- Joined
- Oct 24, 2015
- Messages
- 14
Hey, fellow newbs. Nice to play with you. I'm pretty new here too, but I've been trying to study the game because I've fallen in love with this site. I'll share some hints I've picked up in my 70+ games, in order to maybe help spare you from some of the frustration I've been going through.
Most things you can get from the wiki, but I'll just hammer down what I consider the main points.
If you want to take a region, have over double the armies of the defending region.
1v1 you can't allow your opponent to keep a command bonus unless you can get an equal or higher command bonus in the same round.
Before your first turn, mull over the map and the brief, and and the record of players moves before yours, if necessary. Although adjustments will have to be made, formulate a plan that is the most promising and pragmatic of all your perceived options.
Stay very prudent with your use of Diplomacy. Offers are rarely looking to make a perfectly fair deal, and making a deal puts a target on your back, especially newbs like us.
Hypocritical as it may be--since I first shared these simple ideas on the chatter tab--don't chat much either. In a multiplayer game, if you ask too many questions, you're too nice, or you're talking nonsense, it puts a target on your back. In your early 1v1 matches even, I wouldn't reach out much during the match, unless they reach out first in a genuine manner. Chatter is a great way to build and feel community, but it also is a window for manipulation for the more savvy, cutthroat players you'll come across.
That brings me to the last unrequested advice I'll give you: Choose your early matches wisely. It's admirable to want to challenge yourself against, and learn from the best, but being defeated continuously in a whirlwind of confusion is disheartening for even the most intrepid and determined. If you create a game, put a NOTICEABLE note on it about wanting a challenger of only up to a certain modest rank or number of games played. Sadly, you'll still get a few poachers, but it gives you a better chance of facing a more equal competitor, which keeps you interested and invested.
Sorry, I forgot one of the most important rules, that of course has one of the most common exceptions. Super important fundamental in my eyes, as of under 100 games played so far. . . Never attack neutrals. Only in the rare case when it makes too much sense and does something magically destructive to any other game plan your opponent might have going. If you can use taking 1-2 neutral regions to force your opponent into a necessary and predictable pattern, you are the puppet master.
These "rules" I'm giving you are like any other rules when it comes to a craft: there are exceptions. We are still both new though, and we should try to master the rules before we start practicing the exceptions.
Good Luck!
(P.S. I'm welcoming to correction/addition from other players. Before I started on this site, I'd only played Risk and Axis & Allies a couple times in my life, although I've always loved the Civilization video games.)
Most things you can get from the wiki, but I'll just hammer down what I consider the main points.
If you want to take a region, have over double the armies of the defending region.
1v1 you can't allow your opponent to keep a command bonus unless you can get an equal or higher command bonus in the same round.
Before your first turn, mull over the map and the brief, and and the record of players moves before yours, if necessary. Although adjustments will have to be made, formulate a plan that is the most promising and pragmatic of all your perceived options.
Stay very prudent with your use of Diplomacy. Offers are rarely looking to make a perfectly fair deal, and making a deal puts a target on your back, especially newbs like us.
Hypocritical as it may be--since I first shared these simple ideas on the chatter tab--don't chat much either. In a multiplayer game, if you ask too many questions, you're too nice, or you're talking nonsense, it puts a target on your back. In your early 1v1 matches even, I wouldn't reach out much during the match, unless they reach out first in a genuine manner. Chatter is a great way to build and feel community, but it also is a window for manipulation for the more savvy, cutthroat players you'll come across.
That brings me to the last unrequested advice I'll give you: Choose your early matches wisely. It's admirable to want to challenge yourself against, and learn from the best, but being defeated continuously in a whirlwind of confusion is disheartening for even the most intrepid and determined. If you create a game, put a NOTICEABLE note on it about wanting a challenger of only up to a certain modest rank or number of games played. Sadly, you'll still get a few poachers, but it gives you a better chance of facing a more equal competitor, which keeps you interested and invested.
Sorry, I forgot one of the most important rules, that of course has one of the most common exceptions. Super important fundamental in my eyes, as of under 100 games played so far. . . Never attack neutrals. Only in the rare case when it makes too much sense and does something magically destructive to any other game plan your opponent might have going. If you can use taking 1-2 neutral regions to force your opponent into a necessary and predictable pattern, you are the puppet master.
These "rules" I'm giving you are like any other rules when it comes to a craft: there are exceptions. We are still both new though, and we should try to master the rules before we start practicing the exceptions.
Good Luck!
(P.S. I'm welcoming to correction/addition from other players. Before I started on this site, I'd only played Risk and Axis & Allies a couple times in my life, although I've always loved the Civilization video games.)
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