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New TimeWaster (1 Viewer)

Just got Challenge 1 in 20 turns. Beat that:)

The two fastest times I've had in Challenge 1, I started in Asia and didn't get real resistance til I already had 4-5 areas controlled. That seems to be the key. The bonuses are so good in Asia that when you finally do meet an AI player, you can go toe to toe with them and beat them. Of course, it probably won't work if there are 2 teams there, or if 1 team starts right next to you. Still a big luck element.

 
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I'm up to turn 18 in challenge #2. I have an income of 89, and a rogue army that's behind enemy lines and destroying bonuses in Africa, Europe, and next turn the Middle East. I have a 180 plug in Svalland (sp?) and a 250 plug in Anadyr. This could be the game.

 
Got it. I conquered challenge 2 of the Beta version, making me the Master Beta. Guderian, you may genuflect in my direction.

I'll type up a couple of strategy notes in the next couple of posts, and put them in spoilers.

 
This isn't a big spoiler, just a suggestion for learning how the AI operates.

1. No fog.

2. Users select starting territories.

3. Warlords.

4. 1 starting territory.

5. Lots of abandon cards at 500%.

6. Change Central America's bonus value to 90 armies.

7. Start the game and select Central America as your starting point.

The whole point of these steps is to start a game where you can quickly dominate your AI opponents, and then sit back and watch how the AI operates.

I'm not going describe everything you'll see, but the cliff notes version is that:

1. The AI will obsess on breaking through the plugs.

2. It won't attack the plugs until it's at around 200% of the plug.

3. It won't move a stack away from a plug unless you have a territory adjacent to the stack.

4. It has terrible defense. Once you break through a front line you can rampage.



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Bigger spoiler here. This has some solid advice for beating challenge 2. I think a combination of strategy and luck are required, but you don't need to play the perfect game in order to win. However, if your game isn't near perfect for the first couple of rounds, just start over.

The Zerg-

Here's the list of bonuses I gathered during the zerg phase, by turn:

2-Central America, India

3-West Africa

4-Middle East

5-West US

6-Caucasus

7-East Africa, East China

8-East US, South Africa

Followed by a quick succession of Canada, W Russia, Indonesia, N Africa, and Central Russia. I didn't secure Greenland, Europe, South America, or Scandanavia until later in the game, after contact was made.

The armies per turn went roughly:

5

5

12

16

20

25

31

39

51

56

66

71

77

That list isn't exact, as I was scribbling notes from several games and got them mixed up. The point is: every turn you add a bonus, and every turn you set yourself up for the next bonus.

Contact-

Follow my route, and you'll contact the AI in Svalbard, Australia, Anadyr, Canada (get to Nunavut first), South America, and Europe/Scandanavia. If you're lucky the same AI will be in South America and Australia. If you're really lucky (I was) you'll also get the same AI in Scandanavia and Canada. This allowed me to block AIs #3 and #4 with Svalbard, and the AI #5 at Anadyr.

Plugs-

It should be obvious already that you have no hope of fighting all five at the same time, and that all five will find you if you don't drop a plug. I dropped my first plug on Svalbard, which I highly suggest, cause you'll probably tie up two of the AIs with one plug. You drop your second plug on Anadyr, and you need to get to it before the AI does. You'll spend 3-4 turns defending Anadyr before you get the second card, and it's critical that you hold it.

Cleanup-

I doubt you can make it to all the choke points with enough men to hold them, so you'll need to do cleanup. Indonesia/Australia and South America are easy areas to hold and clean. It took me four or five turns to secure Europe/Greenland/Scandanavia, but it can be done.

Honestly, if the AI gets loose in Asia or Canada, consider starting over.

Mid game-

I broke through the AI's defense in South America and attacked Africa, and then moved on to everything else. Australia/Indonesia was mostly a holding area for me, as was my South America.



