded with claim that HankyPinky is mafia

2016/07/22 M. Poireau fine with claim fight (maybe bluepotato is town)

2016/07/26 Bluepotato supports eliminating luccar and semice, doesn’t mention bigheaded

2016/07/28 Bluepotato calls Tabby mafia and blaims him on making fake arguments (might be a good point)

2016/08/03 Bluepotato thinks that semice is clearly mafia

2016/08/12 Bluepotato: I have permission to take Brandywine

2016/10/30 Some town members and Bluepotato accuse Phakh Gokhn of being mafia member. Phakh Gokhn defends by asking to reconsiderate their opinions and wait till all AIs get eliminated. He claims to be working on behalf of town and that he intends to work for it till his very elimination. Also tries to seek income equality and promises to gift 2 territories to smaller players.

2016/11/04 Niobium Certain that Phakh Gokhn is Mafia member, Bluepotato uncertain about issue.

2016/11/10 Bluepotato is certain that both Dauti and Phakh Gokhn are town members

2017/01/12 Oilspotter “nicely” asks Bluepotato not to attack him. Bluepotato responds that he has no such intentions and that Oilspotter’s response is overly hostile.

2017/01/15 Bluepotato gives riverpath to Tom Cook

2017/04/08 Bluepotato claims that if dauti is townie, he must be townie too.

2017/04/08 Dauti allows Bluepotato to take his territories.

2017/04/12 Oilspotters considers Bluepotato town member and also asks for Stormy Timberland from Snife and wants to split Lush Lark Woods with Niobium2

2017/04/12 Oilspotter gives permission for Bluepotato to take Smiling Fish territory.

2017/04/12 in case of boots Bluepotato thinks about keeping stacks on borders and also suspects quiter players of potentially being mafia.

2017/04/12 Niobium2 allows Oilspotter to take Lush Lark Woods and also allows Vaste Resort to be taken by either by bigheaded or bluepotato.

2017/04/28 oilspotter, bigheaded and bluepotato asked for voting (3 mafia were alive at that point)

2017/05/05 Bluepotato believes oilspotter to be innocent.

Bad

2016/07/22 HankyPinky: Bluepotato intentionally entered his claimed bonus which Hanky had already entered past turn.

2017/05/19 Bluepotato claims that snife suggested to vote to eliminate Phakh.

Awesomeusername

Good

2016/07/17 Awesome: Strong faith in Lucarr or bigheaded being mafia

2016/07/19 Awesome: First suspicions on M poreu

2016/07/26 awesome keeps challenging m. poireau

2016/07/26 M. poireau tells to look at who supports tabby. High likelyhood that those supporters are townie

2016/08/04 M. Poireau: Watch out for people using the term “general consensus” to refer to attacking other players… This “general consensus” appears to be a group of about 3-6 players who are coordinating an attack incredibly well. I urge you to draw your own conclusions! (very high chance majority of the concensus is town up to that point in game)

2016/08/12 M. Poireau: awesomeusername, are you also part of this cabal?

2016/09/11 awesome: BigHeaded is not confirmed town but he is pretty likely to be town at this point + This is very good news though – I was fairly confident Lucarr was mafia but I didn’t suspect Azul

2016/08/20 Awesome: If luccar is townie, we should eliminate bigheaded

2016/10/10 Bluepotato and awesome explain to M. Poireau why exactly he was considered to be mafia (helping lucar/dividing people/being a likely choice for mafia member/accusing his attackers for being mafia)

2016/12/17 Awesome and Snife opposes M. Poireau on making lowest income players PEs

2016/12/19 Awesome considers Bigheaded to be Town member

2017/05/03 awesome suggests that everyone would make initial vote and send it to a trusted person, so then the real vote comes up, it would be uninfluenced by other votes (makes it harder for mafia to influence voting)

Neutral

2016/07/16 Awesomeusername: supports killing both bigheaded and Lucarr

2016/07/17 Awesome: Why lucarr over Bigheaded (maybe good thing)

2016/08/03 awesome not sure why to attack semice

2016/09/02 awesome seeks honesty about roles after player gets eliminated   

2016/09/07 awesome: For the record, I still think he’s(Tabby) a civilian, but I am eager to see this flip…

2017/05/05 awesome says that he reread chat and believes that Tom Cook or Niobium is mafia and that oilspotter/Phakh could be mafia too.

Bad

2016/07/13 awesomeusername very suprised by message system

2016/07/13 awesome: we can just trace Message 3 backwards, each time asking who it was received from, until someone denies sending it

Oilspotter

Good

2017/04/30 Oilspotter: I haven’t engaged in any wars against anyone but AI, have cooperated with all my neighbors such as by letting them complete bonuses.

Neutral

2016/07/18 Oilspotter: Hankypinky is too keen on eliminating players

2016/07/28 Oilspotter: Timelord has “surrendered” but stacks armies up on my border. The only players not to accept his “surrender” are Tabby and Takacho. Not that I’m paranoid or anything…

2016/08/15 Oilspotter: tldr. can someone summarise who is mafia and who isn’t?

2016/09/02 Oilspotter: Haha “honest mafia member” is that as rare as an honest politician…?

2016/10/23 Dauti requests help versus Phakh Gokhn, Oilspotter agrees to help

2016/10/29 Dauti gifts oilspotter a territory and Phakh Gokhn knocks it out without war declaration. Later says that he did that because that territory was dauti’s before and in his opinion didn’t belong to oilspotter.

2017/01/12 Oilspotter “nicely” asks Bluepotato not to attack him. Bluepotato responds that he has no such intentions and that Oilspotter’s response is overly hostile.

2017/01/21 Oilspotters holds smilling fish for safety reasons.

2017/02/01 Tom Cook agrees to split his big stack and promises not to become AI after Oilspotters asks about it.

2017/02/20 Oilspotter is afraid that mafia will win

2017/04/08 Oilspotter calls everyone coward for staying passive.

2017/04/09 Oilspotter: If Phakh is mafia then he’s dangerous because he’s the strongest player. My vote would be to eliminate him before he gets any bigger.

2017/04/12 Oilspotters considers Bluepotato town member and also asks for Stormy Timberland from Snife and wants to split Lush Lark Woods with Niobium2

2017/04/12 Oilspotter gives permission for Bluepotato to take Smiling Fish territory.

2017/04/12 Niobium2 allows Oilspotter to take Lush Lark Woods and also allows Vaste Resort to be taken by either by bigheaded or bluepotato.

2017/04/28 oilspotter, bigheaded and bluepotato asked for voting (3 mafia were alive at that point)

2017/05/18 Oilspotter is suspicious of snife and Tom for “obvious reasons”. Doesn’t know how many mafia left or whether bluepotao voted to eliminate Phakh.

Bad

2016/07/13 Oilspotter suggests to tell who didn’t receive any message (hard to prove)

2016/08/19 Oilspotter: I don’t think we can assume Stannis was civilian until we hear from him. Maybe he realised that the mafia has little to no chance of success, and gave up? (Stannis didn’t even bother to take a territory from very 1st turn) I don’t think there’s any real way the mafia can win this, all we have to do is sit tight and wait for them to attack. There needs to be some other random element in the game, like each turn a randomly picked player has to declare war on a player of their choosing for 5 turns. As it is now, even if we just started eliminating players at random, we’d still probably get the mafia before all the civilians. (random wars are beneficial to mafia)

2016/08/23 Oilspotter requests Dauti to not attack his territory (dauti has all remaining territories in the bonus)

2016/09/07 Oilspotter very quick to assume that redonblue and Phakh Gokhn are mafia (might be neutral)

2016/10/24 Oilspotter: np Hanky, mainly just looking to alleviate the boredom without opening myself up to accustaions… Dauti, I’ll help you out – thanks!

2016/11/03 For some reason oilspotter didn’t know Lucarr10′ role by that point in game

2017/04/28 Oilspotter: I think it’s time to call a vote on who to eliminate next. Are we all ok with doing this? If you’re not, speak up. We’ll have to take silence as consent, and if we have a simple majority in favour of voting by sunday midday (pacific time), then all survivng players will vote. If there’s a tie then Dauti will have the casting vote (as the last confirmed townie to expire -> he could only know as much reliable information as any of us + he’s clearly in support of eliminating Phakh). Let’s say 24 hours to cast your vote from the time the vote is called. All those in agreement say “Yes”. If not, say “No” (or “nein” if you want to annoy Bluepotato). If yo say nothing, you’ll be counted as a Yes.

2017/04/30 Oilspotter asks wether Snife supports voting or not even though snife previously said that he doesn’t support it.

2017/05/02 Oilspotter The vote to eliminate is happening, more people wanted it than didn’t (Technically it was 4/8). I have to admit I initially didn’t but this game needs a kick in the arse…

2017/05/03 Oilspotter: I was initally against the vote, because it seemed unfair, and was suggested by dead mafia. But realistically, we have no other options here (I’m not so certain). I’m certainly not going to make a move against anyone without provocation, and I doubt anyone else will. And waiting for boots is very, very dull. Let’s get into the spirit of the game and see what this one vote turns up. We might get some clues by how people vote, or how people act after the vote. I think three votes with reasons helps the mafia (it helps undecided town to make better decisions) because they will know who is close to being right (1 vote shows who’s close to right too), and how to behave to allay suspicion (are you in support of less educated choices?). One vote, plain and simple, no need to tell all the hitmen that you think they’re hitmen and why… I suspect the mafia will vote last, and try to undermine the vote, or confuse the issue (good point).

2017/05/04 Oilspotter critizes awesome’s idea to make early private vote, pursues basic 1 vote idea. Believes that awesome’s idea could be manipulated by mafia (i don’t see how it makes it easier for them to manipulate)

2017/05/04 Oilspotter objects Phak’s idea of talking out who is mafia, blames him for trying to dodge getting voted out.

2017/05/11 Oilspotter blames snife on making to quick decision on his role. (is he trying to change opinion?)

Niobium2

Good

2016/10/31 Niobium supports eliminating Phakh Gokhn, Snife is neutral on the issue.

2016/11/04 Niobium Certain that Phakh Gokhn is Mafia member, Bluepotato uncertain about issue.

Neutral

2016/07/14 Niobium2 if I was mafia I would say I received no messages

2016/07/17 Niobium: talks about stagnation without escalating need for action

2016/07/22 Niobium 1 week vacation

2016/08/19 Snife and Niobium2 openly support fighting AIs

2016/11/08 Niobium withdraws his claim on attacking Phakh Gokhn after he declares that he won’t be defending.

2017/01/25 Phakh allows Niobium to retake Narrow Way

2017/01/25 Niobium2 wants to eliminate AIs before proceeding with attacking players.

2017/02/02 Niobium2 declares that he will set all borders to 10.

2017/03/24 Niobium2 in advance informs that he’ll be going for vacations.

2017/04/12 Oilspotters considers Bluepotato town member and also asks for Stormy Timberland from Snife and wants to split Lush Lark Woods with Niobium2

2017/04/12 Niobium2 allows Oilspotter to take Lush Lark Woods and also allows Vaste Resort to be taken by either by bigheaded or bluepotato.

2017/04/29 Niobium2 supports voting, believes that it could give insight on other player roles.

2017/05/05 Niobium votes to eliminate Phakh because of his previous conflict with dauti and private conversations between him and Phakh.

Bad

2017/01/01 Niobium2 (to oljo): That would be nice, but I think it’s still fair to say that you should cede some of your territory for being booted so often.

Snife

Good

2016/07/17 Snife: M Pourieu is likely mafia

2016/07/25 Snife oposes M. Poireau, says that mafia only would support mafia member elimination if they can’t save him

2016/07/27 Snife calls out lucar for being mafia

2016/07/31 Bluepotato is one of early players to attack M. Poireau, Snife supports this move.

