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.

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