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Got it. I conquered challenge 2 of the Beta version, making me the Master Beta. Guderian, you may genuflect in my direction. I'll type up a couple of strategy notes in the next couple of posts, and put them in spoilers.
FINALLY!!!Thanks Gas, the thing that really helped was bigger abandons, I already had the AI behavior down.Interesting move that saved the game for me:I had a 150 army abandon in Svalbard S.Around turn 20 or so, an AI blew through it with 250 armies. I couldn't match that and didn't have an abandon card. I ended up doing a kind of reverse abandon. I built up forces one space away from the AI and let him chase me around in circles in southern Africa N for about 3 turns. I was in South Africa and he was in Kenya. He had 270, I had 100. But I had an abandon, and played it, hoping he'd destroy himself on it. It worked! Turning point in the game.
 
Got it. I conquered challenge 2 of the Beta version, making me the Master Beta. Guderian, you may genuflect in my direction. I'll type up a couple of strategy notes in the next couple of posts, and put them in spoilers.
FINALLY!!!Thanks Gas, the thing that really helped was bigger abandons, I already had the AI behavior down.Interesting move that saved the game for me:I had a 150 army abandon in Svalbard S.Around turn 20 or so, an AI blew through it with 250 armies. I couldn't match that and didn't have an abandon card. I ended up doing a kind of reverse abandon. I built up forces one space away from the AI and let him chase me around in circles in southern Africa N for about 3 turns. I was in South Africa and he was in Kenya. He had 270, I had 100. But I had an abandon, and played it, hoping he'd destroy himself on it. It worked! Turning point in the game.
Congrats! :hifive: :towelwave: That reverse abandon must have been nerve wracking.
 
Got it. I conquered challenge 2 of the Beta version, making me the Master Beta. Guderian, you may genuflect in my direction. I'll type up a couple of strategy notes in the next couple of posts, and put them in spoilers.
FINALLY!!!Thanks Gas, the thing that really helped was bigger abandons, I already had the AI behavior down.Interesting move that saved the game for me:I had a 150 army abandon in Svalbard S.Around turn 20 or so, an AI blew through it with 250 armies. I couldn't match that and didn't have an abandon card. I ended up doing a kind of reverse abandon. I built up forces one space away from the AI and let him chase me around in circles in southern Africa N for about 3 turns. I was in South Africa and he was in Kenya. He had 270, I had 100. But I had an abandon, and played it, hoping he'd destroy himself on it. It worked! Turning point in the game.
Congrats! :hifive: :towelwave: That reverse abandon must have been nerve wracking.
Oh, yeah. It was a game ender unless it worked.Although, I had almost given up several times before. I think that's kind of key too. AI drops into Canada with 20 and you're fighting in Europe and Norway and Australia and REALLY can't spare enough to stop him?Let him go. He'll meander around for a turn or two taking as many little spaces as possible. As long as you can contain other threats and come back in force, you'll be ok.
 
Starting a new game.

Med Slow Pace (2-5 turns per day)

5-10 players (hoping to go all FBG)

No Teams

Big World

Foggy

Full Distribution

8 Countries per Player

Automatic Distribution

5 Wastelands (25 armies each)

All cards (all 5 pieces, 3 pieces awarded per turn)

PM me your email address if you want in!

:rolleyes:

 
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Starting a new game.Med Slow Pace (2-5 turns per day)5-10 players (hoping to go all FBG)No TeamsBig WorldFoggyFull Distribution 8 Countries per PlayerAutomatic Distribution5 Wastelands (25 armies each)All cards (all 5 pieces, 3 pieces awarded per turn)PM me your email address if you want in! :banned:
I'm really getting addicted to team games, much better dynamic than the solo FFA matches.
 
How does a sliding boot time work?
When sliding boot times is enabled, you only become bootable if your average play speed exceeds the boot timer, rather than the amount of time since you last played. Your average play speed is calculated by averaging your last ten turns for that game, along with the time since you last played.This helps keep the boot time more fair. For example, if a player plays very quickly during the week, but not at all on weekends, they don't need to worry about becoming bootable on Sunday evening, even if the boot timer is set to 1 day. Conversely, a player who constantly waits a long time take every turn will become bootable much more easily.
 
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Don't bother joining a game created by Ken or Yako. Yako will play kamikaze/spoiler, stacking all his armies in his lead territory, blowing through regions while Ken will concentrate on region bonuses.

 
don't play against:

Eliot

Mcam

in the same game, they collude

also I have turned off PM-ing in any multi-player game I play now, just too many truces that turn into collusion.

 
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