2016/08/01 Snife and Azul appear to not communicate their moves

2016/08/01 Azul considers himself unsafe versus phakh gokhn and snife

2016/09/02 Snife: I like how you are still trying to convince us that you are a civilian Poireau 😉

2016/09/27 Snife 100% sure M. Poireau is Mafia

2016/12/17 Awesome and Snife opposes M. Poireau on making lowest income players PEs

Neutral

2016/07/21 Snife: Appears to consider Tabby mafia

2016/07/28 Snife calls tabby mafia because: lucarr wrote: “can you atleast try and make it seem like you are not also mafia”. Sounds like a confession to me. (might be good + snife is not 100% sure on this)

2016/08/02 Snife attacked Azul because he was AI and didn’t move out because of wastelands in Azul’s bonus.

2016/08/04 Snife in advance informs about 5 days vacation

2016/08/10 snife trades  Elusive Island with smart james back and forth for card pieces

2016/08/16 Snife asks Stannis if he was town.

2016/08/19 Snife and Niobium2 openly support fighting AIs

2016/08/30 Snife: imagine if only citizens have become AIs yet… we would be in big trouble 😦

2016/09/15 Snife and Oljo both gift bigheaded a territory.

2016/10/26 Snife thinks that both Phakh and Dauti might be town members

2016/10/31 Niobium supports eliminating Phakh Gokhn, Snife is neutral on the issue.

2017/02/22 Snife claims not to be mafia and ask for his support so that at least 1 town member would survive.

2017/03/29 Snife: I think I am one of the most trustworthy players in this game 😀

2017/04/12 Oilspotters considers Bluepotato town member and also asks for Stormy Timberland from Snife and wants to split Lush Lark Woods with Niobium2

2017/04/12 Snife negotiates on territory ownership in west, threacherous rapids and Green Covert.

2017/04/24 Snife: don’t be surprised. I am just making some suicide moves. You should not loose any unit.

2017/04/29 Snife doesn’t support voting but expresses need for action

2017/05/04 Snife states that he has reread majority of chat and that he believes Oilspotter to be mafia.

2017/05/11 snife demands action

2017/05/18 Oilspotter is suspicious of snife and Tom for “obvious reasons”. Doesn’t know how many mafia left or whether bluepotao voted to eliminate Phakh.

2017/05/18 Phakh Gokhn claims to have compilation of past events, snife wants to see it.

Bad

2016/07/14 Snife 1st to suggest tabby to be mafia (might be wrong)

2016/07/14 Snife: shoot first ask later

2016/07/15 Snife suggests: Order someone to say in public chat that’s someone is a mafia

2016/07/17 Snife: Tabby is mafia (why)

2016/07/17 Snife: Types of mafia (basically everyone is a potential mafia)

2016/07/17 Azul suggests Phakh to give bonus to Snife, doesn’t even recognize there are other players neighbouring that bonus.

2016/07/17 Azul: Silent players might become suspicous (so are the mafia more of a talkative kind in this game?) also case of supporting Snife

2016/07/20 Snife: It is ok to kill someone even if you are not 100% sure he is evil (might be a good point related to lucarr and Bigheaded).

2016/09/09 Snife: saving town member doesn’t make much sense. (declares redonblue and Phakh Gokhn potential mafia)(might be neutral)

2016/09/10 M. Poireau is first to declare confirmed townie – Stannis. Others for some reason are not confirmed. Snife was first to declare Stannis town (might be mafia evidence for Snife)

Phakh

Good

2016/07/17 Azul suggests Phakh to give bonus to Snife, doesn’t even recognize there are other players neighbouring that bonus.

2016/07/17 Azul Claims one bonus so Phakh would have less bonuses

2016/07/17 Azul: Phakh has too much bonuses

2016/08/01 Azul considers himself unsafe versus phakh gokhn and snife

2016/11/05 Phakh Gokhn declares that he won’t defend against attacks on him, because it’s pointless for town members to infight.

2016/11/08 Phakh Gokhn makes a deal with Lord Bomber to help him take down neutrals in his territories.

2017/03/01 Phakh Gokhn allows Dauti to evacuate Seeking roots.

2017/05/04 Phakh says that players should talk it out on who is mafia, because not everyone supports 1 vote idea, also says that players should be only judged by their previous actions and words, not personal likes.

2017/05/18 Phakh Gokhn claims to have compilation of past events, snife wants to see it.

Neutral

2016/07/18 Phakh is fine with Stannis quiting (because stannis didn’t take any territory and doesn’t enjoy the game)

2016/08/02 Phakh Gokhn declares that he doesn’t cooperate with Snife

2016/08/27 Phakh Gokhn: It’s just my opinion, but I think mafia members could try to get themselves booted to start attacks on others without blame. (in response in azul getting repeatedly booted)

2016/09/07 Phakh Gokhn announces that he’s protecting Redonblue

2016/10/05 Phakh Gokhn: Regarding Dauti situation, if RedonBlue turns out to be mafia, I will cease my attacks against Dauti. Redonblue is already an AI so I am no longer protecting him.

2016/10/12 Phakh Gokhn is eager to find Redonblue’s role

2016/10/28 Phakh Gokhn pushes to have peace with Dauti, abandons plans to get Oakfort, asks for at that time full with wastelands Maple Edge bonus

2016/10/28 Phakh Gokhn says he wanted peace with Dauti for long time (lack of evidence)

2016/10/29 Dauti and Phakh Gokhn agree for peace. Phakh Gokhn receives Maple Edge and Dauti receives Molten Run.

2016/11/08 Niobium withdraws his claim on attacking Phakh Gokhn after he declares that he won’t be defending.

2016/11/08 Phakh Gokhn asks Dauti to let Lord Bomber take Babbling Sewage.

2017/01/25 Phakh allows Niobium to retake Narrow Way

2017/03/11 Phakh Gokhn takes 10 days vacation and gets booted, once back claims that the reason for that was his father’s death.

2017/04/28 Phakh Suggests to give lists of 3 suspected players, explaination why voter is not mafia, investigate past events and look for 3 cooperating players combinations. Believes that single player vote is too biased and that Bigheaded/actionguy could have both been mafia to ensure one of them surviving.

2017/05/04 Phakh states that he has no intentions to change player opinions.

2017/05/10 Phakh gets booted and doesn’t notice it. He’s suprised that not much has happened regarding mafia hunt.

Bad

2016/07/17 Phakh to Azul: Nope Earlington is mine at any cost

2016/07/17 Phakh Gokh doesn’t buy into lucarr or Bigheaded being a mafia.

2016/09/09 Phakh Gokhn appoligizes for not seeing Redonblue to be the 1st one to attack dauti, also claims that he’s only concern is to maintain peace and doesn’t like doing nothing because of army cap

2016/10/03 Dauti has suspicions about Phakh Gokhn

2016/10/06 Dauti: you(Phakh Gokhn) are not protecting him?  he has been ai for some turn now and you dont atack him, but you are willing to break wastelands to reach me and attack me

2016/10/23 Dauti requests help versus Phakh Gokhn, Oilspotter agrees to help

2016/10/24 Phakh Gokhn tries to negotiate with dauti in public chat claiming dauti didn’t respond to his mail. Agressively demands Molten Run and Oakfort. Asks for peace with Dauti and says that only want to have presence near dauti in case trouble in region arise. (note: redonblue was eliminated long ago and only 1 bonus was enough to have presence near Dauti)

Dauti gifts oilspotter a territory and Phakh Gokhn knocks it out without war declaration. Later says that he did that because that territory was dauti’s before and in his opinion didn’t belong to oilspotter.

2016/10/30 Some town members and Bluepotato accuse Phakh Gokhn of being mafia member. Phakh Gokhn defends by asking to reconsiderate their opinions and wait till all AIs get eliminated. He claims to be working on behalf of town and that he intends to work for it till his very elimination. Also tries to seek income equality and promises to gift 2 territories to smaller players.

2016/10/30 Phakh Gokhn receives Lucarr10 sympathies in chat.

2017/02/20 Phakh claims Seeking roots, says that Dauti didn’t respond to his private messages so he assumes that Dauti doesn’t mind it

2017/04/09 Dauti blames Phakh Gokhn for attacking without warning.

2017/04/09 Dauti and Phakh Gokhn have an argument. Dauti blames Phakh Gokhn for attacking Maple Edge. Phakh Gokhn retaliates with claims that Maple Edge was part of previous peace deal and that he’s taking regardless of Dauti’s actions. He also blamed Dauti on poor communication and called out bluepotato eliminating dauti as a potential way to compromise Phakh Gokhn’s reputation and cause infighting between town members.

Tom

Good

2016/07/16 Lucarr: Tom Cook is alone in his bonus

2016/07/17 Azul: Silent players might become suspicous (so are the mafia more of a talkative kind in this game?) also case of supporting Snife

2017/02/01 Tom Cook agrees to split his big stack and promises not to become AI after Oilspotters asks about it.

Neutral

2017/01/15 Bluepotato gives riverpath to Tom Cook

2017/04/12 in case of boots Bluepotato thinks about keeping stacks on borders and also suspects quiter players of potentially being mafia.

2017/05/04 Tom Cook states that he has reread majority of chat and that he believes Oilspotter to be mafia.

2017/05/18 Oilspotter is suspicious of snife and Tom for “obvious reasons”. Doesn’t know how many mafia left or whether bluepotao voted to eliminate Phakh.

Bad

Big Headed

Good

2016/07/17 Azul: Silent players might become suspicous (so are the mafia more of a talkative kind in this game?) also case of supporting Snife

2016/07/17 Bigheaded: Accepts his elimination for the better good.

2016/07/22 bigheaded: it seems like a bit of a stretch to accuse someone of being mafia just because they didn’t stay out of your claim.

2016/07/25 Tabby: M. Poireau seems to cooperate with Luccar and ignore bigheaded

2016/07/25 Bigheaded oposes M. Poireau’s idea for defending of players under mass suspicions

2016/08/14 Bigheaded appears to support eliminating M. Poireau

Neutral

2016/07/13 bigheaded: no message and  2016/07/16 Luccar10: got message from bigheaded

2016/09/15 Snife and Oljo both gift bigheaded a territory.

2017/02/24 after all AI got eliminated, bigheaded was eager on starting a search for mafia.

2017/04/12 in case of boots Bluepotato thinks about keeping stacks on borders and also suspects quiter players of potentially being mafia.

2017/04/12 Niobium2 allows Oilspotter to take Lush Lark Woods and also allows Vaste Resort to be taken by either by bigheaded or bluepotato.

2017/04/28 oilspotter, bigheaded and bluepotato asked for voting (3 mafia were alive at that point)

2017/05/03 Bigheaded: To be honest, I’m not really sure who to vote for. The only person who has seemed remotely suspicious to me is Phakh, and I don’t know about anyone else.

Bad

mafgam

Review #007

Reviewed by: wct

Game link: https://www.warlight.net/MultiPlayer?GameID=11879296

 

Picks and how they turned out:

game2picks

game2map

Picks review:

– Minimum picks should be 8 (if not coordinated with team mate) or 6 (if no overlap with team mate).

– Syed only makes 4 picks. Good map coverage.

– Penino only makes 4 picks. Somewhat clustered in the centre, but at least it’s only one pick per bonus, and centre isn’t such a bad place to be.

– Nazgul makes only 5 picks. Somewhat clustered centre-right,

– Phakh only makes 5 picks. Focuses on cities. Good coverage.

– From picks, it looks like there will be a brawl pretty early in the game in the north east. No obvious advantage from picks.

– Intelligence from picks: Syed should know that someone is in Carthage.

– Initial layout looks pretty spread out. Should be a pretty good competition. Nazgul is a bit isolated from his team mate and could become surrounded by team B.

 

Game review:

– Turn 2, Nazgul attacks Dacia instead of Tribus Iazges. Dacia only borders one enemy territory, while Tribus borders two. Priority should have been given to Tribus so that it is harder for the enemy to defend against the position.

