Moderator: Cartographers
Capitino wrote:hmmm, my first suggestion would be making it far more difficult to take AA in your second turn by increasing the amount of armies on it.
another option could be removing the bonus of 1 army for each territory C1-Y2 you get to deploy, but that will have bigger effects on the rest of the gameplay. It could be +2 autodeploy on them leaving the amount of armies you get the same, but you cannot deploy 16 to go for AA.
cairnswk wrote:Capitino wrote:I've been playing several 1vs1 games on it and it found a very effective way to take a huge advantage when you start. The tactics are like this:
- you get 5 troops, spread them evenly over the paratroopers (1 each and 1 to place where you like)
- from every paratrooper, take the next two countries, this gives a huge bonus
- your opponent will probably do the same, since it is by far the best thing to do
- now you get 16 troops to deploy, find the territory next to the access point that has the most armies and put them all on it
- from here you take access point, Sdt Gerd, DD3, AA and you destroy all C1-Y2 of you opponent
You'll probably get pretty far with destroying your opponents bonusses and this gives you a huge benefit, already in round 2. Maybe this is something to consider.
OK, so what would you recommend Capitino?
Winged Cat wrote:I don't see this addressed in the last few pages...
I think I may have found a logic bug in the Das Schlob reinforcements. You get +13 if you hold all 19 - but, those 19 include Landeplatz B, which resets at the start of your turn. So...is it possible to claim that +13, or will any attempt inevitably break (down to the +7 for 11 held bonus) when Landeplatz B reduces the territories held to 18?
Even if it doesn't, this isn't a bonus that can be maintained, without (on average) feeding more armies to the neutrals than one gets back.
The fix would be to exclude Landeplatz B, just like the Flughafen bonus excludes Landeplatz A.
cairnswk wrote:Das Schloß Bonus
LandePlatz B is in the xml as being part of the the castle bonus.
As pointed out by Winged Cat (thank you) this will disallow the +13 castle bonus. Therefore I will change the xml to exclude Landeplatz B and include Wache Tomas as part of the Castle bonus. This has also been amended graphically so that Wache Tomas has castle walls around that territory.
J to the D wrote:Hi cairnswk,
I just started my first game on Das Schloss, and I will certainly be making a run for AA, but I didn't go first, so I hope my opponent doesn't know how important that is. In any case, the game is foggy, and I had to reference this thread to find out how many neutral territories were in each spot. I wanted to make a dash for the Hubschraeuber until I found out it was covered by a giant neutral stack. I don't know if there is any way to eliminate this problem, and I am sure it is shared by other maps that have a lot of neutrals on them, but I just through I'd let you know.
-Joe
While the map is nearing the end of the Beta phase, the mapmaker(s) will be asked to populate the Map Portal Database.
MrBenn wrote:I've been meaning to request this for some time, but I have just added the following text to the guidelines for the Forge:While the map is nearing the end of the Beta phase, the mapmaker(s) will be asked to populate the Map Portal Database.
I'd be grateful if you (or your representative) could oblige, and also notify in this thread once it's done
AndrewB wrote:That +1 free deploy in the fields kills the map and makes this a matter of dice and who goes first... (as the only way to kill that huge bonus is by controlling AA and that makes the AA pretty much the only territory to work for)...
AAFitz wrote:Its still very unbalanced.
AA is still the only point of the game.
and im not at 90 games, im at 130
the first 90 were just awesome.
the last 40 were insanely boring. Im not trying to be negative here. On the contrary, Im being positive. The map was simply awesome before the update.
that extra bonus for the chuttes ruined it. If you need, I can go into at least 7-10 games with other players saying the same thing.
The map needs more balance, so AA is not the only focal point. Otherwise, you might as well just delete the entire right hand side of the board.
Those bonuses need more power. The chuttes give you 8 auto deploy, and 8 to drop. Thats a 16 bonus, with the other ones being at 7, or 4 or 5
Resetting the AA to 5 will help, but it will be the same.
I will simply hit the AA, demolish the other player...move out of AA...and then the other player has to not only hit my stack....but even hit the AA too
It will help, but it wont balance the map.
3/4 of the games played on it are 1v1. A good 1v1 map makes for a good map.
It is slow, but now its still slow, but now its also boring, because AA is the only point of the entire game.
Do not let this opportunity slip by to use the potential this map provides. Its clear you dont believe me, because you entirely ignored my suggestions after a couple of slow games.
I myself am not even basing it on my games, but the other players that have complained about the same thing....who all have played it more than you.
Again, the first one was near perfect...it just needed a little more balance. It just needs to give a chance for a drop in the upper right, and the lower right...the bonuses are so low right now as to be pointless.
but on turn one, a 16 extra bonus just makes the map unbalanced, or at the very least a dice shootout.
It gives player one an advantage to a ridiculous degree.
If I have to, Ill find all the comments Ive had in the recent games to back it up...or... just assume I simply not making it up, and not guessing...and am basing it on 130 games, on nearly all the same settings.
Im sorry if im being too passionate here, but its only because the map was just so awesome when it was re-released. Being able to win from more than one spot and more than one area, just made it awesome, and required some serious guessing as to what the other player will do. Now, there is no question what the other player will do. They will aim every single army at AA, and wipe out the chutte area, because it is virtually the only possible way to win. Player one then gets an extra 16 armies to work with, so its essentially a game on doodle, when it could be a game of stratego instead.
AndrewB wrote:Just mentioned AAFitz's post. I 100% agree with him. Why was that free deploy in the chutes was added???
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