GFF Risk 10: The One Where Tritoch Doesn't Win
Game Over! Araes Wins!
Same rules as the last game, with the following changes: -Tanks can only be used on states adjoining your territory, with their cost reduced to 10 gil -Atomic bombs corrected back to 1-4 states -Start with no money -Added Ninjas: Roll again on each attack if it fails the first time. Cost is reduced to 20 (from 30), since there's no defensive value now. -The 3 unclaimed states in the second round may be acquired by attacking them, if they are adjacent to your states. The Rules:
Arms Dealer List:
I can only update the map when I’m at home, so your best tool for keeping track of who owns what is by using the linked spreadsheet. I’ll try to update that after each turn, unless it’s the middle of the night. Chart of who owns what, gil, and items Last updated at the end of the game http://nuttyturnip.googlepages.com/Risk-10-map.jpg |
Subscribing so that I don't forget to come in here on my turn.
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Whehay, I'm first up this time.
I'll take my turn shortly. |
I suspect KrelEN defines shortly the same way Rockgamer does.
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He's still under 24 hours. He's got time.
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Quote:
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Alright, here goes.
I'm annexing Colorado, Kansas and Missouri. Attacking Arkansas. Attacking Louisiana. Attacking Mississippi. Attacking Mississippi again. Curses. Using an Energy Boost. Attacking Mississippi again. Attacking Mississippi again. Aaaand I'll send tanks into Iowa for good measure. |
You're supposed to wail on Tritoch, not poor Rockgamer :(
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Alright, I'll take Nevada, Washington , and Montana.
Starting attacks with Hawaii. Twice, apparently. Now I'll try Oregon aand Idaho to finish meh I've already won more rolls than i did all of last game, so it's an improvement |
Not that I should be one to be bringing this up, but is there any kind of time limit in place?
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Yeah, I'll give Araes until 10pm to move, then the next person can go. He hasn't logged in since yesterday, so who knows where he's at.
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I can only do one login session per day after work, as I'm in a secure monitored network while on the job. Its highly likely that this will always be my reply time unless its a weekend. That said, taking my turn.
Attacking New Hampshire. (won) Annexing Florida Attacking Georgia (lost) Attacking Georgia (won) Annexing South Carolina Annexing Rhode Island Attacking Connecticut (lost) Overall, middle of the road. Your's Rock. |
Alright, I'll start off by annexing Minnesota, South Dakota, and Nebraska.
Then I'll attack Oklahoma is next. And then I'm coming home to Texas. And to show that I'm not bitter at all, my tanks will be rolling into Arkansas. And because I wish heaps of goodwill onto Krel, I will use my Energy Boost and attack Missouri. And finally, time for an attack on Iowa. |
I'll take Kentucky, Illinois and Wisconsin.
And then I'll attack Wyoming and Minnesota first. Minnesota again. One more time damnit. Eh, I'll just use my Energy Boost and attempt South Dakota first. How about Missouri then? Just not my day I guess. |
Oh yeah, the Risk thread. I suppose I should conquer something.
I'll begin by annexing Pennsylvania, Arizona, and North Carolina. Next I'll attack New York and California. And California again. ...Fine, sending a tank into California and attacking Hawaii. |
First off, I'm annexing Virginia, Ohio, and DC.
I attacked Pennsylvania and South Carolina twice with no success, so I rolled my tanks into West Virginia. The Mid-Atlantic will rise again! |
I bet you're now seriously considering changing the way states are attacked, eh Turnip?
Depends too much on luck of the draw :( |
there's really not that big a difference between this method and the one you guys used to use. If both people were picking numbers close to 50, it was still close to a coin flip anyway. This system might work a little better if it gave the attacker a slight advantage, maybe make the target 4 or 5 instead of 6, but even then, any type of Risk will still require a lot of luck to win, that's just the nature of the game.
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Well, one of the major differences though is that we don't really have much in the way of troop management with this version. Without actual armies, we can't do things like reinforce areas we feel are of high importance, block choke points, that kind of thing. That was one of the main aspects which often defined games of normal Risk, as it was often a rush to see who could overwhelm N. America and S. America as they were easy to block and hold with fortifications in Brazil, Greenland/Iceland, and Alaska. I don't necessarily think that was better, as it was often that strategy, but it was different.
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Considering Zerg always used the same number, something close to 50, it was pretty much a 50/50 shot for him before too. There's no difference at all between that and the dice.
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There is. Remember, my strategy gives me 50% odds of winning at the minimum. Against an opponent who likes to randomize, I get considerably better odds.
In contrast, variance for using the dice is all over the map. For instance, here were the results for this round: Unlucky Schmucks
But anyway, that's criticism for another time. Best of luck in this game, fellas. |
I'm annexing New Jersey, Delaware, and Indiana.
From there I'll attack Pennsylvania, Michigan, California, and North Carolina. + Tanks on Pennsylvania |
Wait...how are you attacking California or North Carolina?
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All that time thinking about his move and he still didn't bother to read the rules. Plarom, your lust for vengeance has ruined you.
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Plarom's attacks against North Carolina and California are void because they aren't adjacent to any of his states. He loses those attacks, and we move into Round 2.
The three remaining unclaimed states (Tennesee, Alabama, Utah) may be attacked just like any other state (meaning they must touch one of your states, and you roll a die for it). KrelEN's up. |
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