– Turn 3, Syed attacks Judea with 3. Much better would have been to finish his Arabia bonus by taking Petra.

– Syed could have consolidated his lone armies in the West to Hispalis, which would have made it easier to expand in the West the next turn.

– Nazgul did well to quickly move his left-overs into his stack at Scythia. However, he should have expected that peninho would have to have deployed to Narona for defense. Therefore, Tribus would likely be vulnerable, so he should have attacked with his stack of 10 from Scythia to Tribus on his last move. Even if he did not take Tribus, he would have had stack advantage and weakened whatever medium stack was there. In the current game, he could have gained a big advantage by having the double border on his enemy’s bonuses, with a big stack sitting there.

– It was risky for peninho to attack from Narona. If Nazgul had deployed all to Dacia, he would have had 13 defending against 10, which would have wiped out his attacking stack. Better would have been to play defensive on that turn, putting some of his income into Dacia, and some into Tribus, without attacking from either of them. Work on developing Northern Italy also.

– Turn 4, peninho moves his stack to Dacia, leaving Tribus vulnerable.

– Syed overexpands into Syria, doesn’t put a big enough stack onto Creta, nor big enough attacking stack on Tripolis. Indeed, trying to finish Tripolis this turn is questionable, since it’s only worth 1, and since Syed should know from picks that someone is in Carthage, there’s a good chance that they will be attacking Capsa and/or Saldae this turn. By using these armies elsewhere, such as to build an even bigger stack on Creta, they would have been more useful.

– Syed makes a lucky move to attack Salmantica after Phakh attacked it. However, he leaves Baetica bonus unfinished. Income is very important. Efficient expansion is a basic skill to develop.

– Nazgul makes a good attack. There was some risk to it, though, since peninho could have consolidated his stack into Tribus instead of Dacia, in which case it would have been a weak attack. However, if he and Phakh have been coordinating properly, to decide to attack peninho from both sides to cripple him, then even a weak attack like that would have been worthwhile.

– Turn 5. Syed is vulnerable on too many points. He should try to pick the most important points to defend and let the others wait or let them be captured. For instance, stopping Phakh from taking Cyrene is of vital importance since it is a +4 bonus. Tripolis is only worth +1. He shouldn’t have deployed to Leptis Magna, but instead use those troops elsewhere, such as to bolster Cyrene, to complete Baetica, and/or perhaps to counter attack from Salmantica. The one troop in Leptis Magna should have been transferred to Cyrene on the very first move.

– At this point, defending both Panonia and Dalmatia is likely impossible for peninho. He tries to destroy the stack in Tribus first move, but without any deployments to Mursa or Narona, all Nazgul needs is 2 left-over armies to break one of peninho’s bonuses. Peninho could have realized this and instead tried to move his big stack to attack Nazgul’s income by attacking Scythia to double-border on Thracia. He might have deployed 1 or 2 each in Mursa and Narona, just to try to prevent losing both of them, but this is debatable.

– In order to break both of peninho’s bonuses, Nazgul should have made his small 3 attack first, and the remainder of the stack attack second. This prevents the exactly the situation that happened: Some of his stack was killed in a prior attack, so there were no armies left over to carry out the late 3 attack.

– By losing Egypt and its +4, Team B lost the chance to fight back, and thus this turn marks the beginning of the end of the game.

– It seems apparent that when peninho and Nazgul made early contact, their team mates were both drawn to attack the enemy on a flank. Unfortunately for team B, Panonia and Dalmatia alone do not provide a good defense, since an enemy on either Tribus or Venetia will give a double border that’s hard to defend. Whereas Asia is easy to defend at Lycia, and holding Scythia protects Thracia from being double-bordered. So Team A had a better-defended member in the giant sandwich.

– Major lesson: Double-bordering is a big advantage. Don’t get double-bordered. Double-border your enemies. Choose picks which don’t have easy double-bordering counter-picks. Choose picks that can easily double-border opponents.

Review #006

Reviewed by: wct

Game link: https://www.warlight.net/MultiPlayer?GameID=11879229

Picks and how they turned out:

game1picks

game1map

Picks review:

– Nazgul cluster picks around Africa, only makes 4 picks. Misses city bonuses.

– Cthulu only makes 5 picks. Misses city bonuses.

– Nazgul and Cthulu overlap on their picks. Sometimes this is good, but only if intentional. In this case, they will lack map coverage.

– Leviathan only 5 picks. Overlapping with Phakh. Could be okay if intentional.

– Minimum picks should be 6, if you know your team mate will not overlap you. Otherwise, 8. Rule of thumb: should_pick = num_players * picks_per_player = 4 * 2 = 8

– Game seems determined by picks, with team A trapped in Africa, except for one random pick that ended up in Britain.

 

Gameplay review:

– In turn 4, Cthulu defends Capsa instead of Saldae, resulting in loss of a bonus. Also, attacked with a small stack against a larger stack, wiping out his own stack and leaving himself defenseless. Since he was also expanding in north, and since he had previously donated some armies to Nazgul, he should have assumed that he was behind Phakh on income, and so should have remained defensive for at least one turn, while expanding in the north.

– One notable thing that Nazgul did right was to use 1 army attacks against Carthage to whittle down Leviathan’s stack a wee bit.

– Another thing is that Nazgul refrained from attacking while he was at a disadvantage. However, in turn 4, he should have known he would have the stack advantage finally (from previous donations of Chtulu), and made a full attack against Carthage, instead of waiting for the next turn.

– On turn 5, Cthulu attacks Saldae, but with a diminished income, he should have known that his stack would be too small, especially since again he was expanding in the north. More emphasis should have been placed on expansion in the north at that point, as a last-ditch attempt to regain income. But in the end it was too late anyway.

– Leviathan played well, to rebuild a stack on Lillybaeum and eventually regain stack superiority via greater income and only one territory exposed to the enemy.

Mega review of 5 1v1 training games

5 Game mega review.

Reviewer: Phakh Gokhn

In this game players only received 1 pick and the goal of these games was to check how well players understood importance of map coverage.

Picks Map:

5epicreview

Lokireborn picked 1 more territory than necessary. Zazzlegut picked 8 more picks than necessary. Only 2 picks will be received, so picking more is a waste of time, especially on noluck setting. 2nd picks should be used to be a direct counter to 1st pick, because if you lose 1st pick, it means that opponent gets it, and with such knowledge it’s easy to counter him.

Zazzlegut, Lokireborn, Nazgul and Radoverlord had poor map coverage.

Example:

5epicreviewmapcoverage

Players who started in Spain had worse income and slower expansion compared to some other starts:

5epicreviewphakh1st

From bonuses Phakh Gokhn can get 3+4+5+6+17=35 bonus armies (usually 30)

5epicreviewphakh2nd

In this case he can get 0+6+7+10+17=40 bonus armies

5epicreviewphakh3rd

In this case he can get 1+1+5+5+9+15=36 (usually 31) bonus armies.

Now compare it to Spain starts:

5epicreviewother1st

Zazzlegut and Lokireborn at most could get 1+2+2+6+6+11=28 bonus armies.

5epicreviewother2nd

Nazgul at most could get 2+4+6+6+11=29 bonus armies

5epicreviewother3rd

Radoverlord at most could get 0+0+7+7+11=25 bonus armies.

Spain also has disadvantage of slow to take bonuses. Narbonensis and Southern Gaul both require 3 turns to be taken from Spain and they are unreliable, because from Genua in Northen Italy opponent could gain massive positional advantage over those bonuses. Assaulting Italy from Spain is difficult, the best route is through Mauretania, but it requires 4 turns to be taken and has poor bonus/territories ratio.

Starting positions review:

  1. When you get 1 territory, you should not pick in Spain as it’s only going to lead to disadvantages for you.
  2. Illyricum has best expansion and good map coverage, but can be countered if someone starts next to it.
  3. Southern Italy has best map coverage, but worst expansion and cannot overcome Carthage start. Southern Italy can face with problems when expanding, because Northern Italy is hard to be taken if opponent is in France.
  4. Egypt has poor map coverage, good defense and can pose a big treat to Africa.
  5. France is not recommended, because it’s hard to defend and has poor map coverage.
  6. Turkey/Syria are easy to defend and can get quick early income, but suffer because of poor map coverage.
  7. Carthage has good defense and map coverage, but can’t compete very well with Egypt and Illyricum starts.

Illyricum is the best bonus to start followed by Carthage. Egypt and Ponticia can work too, but they are much more riskier than previous 2 options. Southern Italy can overcome Spain and France, but easily falls if it gets denied access to Carthage. Other bonuses can be considered as counters, but are likely to lose if you fail to predict where opponent is going to start.

Gameplay review:

Game with Nazgul https://www.warlight.net/MultiPlayer?GameID=12305932

At turn 8 Nazgul overexpanded and allowed his opponent to easily take over his territories. Later he allowed opponent to take Genua which granted him positional advantage for remaining turns. Nazgul put 0 effort  into defending Sardinia and Corsica bonus and same happened later in Numidia and Mauretania bonuses. Nazgul probably should have expected that big deploy in Taurasia on turn 10 and should have defended Moguntiacum instead.

hint3

Overall Nazgul played very softly and focused too much on expansion rather than fighting opponent. He also only focused on key value regions allowing opponent to weaken him with small attacks in low priority regions.

Game with Zazzlegut https://www.warlight.net/MultiPlayer?GameID=12305935

Phakh Gokhn did not pay enough attention to Spain. After turn 4 it should have become clear for him that his opponent did not start in France and should have checked Hispania. After meeting opponent in Baleares, he should have checked Mauretania. Phakh Gokhn suffered from overexpansion especially on turn 5.

hint2

Zazzlegut played very predictably. When both players had low army counts adjacent, he would deploy and not attack, when he had more armies he would attack. He tried to split income evenly on all borders which did not work because opponent used concentrated attacks deploying most of his income in single spots. On turn 3 Zazzlegut should have attacked Acra Leuce instead of Saguntum, because Saguntum did not spread process of taking over Hispania.

Overall both players should expand more reasonably. It seemed like both of them tried to get as much territories as possible and overexpanded. Zazzlegut should be more creative with his moves and choose which territories are more important than others. When he has positional advantage like he had on turn 7 in Cartenna, he should try to convert it into broken opponent’s bonuses and not wait.

hint1

Game with LokiReborn https://www.warlight.net/MultiPlayer?GameID=12305938

This game is very similar with game with Zazzlegut. Both of these players share very similar mistakes.  Lokireborn on turn 7 instead of going for Northern Italy should have focused on defending Aquitania. After Phakh Gokhn took it he had additional option of attacking Spain which made Lokireborn split his focus on defence and ultimately loose. On turn 11 Lokireborn completely ignored Spain which could have easily resulted in taking over Hispania and by this point opponent had enough income to focus on every single front so surprises were unlikely to work.

hint4

Game with Radoverlord https://www.warlight.net/MultiPlayer?GameID=12305945

Radoverlord did similar mistakes like Nazgul. He had the worst start of all the players and was down by a big amount of armies/territories when he met his opponent. He kept underestimating his opponent and was unprepared to defend against full force attacks. On turn 9 he played passively and split his armies too much in France.

Game with Bugs Bunny https://www.warlight.net/MultiPlayer?GameID=12305953

Phakh Gokhn had worse start and overexpanded. When he met his opponent he was down in armies and could not recover. On turn 4 Bugs Bunny made a very good move to take Spoletium from Pisae. It helped him to gain positional advantage and gain positional advantage. These kind of moves should always be considered when available!

hint5

Conclusions:

All of the games were decided on picks and players further accelerated their defeat by making mistakes. When picking it is very important to consider these things:

  1. Map Coverage
  2. Expansion efficiency and speed
  3. Bonus safety
  4. Options to gain positional advantage

During the game players should try to predict where opponent is and prevent potential upcoming ambushes. Players should not consider every territory of same value and they should decide their priorities. Players should also avoid overexpansion and always ensure that they don’t allow opponent to push onto their territories while the player is expanding somewhere else. Positional advantage is very important and opponent should not be allowed to get it.

Warlight Training School program

Phase 1

Introduction to settings

Games amount: 46-50

Estimated time: 6-12 months (average of 1-2 games per week)

Description: The goal of these games is to slowly but steadily introduce players to all available game settings. First couple games uses basic settings and if some setting is not shown in its description, it is a default value. Default values can be found below this description. In the first games the main focus is to focus on basic skills of player: efficient expansion, map situation perception, good map coverage, ability to gain positional advantage, fighting skills, efficient delaying, understanding of move orders sequence, prediction skills, team play skills, understanding of AI functioning.

 

Later games proceed to introduce new settings starting with more common or easy to understand ones and steadily moving towards rarer/more complex settings. New settings are introduced in this order:

  1. Distribution/fog/card settings.
  2. Luck settings, 1 army stand guard, attack/transfer only, attack by percentage.
  3. Specific uses for cards (reinforcement variants, negative sanctions), multi-attack, no split, local deployments, 1 army per x territory.
  4. Wastelands, army cap, kill rates.

 

Some games include settings from previous games, so more common settings are repeated more often. Because the games creator doesn’t have membership by this point, commanders and bomb cards are left out.

 

The games are divided into these categories:

  1. Basic training (games 1 – 5)
  2. Common settings (games 6-20)
  3. Intermediate settings (games 21-29)
  4. Advanced/highly strategic settings (games 30-34 and 36-39)
  5. Exam games (games 40-44 and 46-49)

 

Exam scoring system has not been decided yet, but exams are going to include both 1v1 and team games and have settings from randomly picked previous games. Exam games will be exclusively played against top tier players. The goal of these games is to check whether players have learned all the lessons and are well adjusted to all different settings.

 

Goals:

  1. Train an above average skillset player.

1.1. Ability to see easy to hold or high payback bonus.

1.2. Ability to cover all key regions of map.

1.3. Ability to predict and counter opponent’s moves/picks.

1.4. Ability to calculate bonus income/territory ratio.

1.5. Ability to calculate minimum amount of turns to take a bonus and amount of turns required for it to payback.

1.6. Ability to expand efficiently.

1.7. Ability to discern when to use 100% success attacks and when not on luck settings.

1.8. Ability to pick quickly.

1.9. Ability to gain and efficiently use positional advantage.

1.10. Ability to successfully ambush opponent.

1.11. Ability to successfully break and take opponent bonuses.

1.12. Ability to successfully use delay moves.

1.13. Ability to see when attacking opponent kills more his armies than players’.

1.14. Ability to successfully defend and re-take own bonuses.

1.15. Ability to use/gain cards efficiently

1.16. Ability to cope well with any given settings combination.

1.17. Ability to communicate moves/picks with teammates.

1.18. Ability to predict opponent’s income/positions.

1.19. Ability to use analyzing tools.

1.20. Ability to analyze game history.

1.21. Understanding of move orders and kill-rates functioning.

1.22. Ability to see guaranteed successes.

1.23. Ability to play well in FFA games.

1.24. Ability to see own mistakes and learn from them.

1.25. Ability to stay unpredictable and highly creative, invent new ways of playing.

  1. Provide friendly atmosphere.
  2. Provide fun and challenging games.
  3. Provide quick post game analysis.

 

Joining requirements:

  1. Ability to communicate in English
  2. High interest to improve
  3. Activity in joined games (inactive players get removed)

 

Anyone interested in participating can join as long as they meet these criteria. Initial skill isn’t important.

 

Game amount is adjusted for player’s time limits. It is possible to stop and resume training program at any given time and while program is halted, player won’t be invited to any more games.

 

Default values

Distribution mode: full

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: none

Card pieces per turn: 1 for each card

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Attack by percentage: no

Map: Imperium Romanum

 

Other settings:

Auto-boot: 3 days

Banking times: off

Vacations: are honored

Private messaging: off for ffas, on for rest

Surrenders: automatic

AIs: both booted and surrendered turn to AI and surrender when last human team remains. Can return twice after getting booted.

Game start: automatic for 1v1, host start for rest.

 

Below is list of all games in the program. Some of the provided templates might not be 100% matching, but once that specific game is reached on training cycle, it will be ensured that they match.

 

Game 1 “Introduction to training games”

Amount of picks: 2

Type:  3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944767

Goals: Develop team game playing skills and importance of map coverage.

Description: In this game students for their first time get to showcase their individual and team game skills. The Game uses full distribution, so it’s possible to pick 1 territory bonuses and students need to put their attention towards them by either picking them or starting in a bonus close by to prevent cluster picking. It is important to pick in all regions of map (eastern, southern, northern and western parts of map), because otherwise opponent team will have a great opportunity for easy expansion. Players should communicate in team chat and ensure that their picks don’t conflict. Players should be able to expand or fight opponent at all time and it’s bad if player gets blocked from both by his teammate. The final topic brought up in this game is positional advantage (you have it when from one spot you can threaten multiple opponent spots) and it is shown that players with stronger positional advantages usually wins.

 

Game 2 “Picks’ effect on game”

Amount of picks: 1

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944825

Goals: 1. Develop team game playing skills and show the impact of different amount of picks.

  1. Discourage from making all picks in the same area by showcasing how risky it is.

Description: In game 1 and probably many others later, students might make all their picks in one area. In this game players do start in one area and see through their own experience that benefits from cluster picking are minimal. Because players get only 1 pick, if it’s threatened their further expansion is halted and if opponent has a bonus which cannot be broken by player, then player is in a certain losing position and needs help from his teammates.

 

Game 3 “Introduction to 1v1 training games”

Amount of picks: 1

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944829

Goal: Try to force players to make their pick extra carefully as single error in picking stage can ruin any hopes for efficient expansion.

Description: The pick which player gets is going to be all he’ll need to rely to, so it’s expected that player will try to make it very carefully. A perfect bonus choice is a bonus which is preferable near center, is easy to defend and can threaten many surrounding bonuses.

 

Game 4 “No fog – no worries”

Amount of picks: 3

Fog: no fog

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944833

Goal:  Guide players into making more rational decisions and know better how situation in fog scenario tends to develop.

Description: In previous 3 games players should have received some tips on how to play better and in this game it’s checked whether they have learned from their previous games. Because this game has no fog, tips and comments can be delivered much quicker and accurately.

 

Game 5 “Against all odds”

Amount of picks: 3

Fog: normal fog

Type: 3 players Vs 5 AIs

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944836

Goal: Showcase how advantages can be wasted by bad play.

Description: Players will be introduced to AIs and how they play. It will be pointed out what moves AIs tend to play and why some of them are weak.

 

Game 6 “Stronger together”

Amount of picks: 4

Fog: light fog

Cards: reinforcement

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944840

Goal: Develop player’s efficient card sharing skills.

Description: This game introduces reinforcement card. To get it players need to take territories to receive card pieces. Reinforcement card should be used by player who is at most danger or has the most potential to break bonus/enemy stack with it. Reinforcement card require ~10 pieces in team games and each peace require players to take 1 territory each which is sometimes detrimental, because it sometimes leads to neglected defenses or missed opportunities for successful attack. It also might make players overexpand.

 

Game 7 “No 1st turn bonuses for you”

Distribution mode: cities

Amount of picks: 4

Fog: normal fog

Cards: order priority, order delay

Move order: random

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944842

Goal: Showcase the importance of move order.

Description: This game uses cities distribution, which makes picking centered around 1 territory bonuses less effective. This game also uses random move order, because of which players cannot predict who’s getting the first order. This game introduces order cards with which players can circumvent this limiting setting and ensure that they get 1st turn order.

 

Order priority card should be used when evading bigger stack with your smaller stack or trying to stop smaller stack from dodging you and taking surrounding territories.

 

Order delay card should be used when trying to prevent players from counter taking your territory from which you attack later. It also helps when other player is attacking you with big stack, because he will hit you first and suffer defense kill rate penalty.

 

Picking speed has no effect on what pick player’s get in this game, so it’s best to spend as much time making the right picks as necessary.

 

Game 8 “Can’t break my neutrality”

Distribution mode: cities

Amount of picks: 5

Fog: normal fog

Cards: blockade, emergency blockade

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944843

Goal: Introduce to different ways of defending.

Description:  Blockade cards are very useful when trying to prevent opponent from fully taking bonuses or trying to slow his progress towards your key areas. Emergency blockade should be used when you are no longer able to successfully defend territory or you are certain that opponent is going to attack it on same turn. Regular blockade should be used on territories which you are sure to be holding by the end of turn. Blockades can also be used to take neutral territories solely for the purpose of retaking them for card pieces.

 

Game 9 “Secret 4th player”

Distribution mode: cities

Amount of picks: 3

Fog: normal fog

Cards: airlift, gift, diplomacy, sanctions

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944847

Goals: 1. Introduce to new ways of supporting your teammates.

  1. Know better on which opponents to concentrate.
  2. Improve opponent’s income deduction skills.

Description: This game introduces 4 new cards.

 

Airlift is good way of supporting your ally when you can’t reach his territory directly. Airlifts happen before 1st moves, so they can replace order priority cards as well.

 

Gift card should be used to: a) gift territory to another player from your team so that you could combine your forces against opponent b) gift close to elimination player a territory to save him from elimination. Each player is worth ~5 base income, so losing him is detrimental for the team c) gift your territory to opponent’s ally so that he couldn’t take your territory that turn. It’s an useful move when trying to prevent opponent from fully taking bonus d) gift a territory to opponent and retake it the same turn to earn guaranteed card pieces. e) gift territory to ally so he could attack opponent whom you cannot attack because of diplomacy card.

 

Diplomacy card should be used when you are unable to fight 1 of your opponents and need time to recover. You should ensure that you gain more from diplomacy card than your opponent does. While in peace opponent can continue to expand safely or focus on your teammates. Diplomacy card is good way to halt opponent from fully taking bonuses or reaching your allies. When you know that opponent is taking a neutral bonus, you could take 1 of its territories and opponent won’t be able to take that bonus for duration of diplomacy.

 

Sanctions is most effective against highest income opponent so it’s a good idea to check game history to predict player’s income.

 

Game 10 “Imperial Chaos”

Distribution mode: full

Amount of picks: 20

Armies in each pick: 10

Fog: normal fog

Cards: none

Move order: no luck

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944853

Goals: 1. Learn effective ways of countering early bonus takeovers

  1. Showcase that it’s not always the best to pick the best starts

Description: This game gives lots of picks so probably a lot of picks/bonuses will overlap. It’s recommended to make some picks in less popular spots as well. With 10 armies it’s much easier to take bonuses without much additional armies.

 

Game 11 “Foggy risks”

Distribution mode: cities

Amount of picks: 2

Armies in each pick: 5

Fog: heavy fog

Cards: reconnaissance, surveillance, spy

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944860

Goals: 1. Improve territory scouting skills.

  1. Improve opponent’s moves’ deduction skills.

Description: This game uses heavy fog, so the only reliable ways to tell how many armies opponent has is a) to scout territories/bonuses/player with cards b) check game history. Because armies in territories are not shown, you can come next to opponent with low amount of armies and he might think that you have a big stack and put all his focus on you from other activities.

 

Game 12 “No need to rush”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Fog: normal fog

Cards: all

Move order: cycle

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944863

Goals: 1. Solidify card usage skills.

  1. Showcase importance of careful picking.

Description: This game features all cards so players could further develop their skills while using them. It also introduces cycle move order. During 1st turn move order is chosen randomly but after that it shifts cyclically just like in no luck move order. The only difference is that it is not shown what order move player will get, so he needs to figure it out himself. Picking speed has no effect on what pick players get, so it’s best to spend as much time making the right picks as necessary.

 

Game 13 “Invisible armies”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 5

Fog: dense fog

Cards: reinforcement, order priority, order delay

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944866

Goals: 1. Improve opponent prediction skills.

  1. Showcase ways of forcing opponent to over defend/attack

Description: This game introduces warlords’ distribution. It diminishes a lot of 1st turn bonuses opportunities and the remaining ones stand out attracting players’ attention. It’s often a good idea to pick a bonus and pick nearby territories to ensure that they don’t get into opponent’s hands, because if he gets it, he will have easier time attacking and breaking your bonus.

 

This game also has dense fog, which makes it easier to spot player’s positions and know their exact income, but because army count cannot be seen, game plays similarly to games with heavy fog, except this time you can see when opponent decides to move towards you and can prepare for his attack in advance.

 

Game 14 “When AI picks better”

Distribution mode: automatic cities

Amount of picks: 5

Armies in each pick: 5

Fog: normal fog

Cards: reinforcement, order priority, order delay

Move order: no luck

Attack only: yes

Transfer only: yes

Type: 3v3

Goal: Improve play during uncommon situations.

Description:  This game features automatic distribution, which makes game more random, unpredictable and sometimes uneven. The picks players receive may be placed inefficiently, in bad bonuses or clustered in one side of map. Random distribution provides unique gameplay, forcing the player to make the best from the picks he received and because picks are random, it’s hard to predict opponent’s positions.

 

This game also introduces attack/transfer only settings which add more option to the player. For example it helps to ensure that if you lose your territory, you don’t make an inefficient attack on it instead of transfer or that if you attack territory from multiple territories you would stop moving armies into it immediately after you get control over territory.

 

Game 15 “I am not afraid of luck”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 3

Neutrals not in distribution: 3

Luck: 100%

Fog: normal fog

Cards: all

Move order: random

Attack only: no

Transfer only: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944875

Goal: show how to expand reasonably and safely without overexpansion.

Description: This game introduces luck. Now when expanding players need to choose between attacking with previously used to army amount and risking to fail to take territory or attacking it with extra armies and taking it with ~100% success ratio. It’s best to put more armies to attacks reducing minimum amount of turns required to take bonus/get closer to opponent. If taking a territory doesn’t speed bonus takeover it’s okay to attack with less armies, but players should keep in their mind that each failed attack will lead to extra army loses, because same territory will need to be attacked multiple times and defending armies will be counted for more times.

 

Game 16 “Strategic luck”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 5

Neutrals not in distribution: 2

Luck: 16%

Fog: normal fog

Cards: reinforcement, gift, order priority, order delay, blockade

Move order: cyclic

Attack only: yes

Transfer only: yes

Type: 2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944885

Goal: Show when it’s best to make 100% success attacks and when not.

Description: Luck setting in this game is more refined than in previous game and has lower effect on game. 100% ratio attacks are cheaper to be made and extreme instances of unlucky/lucky attacks are removed. 16% luck is commonly used in strategic games, so players need to get adjusted to it.

 

Game 17 “Cardlotto”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Luck: 0%

Rounding mode: weighed

Fog: normal fog

Cards: reinforcement (weight 10), gift (weight 3), airlift (weight 4), sanctions (weight 2), diplomacy (weight 1) order priority (weight 4), order delay (weight 6), emergency blockade (weight 2) blockade (weight 1), reconnaissance (weight 2), surveillance (weight 3), spy (weight 1)

Card pieces per turn: 24

Cards held at once: 3

Show played cards: yes

Show held cards: yes

Move order: no luck

Attack only: yes

Transfer only: yes

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944895

Goal: Learn creative ways to use cards.

Description: Some of the card pieces will be given randomly. This makes game more luck based and uneven, so because of it this setting is rarely used. It is possible in this game to see what cards opponents have and use, so that it would be easier to counter potential powerful card play.

 

This game only allows 3 cards to be held at any given turn, so cards are forced to be used quickly and without much delay. Players should try to find an use for them instead of discarding them.

 

This game also introduces Rounding mode. The amount of armies killed is calculated (armies count x luck setting) x kill rate. At first it is calculated how many armies will attack depending on luck and then each attacked army is multiplied by kill rate. The result is often not a whole number and needs to be either rounded up or down. On straight rounding mode if decimal part is below 0.5, it is reduced to 0 and if it’s higher it is increased to 1. On weighed rounding mode the decimal part is converted into percentage and then randomly calculated whether it adds extra attacking army or not. For example on standard kill rate 7 attacking armies kill 4.2 armies. On straight rounding mode they will always end up killing 4 armies and on weighed rounding mode there will be 20% chance to kill 5 armies. Weighed rounding mode only can add or reduce 1 from attacks and is the preferred luck setting at the moment.

 

Game 18 “Maximum efficiency”

Distribution mode: full

Amount of picks: 8

Armies in each pick: 0

Neutrals in distribution: 2

Neutrals not in distribution: 2

1 army stand guard: off

Base income: 6

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: none

Card pieces per turn: 0

Cards held at once: 0

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Type: 3v3

Game link: https://www.warlight.net/MultiPlayer?TemplateID=944930

Goal: Improve picking and expansion skills when cost of taking of territory is reduced.

Description: This game features 0 armies per starting territories which means that player doesn’t get any advantage from bonus picks when facing other opponent early on. It’s much riskier to make all picks in same bonus, because if you lose just one pick you will have no advantage over opponent and will need to dedicate extra armies to prevent takeover over your bonus, which leads into waste of your picks.

 

This game also turns off “1 army must stand guard” setting, which make taking of any given neutral territory cheaper, because now you can use every single army for next attacks. Because of this expansion is faster and snowball quicker (army loss for taking neutral territory is 50% lower).

 

Game 19 “Imperium Randronum”

Distribution mode: automatic cities

Amount of picks: 50

Armies in each pick: 5

Neutrals in distribution: 5

Neutrals not in distribution: 5

1 army stand guard: off

Base income: 5

Luck: 0%

Rounding mode: straight

Fog: light fog

Cards: all

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944937

Goal: Improve multi-tasking skills.

Description: All except one territory from each bonus are going to be randomly distributed to players which means that players will have a variety of options to grow. Growth will most likely require taking over opponent’s territories and a player should be careful when attacking them. Because of options amount players cannot focus on all areas of map and need to choose the most important parts. They should also not ignore opponent and try to prevent him from taking bonuses as well.

 

Game 20 “Armies overloaded”

Distribution mode: full

Amount of picks: 10

Armies in each pick: 50

Neutrals in distribution: 20

Neutrals not in distribution: 20

Bonus layout: all bonuses are worth x10 value

1 army stand guard: on

Base income: 50

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: none

Card pieces per turn: 0

Cards held at once: 0

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: yes

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945619

Goal: Improve attack analyzing skills.

Description: This game is basic settings with all counts regarding armies multiplied by 10. It plays very similarly to earlier experienced basic games and the only thing different is that player need to adjust to new army counts needed to take bigger army stack and need to use analyze tool more. Delay moves are much cheaper and players can afford to make a lot of them to get the last turn attack.

 

This game also features attack by percentage option which might make it easier/faster to make attack orders.

 

Game 21 “Who turned out the lights?”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Luck: 0%

Rounding mode: straight

Fog: complete fog

Cards: reconnaissance, surveillance

Card pieces per turn: 2

Cards held at once: 4

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: yes

Attack by percentage: no

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945622

Type: 3v3

Goal: Show importance of previous turns history checking.

Description: This game plays similarly to previous high level fog games, except this time players don’t know whether their taken bonus belongs to opponent so need to be prepared for more “what if” scenarios. As more turns pass the idea of opponent positions should diminish by using method “if he was at there at this turn he would have been here by now”.

 

Game 22 “Territorial supremacy”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: 1 income bonuses are worth 0, the rest are worth 1.

1 army stand guard: on

Base income: 5

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: reinforcement (worth of 2xheld territories)

Card pieces per turn: 1

Cards held at once: 3

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: no

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945624

Goal: Improve skills in games based around territory holding.

Description: This game shifts focus from bonus taking to territory count increasing. Because income is given through reinforcement card too, players also need to find ways to safely take territories every turn.

 

Game 23 “Limited Supplies”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: each bonus is worth 1 less income

1 army stand guard: on

Base income: 1

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: reinforcement (start with 1), gift (start with 3), airlift (start with 5), sanctions (start with 1), diplomacy (start with 2), order priority (start with 6), order delay (start with 4), emergency blockade (start with 3) blockade (start with 3), reconnaissance (start with 1), surveillance (start with 1), spy (start with 1)

Card pieces per turn: 0

Cards held at once: 30

Show played cards: no

Show held cards: yes

Move order: no luck

Attack only: no

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945633

Goal: 1. Improve card usage efficiency.

  1. Combine different ways of expanding.

Description: Bonuses are worth less income, but each territory gives 1 direct income too, so in the end holding 1 bonus gives more income than before. Players need to address both ways of income gain, when fighting/expanding.

 

The card amount is set for duration of game, so players need to ensure that they only use them in crucial moments when their use is necessary.

 

Game 24 “Snowballing”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: off

Luck: 16%

Rounding mode: weighted

Fog: dense fog

Cards: reinforcement (worth 3x turns passed), blockade (start with 2), emergency blockade (start with 3)

Card pieces per turn: 1 (for reinforcement)

Cards held at once: 5

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: no

Transfer only: no

Attack by percentage: yes

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945635

Goal: Learn different ways of ensuring card pieces gaining.

Description: This game is very similar to games #22, but now players get set income regardless of how many territories they have. Bonuses provide now normal income, but compared to reinforcements it’s only a relatively small fraction. One of the most important goals in this game is to stop opponent from taking new territories. It’s a good idea to leave some neutrals behind for further difficult times. Card pieces can be gained from blockades, but they have set amount for entirety of game, so it’s better to use them to stop opponent from taking territories. Even if opponent is halted for one turn from taking new territories, it might spell a defeat for him.

 

Game 25 “Hostile gifts”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 0

Neutrals in distribution: 0

Neutrals not in distribution: 0

Bonus layout: all bonuses are worth -5 (including territory income)

1 army stand guard: off

Base income: 1

Army for x territories: 1

Luck: 0%

Rounding mode: weighed

Fog: normal fog

Cards: gift (starts with 10), blockade (starts with 10, lowers army count to 0)

Card pieces per turn: 2

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: random

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945750

Goal: Learn different ways of gift card usage

Description: The goal is to get as many territories with as little bonuses. Players get abundance of gift cards to use to force opponent into having negative income. To counter that, player can also use counter gifting or blockade cards to ensure that at least one of his territories is not his at the end of turn.

 

Game 26 “All in”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: on

Fog: normal fog

Cards: order priority, order delay, emergency blockade, blockade

Card pieces per turn: 4

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945757

Goal: Improve army stacks management

Description: This game uses no split option which makes expansion and takeover over opponent’s bonuses slower. Because one stack can only attack once, it is often better to defend one territory with big amount of armies and others with just enough for later retake of opponent’s territory in case of his successful advancement on you. If player wants that after his stack leaves territory, it would have more than minimum amount of armies, he needs to make a transfer from adjacent territory. Delay moves are harder to make.

 

Game 27 “Roman caravans”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 16%

Rounding mode: straight

No split: off

Local deployments: on

Fog: light fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946081

Goal: Improve transfer routing skills

Description: This game uses local deployments, which make expansion slower. It’s generally good to focus on one area, because if spread among different areas it’s easier to assault them as each of your areas need to function on its own. Combat is slower and it takes longer time to shift focus from one front to another, so if big stack reaches your border, you can’t address it immediately.

 

Game 28 “Sanction addiction”

Distribution mode: full

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: 1 territory bonuses are worth -1 income.

1 army stand guard: off

Base income: 0

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Fog: no fog

Cards: reinforcement (starts with 1), sanction (-100%)

Card pieces per turn: 2

Cards held at once: 12

Show played cards: yes

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946086

Goal: Showcase that it’s sometimes best to save cards for later turns.

Description: Negative sanctions are used to gain income. Players should notice that the more sanctions he uses at once, the more income he gets. For example if he uses 2 sanctions on separate turns he’ll receive 2 times bonus of his income, but if he uses them at once, he gets 3 times his bonus income and if he uses 10 sanctions cards at once, he gets 2x2x2x2x2x2x2x2x2x2-1=1023 times his income. Games end up being a struggle between whether use sanction now and gain quick temporal bonus, or wait some more and get even bigger bonus. Maximum income you can get through sanctions cards is 10000.

 

This game use 0 base income and adds reinforcement to prevent potential early stall of game. To use sanctions card player has to have at least one positive income bonus. This prevents running around map trying to gain absurd amount of income and forces to defend your bonus. 1 territory bonuses are worth -1 income, so player in order to use sanctions cannot cheaply take them over and needs to look for bigger bonuses which in turn can be more easily defended.

 

Game 29 “Speedrunning”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: weighted

No split: off

Local deployments: off

Multi attack: on

Fog: light fog

Cards: order delay, reinforcement, emergency blockade

Card pieces per turn: 3

Cards held at once: 6

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: yes

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946087

Goal: Learn different ways of threatening opponent.

Description: This game introduces multi attack setting which makes defending much harder, because now players can circle around any stack or rush through a few neutral areas to attack you. Because of this it’s better to focus on attacking an opponent and trying to break as much of his territories as possible. For example between defending 4 income bonus and breaking two 3 income bonuses it’s better to break those bonuses, because they’re worth 6 income together and damage your opponent more than your opponent can damage you. When you’re trying to break/take opponent’s bonuses you need to make sure that you do so and if you’re not sure about it, it’s often best to defend instead, because opponent can pierce multiple territories in one go.

 

When attacking multiple territories in a row, player might not know how much armies you are going to have so there’s an option to attack by percentage. When player is attacking multiple neutral territories or is sure that territories he attacks won’t increase in number, player can count like this: 1st territory will kill army*kill rate (which is usually 0.7) after that 1 army will need to stay to protect that territory and the remaining armies will go for new territory and process repeats.

 

Game 30 “North Vs South”

Distribution mode: custom scenario

Amount of picks: x

Armies in each pick: x

Neutrals in distribution: x

Neutrals not in distribution: x

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: dense fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946103

Goal: Improve expansion coordination.

Description: one team starts in northern part of map and another one in the south. All players get 1 territory each and need to move towards the center of map. This game is mostly for fun and might not be very well balanced.

 

Game 31: “Classic Style”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 4

Neutrals in distribution: 4

Neutrals not in distribution: 2

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946150

Goal: Showcase that every game can require a different set of strategies.

Description: This game introduces wastelands which randomly dot the map and are not worth to take down to get bonus. Wastelands greatly shift the importance of key areas and need to be accounted when picking, because they can halt expansion greatly or can offer one “safe” bonus for picking which is shielded by other bonuses with wastelands nearby.

 

Players should notice that each pick they start with has 4 armies instead of 5, so with 1 territory they cannot take 4 territory bonus in 1 turn unless they get at least one 1 territory bonus.

 

Game 32 “Basic test”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 4

Neutrals in distribution: 4

Neutrals not in distribution: 2

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946151

Goal: Check how much student has learnt.

Description: This game is carbon copy of game #31 for 1v1 instead of 3v3. In this game students will be checked on how much they have learnt and advices will be given for future correction.

 

Game 33 “tax evasion”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 0

Neutrals in distribution: 3

Neutrals not in distribution: 2

Amount of wastelands: 11

Size of wasteland: 4

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: 1

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Army cap: capped at 1x

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946155

Goal: Showcase ways of army cap evasion.

Description: Army cap doesn’t allow you to have more armies in map than x times your income. For example you have bonuses worth 11 income, 16 territories each worth additional 1 income (because of 1 army per territory setting), you already have 13 armies on map and army cap is 1x your income. You are going to get 11+16 – 13 = 14 income for that turn. Because of army cap it is detrimental to build army stacks and it’s best to use as much of your armies as possible, because at 1x army cap each lost army leads to 1 more income next turn, so your armies “regenerate”. It’s also a good idea to hit wastelands with inefficient stacks of armies when trying to reach opponent, because it destroys your armies on that turn so you can freely deploy them somewhere else. You could then be prepared for opponent’s surprise attack on any front. It’s also good to hit wastelands with 1 if you want to get the bonus. For example bonus of 2 income has 1 wasteland, if you hit it with 16 armies you are going to gain 3 income and get 16 – 10*0.7= 9 armies which will minus 9 income.

 

Because this is a team game, players can transfer their income to ally to make him have more troops when he normally could, but that will most likely result in him having 0, so players need to keep that in mind.

 

Army cap doesn’t affect reinforcement cards, so they should be saved for times when the armies they give would be used efficiently.

 

Game 34 “Regenerating armies”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 0

Neutrals in distribution: 3

Neutrals not in distribution: 2

Amount of wastelands: 10

Size of wasteland: 4

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Army cap: capped at 1x

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946162

Goal: Check how well student copes with advanced settings.

Description: This game is a carbon copy of game #33 for 1v1. Players don’t have the option to transfer income to ally, so need to put more attention into managing their armies. 1x Army cap is very rare template at the moment so players might need extra time to adapt to it.

 

Game 35 Massive team game basic settings

Randomly chosen settings from games 1-20

 

Game 36 “Lazy armies”

Distribution mode: full

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 6

Size of wasteland: 8

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 30%

Defensive kill rate: 35%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 20

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946169

Goal: Showcase that sometimes it’s best to attack even if you don’t take the territory.

Description: This game introduces the last setting – kill rate. Kill rate determines how many armies your stack will kill. Defensive kill rate is usually higher than offensive kill rate. In this fame kill rates have been lowered by 50%, so it takes approximately twice as many armies to take a territory. Players should notice that sometimes it’s better to not wait until attacking territory with enough armies to take it. For example 10 defending armies kill 4 attacking armies, so if player can attack with at least 15 armies he will kill 5+ armies which is more when he’ll lose.

 

Game 37 “Berserk mode on”

Distribution mode: warlords

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 4

Neutrals not in distribution: 4

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: 1

Luck: 16%

Rounding mode: weighed

Offensive kill rate: 60%

Defensive kill rate: 30%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: heavy fog

Cards: order priority, blockade, diplomacy, spy (can spy on neutrals)

Card pieces per turn: 4

Cards held at once: 8

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 6 FFA

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946211

Goal: Showcase that sometimes attacking is best defense.

Description: In this game offensive kill rate is much higher so it’s often much better to attack even if you have less armies. For example 10 defending armies kill 3 attacking armies while 6 attacking armies kill 4 defending armies, so it’s profitable to attack 10 defending armies with 6.

 

This game also adds ability for spy card to scout all neutral territories, which is a good way to indicate everyone’s positions.

 

Game 38 “Digging holes”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 12

Neutrals not in distribution: 12

Amount of wastelands: 40

Size of wasteland: 2

Bonus layout: all are worth 0 armies

1 army stand guard: off

Base income: 0

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: light fog

Cards: reinforcement, gift, emergency blockade, diplomacy, sanctions

Card pieces per turn: 5

Cards held at once: 8

Show played cards: yes

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 2v2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946214

Goal: Showcase how picks can affect later map layout

Description: In this game wasteland and normal neutral territories army counts are switched around. Because of normal territories overabundance the map should be divided into pockets of viable territories to take. Players should try to pick in a way to get as much territories for themselves as possible, when they pick a territory between 2 pockets, they get them both, so they should keep that in mind when seeking largest income.

 

Players get 18 territories in total, so the shape of map might change drastically after picking stage and new corridors for expansion might open up.

 

Game 39: Random team exam

Randomly chosen settings from games 1-20

 

Game 40 “Crazy bonuses”

Distribution mode: cities

Amount of picks: 8

Armies in each pick: 4

Neutrals in distribution: 2

Neutrals not in distribution: 4

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: all bonuses are add from -5 to 5 income using http://www.random.org

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: weighed

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: reinforcement, order priority, order delay, blockade, gift

Card pieces per turn: 4

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946220

Goals: 1. Show importance of income/territory ratio and amount of turns or picks required to take bonus.

  1. Prepare for upcoming exam games.

Description: This game is going to have uneven bonuses, so players should be careful where they start. This game also has no luck settings so players should know where to start before actual game begins. Bonuses’ values can be checked in settings once the game is created. Because of cities distribution, neither of bonuses can be taken in first turn so it’s not much of use trying to pick every single territory in them.

 

Game 41: Random 1v1 exam

Randomly chosen settings from games 1-20

 

Game 42: Random team exam

Randomly chosen settings from games 21-40

 

Game 43: Random 1v1 exam

Randomly chosen settings from games 21-29

 

Game 44: Random 1v1 exam

Randomly chosen settings from games 31-40

 

Game 45: Massive team game advanced settings

Randomly chosen settings from games 21-40

 

Game 46-49: Exam repeats if necessary

 

Game 50 “Farewell, Imperium Romanum”

Distribution mode: full

Amount of picks: 2

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: emergency blockade, airlift

Card pieces per turn: 2

Cards held at once: 6

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946223

Goal: Talk about results of exam games and student’s performances

Description: This is a basic game for discussion of exam games results. It uses basic settings and doesn’t have much going on. This is probably going to be the last game on Imperium Romanum map as students will proceed into strategic templates’ and other maps’ introductions.

Review of Training game #005

Game Link: https://www.warlight.net/MultiPlayer?GameID=12045532

Game reviewed by Phakh Gokhn

Picks review:

3v3game02001

White lines represent picks from different players which synergize and help each other.

Black lines represent bonuses which can be attacked by 2 different players at once.

Only 1st 4 picks are accounted for black or white lines

Team A

  1. Not enough focus on Dacia/Illyricum
  2. Largely ignored left side of map(Ponticia, Syria, Arabia).
  3. A lot of 3 picks in one territory. If players with quickest pick doesn’t get his pick, other players probably won’t get it too. It’s better not to make all your picks in same territory, especially if they are later than 3rd/4th picks.
  4. Started in separated regions. LokiReborn can’t help Bugs Bunny if he needs help.

3v3game02002

Team B

  1. Nightfly went for dangerous combination of Numidia/Africa. Somebody had to pick Capsa from Tripolis to prevent a strong counter position.
  2. Botanator went for dangerous Southern Gaul/Narbonensis, which can be easily countered. Somebody had to pay more attention to start closer to him in Spain.
  3. Spain region (inclusing all Hispania) is largely ignored.
  4. Ponticia received very little attention.

Game review:

Bugs Bunny:

Turn 2: Didn’t make enough delay moves before his attack on Cilicia from Syria. Could deploy 1 to Syracuse and transfer it to Lillybaeum in Silicy and deploy 1 in Ephesus and transfer to Lycia. Also note that attack of 9 kills as many troops as attack of 8

Turn 3: Tried to take Thracia. It was very unlikely as nightfly had Scythia, which allowed him toattack thracia in 2 different territories which made it much harder to defend it even if taken.

LokiReborn:

Turn 1: Should have made orders of taking Tarraconensis last as opponent could have broken it with attack after enough delay moves.

Turn 2 onwards: Largely overexpanded and didn’t put enough attention on opponent. Taking Hispania requires 3 turns, costs 12 armies and needs 3 turns to payback. With opponent next to Hispania it’s a bad idea to try to take it.

Shredtail:

Turn 2 onwards: Completely ignored Illyricum, would have had problems if opponent tried to take it.

Turn 5: Put zero effort to helping Bugs Bunny, that ment his unavoidable elimination and pressure on Southern Italy.

Nightfly:

Turn 2: could focus on Carthrage more because would have had trouble if it was attacked full force.

Game Overview:

LokiReborn put not enough focus on Botanator and overexpanded which allowed to break some of his bonuses easily and later have enough troops to trade Northern Italy for Southern Italy, which was a 2 income loss for his team. Bugs Bunny didn’t make enough order delay moves and later overexpanded as well, which resulted in quick loss of his territories.  Because of this Shredtail was forced to fight opponent team all by himself. Shredtail put more effort in defending his 5 income bonus than helping his teammate Bugs Bunny which resulted in an eliminated team mate and lost 5 income bonus. Botanator had Aventicum, which made having Northern Italy unlikely.

Both teams went mostly for separated regions and weren’t in much contact with teammates.  Team B showed better individual play, defended when necessary and attacked when saw an opportunity for it. Team B also sought to gain positional advantage over opponents and put effort to maintain their treats and keep opponents on defence.

Review of Training game #003

Comparison of Maayan and Phakh Gokhn performance in their 1v1 game.

Game Link: https://www.warlight.net/MultiPlayer?GameID=11971875

Game reviewed by Phakh Gokhn.

Picking stage

Maayan

Strengths:

  1. Strong initial influence over Hispania, Africa.
  2. Good map coverage.
  3. Rapid expansion, can efficiently take bonuses continuously

Weaknesses:

  1. Easy to be gained positional advantage upon.
  2. Can be met with positional advantage on Tarraconenis and Hispania bonuses through Aquitania from Southern Gaul.
  3. Can be met with positional advantage on Tarraconenis and Baetica bonuses through Saguntum and Acra Leuce from Hispania bonus.
  4. Can be met with positional advantage on Tarraconenis and Baetica bonuses through Hispalis and Olisipio from Lusitania bonus.
  5. Can be met with positional advantage on Numidia and Africa bonuses through Carthage.
  6. Can be met with positional advantage on Numidia bonus through Cartenna from Mauretania.
  7. Can be met with positional advantage on Arabia bonus through Judea from Syria bonus.
  8. Can be met with positional advantage on Arabia bonus through Pelusium from Egypt bonus.
  9. Made 7 picks while both player would get total 6 picks. Making more picks than necessary result in slower commitment and higher likelihood of losing 1st pick.
  10. Hispalis from Lusitania was a better choice for 4th pick, because it allowed to have positional advantage over Baetica and prevented positional advantage to be gained over Tarraconensis from Olisipio.

 

Phakh Gokhn:

Strengths:

  1. High likelihood to have 10 starting income.
  2. Strong initial influence over Tarraconensis, Hispania, Arabia, Africa, Northern Italy.
  3. Can quickly get to Africa bonus to gain positional advantage on Numidia.
  4. Can quickly reach Saguntum, Acra Leuce from Hispania bonus to gain positional advantage over Baetica, Tarraconensis.
  5. Can quickly reach Venetia from Northern Italy to gain advantage over Dalmatia and Panonia.
  6. Rapid expansion, can efficiently take bonuses continuously
  7. Good map coverage and plenty expansion routes.
  8. Hard to be gained positional advantage upon.
  9. Started close to 1 income 1 territory bonuses for quick and easy income.

Weaknesses:

  1. Can be met with positional advantage on Southern Gaul bonus through Narbo and Valentia from Narbonensis bonus.

 

Playing stage:

Maayan

 

Strong moves:

No specifically strong moves.

 

Weak moves (mistakes):

Turn 4: Should have expanded into Tripolis instead of Africa. Tripolis is safer and quicker to take and also helps to open front with Egypt. Opponent could have had Egypt on that turn and could go for Tripolis later on.

 

Turn 6: Left Arabia defenseless. Should have considered blockading it with at least 4 troops. Your opponent now became able to focus on additional region of yours.

 

Turn 6: Overexpanded. It would have been better idea to also deploy all income to Numantia and attack after some delay moves.  You would have killed 18 armies and opponent would have killed 13 armies. After that you would have 13 armies and opponent would have 5 armies so with a counter attack you could have taken his bonus. If you deployed 1’s to Bracara and Salmatica and transferred them to your main stack, you would have had just enough delays to successfully counter attack.

 

Turn 7: Deploy in Bracara and attack from it was a waste. You should have deployed it to Numantia instead.

 

Turn 8: Opponent had 1st order, so it was very likely that he would attack Petra, you should have considered emergency blockading it.

 

Turn 8: You should have blockaded Salmantica as that would have limited opponent from reaching Lusitania quickly.

 

Turn 9: You should have considered blockading in Africa instead of attacking as opponent was likely to airlift his troops from Arabia to either Carthrage or Africa.

 

Phakh Gokhn:

Strong moves:

Turn 1: Made 4 delay moves before attacking Alexandria. Opponent would have needed 5 delay moves to counter attack Pelusium, which was unlikely at that point.

 

Turn 4: Did a strong surprise attack on Numantia. It allowed switching focus from Arabia (Opponent was at advantage there) to Tarraconensis.

 

Turn 8 and onwards: Went for Baetica bonus ultimately increasing pressure on opponent.

 

Weak moves (mistakes):

No specifically weak moves.

 

Overview:

Maayan : Ignored positional advantage. Had “toothless” picks which were strong on their own, but posed little treat to opponent. Was late to use airlift card and did not combine it with his full income to deny opponent attacks on Terraconensis. Used blockade cards inefficiently when situations called for them.

 

Phakh Gokhn:

Made strong all around picks which carried him for the entire game. Didn’t do anything too special and allowed to slowly slip advantage to opponent’s side in Arabia, but because of his overwhelming positional advantage could afford it.

 

 

Review of Training game #002

Comparison of Zazzlegut and Phakh Gokhn performance in their 1v1 game.

Game Link: https://www.warlight.net/MultiPlayer?GameID=11971870

Game reviewed by Phakh Gokhn.

Picking stage

Zazzlegut

Strengths:

  1. Strong initial influence over Tarraconensis, Baetica, Hispania, Numidia, Africa.

Weaknesses:

  1. Easy to be halted from further expansion.
  2. Can be met with positional advantage on Tarraconenis and Hispania bonuses through Aquitania from Southern Gaul.
  3. Can be met with positional advantage on Tarraconenis and Baetica bonuses through Saguntum and Acra Leuce from Hispania bonus.
  4. Can be met with positional advantage on Numidia and Africa bonuses through Carthage.
  5. More picks than necessary, in 2 players game with 4 picks each there will be 8 picks, so you should pick 8 territories at most.
  6. Poor map coverage. Opponent is likely to be able to cover more areas of map.

 

Phakh Gokhn:

Strengths:

  1. High likelihood to have 10 starting income.
  2. Strong initial influence over Tarraconensis, Baetica, Hispania, Arabia, Africa, Panonia, Dalmatia, Thracia.
  3. Can quickly get to Africa bonus to gain positional advantage on Numidia.
  4. Can quickly reach Saguntum, Acra Leuce from Hispania bonus to gain positional advantage over Baetica, Tarraconensis.
  5. Rapid expansion, can efficiently take bonuses continuously
  6. Good map coverage and plenty expansion routes.
  7. Can prevent Baetica/Tarraconensis counter strategy through Hispania.

Weaknesses:

  1. Africa (and Egypt) can be countered from Tripolis.
  2. Syria can be countered from Dalmatia.

 

Playing stage:

Zazzlegut

 

Strong moves:

No specifically strong moves.

 

Weak moves (mistakes):

Turn 5: Underestimated a potential attack from Carthage and Egypt. Opponent had them both as a bonuses and Carthage offered strategic access to Sicily and “Corsica and Sardinia” bonuses, so opponent was likely to defend them. Carthage offered positional advantage over Africa so opponent was likely to use it to his advantage that turn. Taking Leptis Magna pushed front away from Egypt. It had the highest bonus income therefore was the most important to defend. It also allowed reaching Numidia quicker.

 

Turn 6: Attacking Caralis without much extra armies deployed was a mistake as opponent had strong positions elsewhere so was likely to dedicate that turn’s income to specifically defending Caralis.

 

Turn 6: It was not clear whether you would be able to take Hispania, so capturing Tarraco was overexpanding.

 

Turn 6 and 7: You were quickly loosing territories in Numidia and Africa so you should have considered using blockade cards.

 

Phakh Gokhn:

Strong moves:

Turn 5: Successfully switched focus from Hispania to Tripolis and Africa. With drafted 3 armies from Baleares to preserve them for the future.

 

Turn 6: With enough delay moves counter attacked opponent by surprise in Baleares.

 

Weak moves (mistakes):

Turn 4: Attacking Acra Leuce with 10 armies was a risk as opponents by this time tend to have enough income to successfully counterattack.

 

Overview:

Zazzlegut : Because of starting in one region faced with problems regarding expansion. Played very predictively – If opponent put a lot of focus somewhere one turn, expected him to put a lot of focus  there next turn and vice versa. Seemingly regarded opponent like an AI expecting AI tactics from him. Did not use blockade cards to halt opponent takeover in Africa and Numidia. Tried to mostly focus on his starting region and did not attempt to march into opponent’s controlled regions (Egypt in particular).

 

Phakh Gokhn:

Played a solid game greatly influenced by universal picks choices. Had access to map coverage and positional advantages. Quickly switched strategies. Did not allow opponent to snowball his advantage in Hispania. Made an inefficient attack early on opponent.

 

Review of Training game #001

Comparison of Mikołajki(Polish Juggernaut) and ℳℛᐤƬrαńɋℰ✕performance in their 1v1 game.

Game Link: https://www.warlight.net/MultiPlayer?GameID=11962402

Game reviewed by Phakh Gokhn.

Picking stage

Mikołajki(Polish Juggernaut)

Strengths:

  1. Strong initial influence over Tarraconensis, Baetica, Hispania.
  2. Potential high speed of commiting.

Weaknesses:

  1. Low long term income. Can have 7 income by turn 2, 11 income by turn 3 and 4, 16 income by turn 5 at best.
  2. Easy to be halted from further expansion.
  3. Can be met with positional advantage on Tarraconenis and Hispania bonuses through Aquitania from Southern Gaul from.
  4. Can be met with positional advantage on Tarraconenis and Baetica bonuses through Saguntum and Acra Leuce from Hispania bonus.
  5. Loss of any of the 3 picks has very high likelihood of regional stagnation.
  6. No backup picks lead into potential random picks.
  7. Poor map coverage. Opponent is likely to be able to cover more areas of map.

 

ℳℛᐤƬrαńɋℰ✕

Strengths:

  1. High likelihood of 1st turn bonus.
  2. Strong initial influence over Arabia, Numidia.
  3. Can quickly get to Byzantium from Asia bonus to gain positional advantage on Thracia.
  4. Can quickly reach Saguntum, Acra Leuce from Hispania bonus to gain positional advantage over Baetica, Tarraconensis.
  5. Rapid expansion, can efficiently take bonuses continuously
  6. Good map coverage and plenty expansion routes.

Weaknesses:

  1. Potential problems if Carthage is lost. Would halt expansion in Africa and the remaining picks would not provide optimal map coverage.
  2. Africa can be countered from Tripolis.
  3. Syria can be countered from Pontica(a weak counter as it’s unlikely to take Pontica during opponents’ presence).

 

Playing stage:

Mikołajki(Polish Juggernaut)

Strong moves:

Turn 8: Attacking Durocortorum with 4 armies on first move was a great idea.  It allowed to dodge potential attack on Avaricum, gained 1 income and because attack was of 4 armies a 3 army attack from opponent (In case he wanted to expand to it) would have failed on that territory. Durocortorum enabled you another position to attack Southern Gaul in case opponent would proceed to treat to take it fully and opened additional path through Bonna and Moguntiacum from Northen Gaul to treat spoiling Northern Italy bonus.

 

Weak moves (mistakes):

Turn 1: Unnecessary deploy in Qssonoba. Should not have taken every territory and only focused for Gadaes from Baetica and Salmantica from Tarraconensis. This would have allowed to utilize Qssonoba armies more efficiently and would be more efficient against potential opponent start in Baetica and Tarraconensis while still putting no halt on the income gain speed. This would have allowed reaching Mauretania 1 turn earlier and ultimately reaching opponent in Numidia quicker.

 

Turn 2 and onwards: Plenty of unused armies and useless deploys over entirety of held territories. Armies should be moved and used towards front lines, expansion routes or used for delay moves. Not a single army should be left unused.

 

Turn 4: Attacked Caralis with 7 armies, while attacks with 6 and 8 armies were available. 6 and 7 armies kill 4, so if the goal is to kill 4 armies 6 should be used and the remaining 1 should be used somewhere else. Attacking with 8 kills 5 armies, so if you want to do as heavy hit as you can, use 8.

 

Turn 4: Only one bordering territory with ℳℛᐤƬrαńɋℰ✕, ment that he would put a lot of focus over it. By this time opponents tend to have enough income to do a winning (defender loses more armies) attack over 9 armies defended territory, especially if the defender attacks with his armies first. If you want to attack your opponent by surprise on this turn and succeed, you need more armies .

 

Turn 5: Attacked Caralis with 10 armies. It was a risky attack, because if opponent would have put any armies to defend it (he did it), you would lose more armies than he does. Also 10v7 is guaranteed failure. If you really want to take that territory by surprise (unlikely under those conditions you were in) you should attack with 11 minimum.

 

Turn 6: You kept attacking Caralis with low armies count (if he deployed just 2 armies, your attack would have failed), your opponent could expect it by this time and attack you back with full force. You could have very easily lost Hispania. You should have considered defending with more armies and maybe attack with full force after making as many delays as possible. If you were to go with this strategy, you should have also considered blockading Tingus in Mauretania with at least 4 armies.

 

Turn 6 and onwards: I believe that you might not have expected to meet opponent in Genua from Northern Italy bonus. It can be quickly reached from Sardinia and Corsica and with Genua it’s easy to break Narbonensis and break Southern and Northen gaul by taking bordering territories like Valentia in Narbonensis or Taurasia in Northern Italy.

 

Turn 7 and onwards: You kept deploying small amounts of armies near blockaded territories. Blockade in Caralis was small enough to be broken and you should have focused to take it as that would have brought an instant treat of taking Sardinia and Corsica bonus and also Carthage. Breaking blockade in Cartenna required 40 armies, so you should have ignored it completely. If opponent broke it, you could just blockaded Russadr, while if opponent broke Caralis blockade, you would have been at high risk of losing Hispania bonus.

 

Turn 8: You should not have discarded airlift and emergency blockade cards. You could deploy most of your income to Narbo in Narbonensis and emergency blockade it and airlift 10 armies from Siga in Mauretania to Lugdunum in Southern Gaul. After that you should have made as many delays as you can with 1 army transfers from you unused armies in Qssonoba, Lusitania, Tarraconensis, Hispania and tried to take Valentia from Narbonensis. Opponent came for you from Genua which ment that he was under process of taking over Northern Italy and you should have tried to spoil it. You should have also considered blockading Aquitania in Southern Gaul.

 

Turn 9: You made a lot of inefficient attacks on Aventicum from Southern Gaul and Massillia from Narbonensis without even trying to delay them. You should have considered to do something like my suggestion for your turn 8.

 

Turn 10 and onwards: I noticed that You tend to split your income equally through all of your territories regardless of their importance. You should defend your territories depending on these criteria:

  1. a) Does territory belong to your unbroken bonus?
  2. b) Would taking that territory get opponent closer to your bonus(es)?
  3. c) Would taking that territory help opponent take already broken bonus completely?
  4. d) Would having a territory make opponent worry about a-c points for himself.

 

On turn 11 attack on Tarraco from Hispania was most likely as it would take away 5 income from you (point a), and pose direct treat to Tarraconensis bonus. Your best move probably was to deploy all you had to Tarraco and used emergency blockade on it.

 

Turn 11: You should not have attacked blockade in Cartenna, It became easier for your opponent to break it, while you could have airlifted your 10 armies to frontline to help defend against your opponent.

 

Turn 11 and onwards: Your opponent became so strong that he could take any of your territory despite of your actions. You already were behind on income from turn 1 and were on certain road to defeat. It’s common practice to surrender than opponent gains more income than you and you are unable to break it. If I was you I would have already surrendered on turn 8 as opponent deployed 25 armies on border and you had no prospects for future expansion. It’s your right to play for as long as you want to, but if you’re going to refrain from surrendering in your games, that might lead into negative feelings of other players towards you which could be otherwise avoided. Taking turns take time and for players who have already won the game it might be annoying to keep playing.

 

ℳℛᐤƬrαńɋℰ✕

Strong moves:

Turn 1: Taking Capsa from Tripolis. Egypt is a common starting place, so getting Tripolis, helps to put more pressure on it.

Turn 6: Blockades helped to halt opponent’s advancement towards taken bonuses and taking of Genua allowed to switch battle to a place where opponent couldn’t counterattack your held bonuses.

 

Weak moves (mistakes):

Turn 7 onwards: Caralis blockade was pretty weak, you should have considered retaking it as it would have costed 8 armies, given 1 income and made instant pressure on Hispania. Your income was sufficient enough to afford it.

Entire game: You were pretty passive and avoided attacking your opponent. You probably didn’t want to run into an emergency blockade card, but it was still worth to try to advance upon your opponent in Hispania and especially later in Southern Gaul. I don’t think your opponent would have abandoned any territory in Hispania until you broke it.

 

Overview:

Mikołajki(Polish Juggernaut):

Did a lot of mistakes  and most of your moves were inefficient. You should consider these tips:

  1. You should try to avoid making all your picks in a same place. Try to spread over all map/key regions.
  2. You should ensure that every single army of yours is doing something useful. Don’t let them sit unused!
  3. Do not discard cards. Even if you are at cards limit, still try to find an use for them instead of discarding. Cards are a helpful tool to increase your chances at winning, do not ignore them!
  4. Avoid repeating same move numerous times in a row as opponent might predict it and counter it next time.
  5. If you’re attacking a territory try to attack it with enough armies to take it (at least enough armies to take it when your opponent does not put any additional armies on it).
  6. If you see an opportunity to get closer to your opponents borders, you should do as it will switch some focus from your side to his.
  7. Try to defend territories accordingly to their importance and not split your income on them equally.
  8. Consider surrendering than you see no way to gain advantage over opponent.

 

ℳℛᐤƬrαńɋℰ✕:

Played a solid game. Being more offensive might have given quicker payoff in some situations, but the use of blockade cards was really efficient. Expanded quickly and efficiently without overexpansion. Had a strong start considering both early income and positional advantage on other regions. Covered most of the important map starting areas.

Review of Training game #004

Comparison of Nazgul and ℳℛᐤƬrαńɋℰ✕ performance in their 1v1 game.

Game Link: https://www.warlight.net/MultiPlayer?GameID=11972895

Game reviewed by Phakh Gokhn.

Picking stage

Nazgul

Strengths:

  1. Strong initial influence over Tarraconensis, Hispania, Northern Italy, Arabia.
  2. Good map coverage.
  3. High likelihood to have 11 starting income.
  4. Rapid expansion, can efficiently take bonuses continuously
  5. Can quickly reach Venetia from Northern Italy to gain advantage over Dalmatia and Panonia.
  6. Good map coverage and plenty expansion routes.

Weaknesses:

  1. Can be met with positional advantage on Southern Gaul bonus through Narbo and Valentia from Narbonensis bonus.

 

ℳℛᐤƬrαńɋℰ✕:

Strengths:

  1. High likelihood to have 11 starting income.
  2. Strong initial influence over Syria, Asia, Thracia, Africa, Northern Italy.
  3. Can quickly get to Africa bonus to gain positional advantage on Numidia.
  4. Can quickly reach Saguntum, Tarraco from Hispania bonus to gain positional advantage over Baetica, Tarraconensis, Southern Gaul, Narbonensis.
  5. Can quickly reach Venetia from Northern Italy to gain advantage over Dalmatia and Panonia.
  6. Can quickly reach Genua from Northern Italy to gain advantage over Narbonensis and Southern Gaul bonuses.
  7. Rapid expansion, can efficiently take bonuses continuously
  8. Good map coverage and plenty expansion routes.

Weaknesses:

  1. Can be met with positional advantage on Ponticia bonus through territories from Asia and Syria bonuses.
  2. Only made 5 picks. Lack of 6th pick might lead into weak random pick.

 

Playing stage:

Nazgul

 

Strong moves:

Turn 3: Attacked Judea with enough armies to prevent expansion to it. As opponent was met in Asia, it was logical for him to try to expand to Syria.

 

Weak moves (mistakes):

Turn 3: It was risky to attack Lycia on this turn, as opponents tend to have enough income to successfully defend and counterattack later.

 

Turn 5: You split your income evenly while your territories did not have the same value.  Taking Judea would allow opponent take Syria and ultimately because of positional advantage break Arabia. You had already used your emergency blockade, so opponent wasn’t afraid to attack you full force.

 

Turn 5 onwards: After seeing opponent in Sicily, you should have expected opponent to try to come to Hispania to try to gain positional advantage, so you should have gone there first.

 

Turn 8: you should have considered attacking Tarraco as you had first turn order and with that territory opponent could do more harm to you than you to him.

 

Turn 8: You should have considered blockading Naucratis, as you had 1st order, you could have used it for that purpose.

 

Turn 9: It was a better move to blockade Judea, as opponent was likely to use airlift to Mesopotamia from Cyrene.

 

Turn 10: You should have deployed at least 1 army in Numantia. Strong opponents tend to go for some weak attacks + strong attack combo when they have stacks inside hostile territories.

 

Turn 10: You could have deployed some troops to Aleria and blockaded it. It would have allowed you to expand to Northern Italy and Rome.

 

Turn 10: You should have tried to deploy full force to Naucratis, After your previous surprise takeover in Syria, opponent was likely to expect this move, plus he could prevent it with little amount of armies deployed.

 

ℳℛᐤƬrαńɋℰ✕:

Strong moves:

Turn 4: Attacked Syracuse with enough armies to prevent expansion into it. As opponent was met in Egypt, it was logical for him to try to expand into Sicily.

 

Turn 6 onwards: Didn’t allow opponent to gain armies advantage over Egypt and Sicily border.

 

Turn 8: Blockading Baleares made it harder for opponent to make counter advancement towards Sardinia and Corsica.

 

Weak moves (mistakes):

Turn 6: Could attack Petra with a small stack of armies (not all armies). If opponent blockades/defends loss is little and if he doesn’t, than the front gets further away from Syria and opponent will be more likely to switch his focus from other areas to Sinai.

 

Turn 8: Could deploy some more armies to Tarraco and try to break one of bordering bonuses.

 

Overview:

Nazgul : Ignored positional advantage. Had a good hint that opponent could try to gain positional advantage over him, but ignored it and expanded into bonuses which could be affected by positional advantage from Hispania. Should have went to Tarraco and Baleares to prevent this risk. Other than that played mostly a solid game. Should try to use blockade cards in further games if met with overwhelming force.

 

ℳℛᐤƬrαńɋℰ✕:

Played a solid game. Avoided to take any risk and only looked for guaranteed profitable moves. Quickly gained and utilized positional advantage.