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General Discussions / General Chit-Chat / Re: HF level 2
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on: August 04, 2010, 07:19:32 AM
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Started by Martin | Last post by Martin
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My group has survived level 2 and is now in level 3. There are more prizes in the rooms compared to level 2. The door sizes in the clearings are large, and it is easy to make double moves with a large group.
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2
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Battle Plan (and WWBP) / Battle Plan Strategies / Re: Come from behind victories
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on: July 22, 2010, 06:18:59 AM
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Started by jwiewel | Last post by jwiewel
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WW-A258 qualifies as a come from behind victory (the next contender should be somebody who came from farther behind).
In WW-20 (normal equal forces) there was an alliance amongst the new world that resulted in a responding alliance amongst the old world (the new world buying European minors and taking the majors of ENA, ESW and ECZ in minimum time helped spark that old world alliance, which proceed to push the Americans back). To overcome facing allies with half again the territory and money, the new world was required to go on the offensive and thus also overcome longer supply lines.
After a l-o-n-g war, the new world prevailed and there was a division for the next phase. The final winner turned out to be the new world player (SRJ) that was least damaged by the long war against the old world (he would insult the CLA player (strongest player in the old world) and provoke CLA to nuke SRJ territories that had enough X to absorb the M, thus keeping the nukes from hitting NWN, NBC and NTX territories where they could have flattened entire regions).
SRJ was generally one of the strongest two or three individual players (arguing against a come from behind victory) but the new world alliance definitely was significantly behind the old world alliance.
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3
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Battle Plan (and WWBP) / Battle Plan Games / WW-A258
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on: July 20, 2010, 11:42:31 AM
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Started by Lin Goldstein | Last post by Lin Goldstein
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Place Turns Identifier Player 1 38 [10:BRIT COLUMBIA] Glen Chip Grier 2 37 [12:VERA CRUZ] Bob Scharnberger 3 34 [6:NORWAY] Lin Goldstein 4 32 [13:SOUTH AUSTRALIA] Martin Johnson 5 25 [7:ROMANIA] Ian Densmore 6 23 [8:PAKISTAN] K C Hennum 7 18 [3:TANZANIA] Brian Allen 8 15 [5:MANCHURIA] Bill McClintock 9 14 [14:NORTH CHILE] Robert Taylor 10 11 [4:BURMA] Randy Butler & 11 [15:VENEZUELA] Rory Post 12 9 [9:ISRAEL] James Marr & 9 [2:MOROCCO] John Balda 14 6 [11:NEW ENGLAND] James Fronsee 15 5 [1:GUINEA] Jeff Marr
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4
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Battle Plan (and WWBP) / Battle Plan Strategies / Re: Come from behind victories
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on: July 20, 2010, 11:39:47 AM
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Started by jwiewel | Last post by Lin Goldstein
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Chip Grier just won WW-A258. He never was in bad shape, but was well behind the pack as NBC, fighting his first war against NNE. An African player ran over another African player, while I from ENO was clobbering AMO but ran into a brick wall against the African player. Meanwhile, PSO should have had an easy time against CBU, who missed the first turn (possible standby situation). I managed to hold off the African player until ERO could help me (who fought MIS, also missing the first turn), but even then we were in trouble until the two surviving Americans came to help us. The African player dropped and Chip managed to outdo his American ally and the Europeans against the African player, when ERO backstabbed me just as Chip sent me a message inviting war against PSO who was then the strongest player in the game. Chip decided to fight me instead, and do the geography I was able to hold him off until I was able to give ERO enough problems combined with an attack on his rear by PSO, getting ERO to drop. I then sent the surrender message, PSO was targetted by me and the Americans, and Chip cruised to victory. Had ERO joined me and PSO vs the Americans, we could have won and then ERO and I could have probably beat PSO and then fought it out for the victory. Oh well.
Lin
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5
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Starweb / Starweb Strategies / Re: Apostle Scoring: Having it both ways.
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on: June 08, 2010, 09:06:47 PM
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Started by kosyn | Last post by Lin Goldstein
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SW-M/261 ended a few weeks ago, and I won by over 3000 points. "Having it both ways" strategy was successful, I supplemented what I got from martyrs with about 2000 Jihad points on the last turn, from two other players' empires as well as my own.
In a regular Starweb game, it is essential to have an idea of when the game is likely to end and be able to persuade your allies to commit to allocating ships to berserker/apostle scoring rather than the war. But these two needs are necessary for almost any apostle/berserker scoring. Also, the Jihad points are likely to be substantially higher in a regular game than I had in the multi game, with more worlds available for Jihad.
If I was going to do it again, I would robotize to a small population rather than PBBing my apostle martyr worlds. This way the apostle would still get 10 points per turn for owning the worlds. In a multi-game, the berserker has easier time than an apostle for scoring, although it doesn't always seem that way when the berserker starts it's heavy scoring from such a low score. In a regular game, the apostle can control what a berserker ally does.
Lin
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6
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Starweb / Starweb Games / Re: SW-1373
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on: May 24, 2010, 04:24:48 PM
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Started by jdhedden | Last post by apollo
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This turn I am exploring Worlds 90, 118, 215 and 237. If anyone owns these or is also exploring them, please let me know so we can coordinate.
APOLLO
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7
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Starweb / Starweb Games / Re: SW-1373
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on: May 18, 2010, 04:17:08 AM
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Started by jdhedden | Last post by Zoot
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This is the 40th Anniversary ($1/turn) StarWeb game!
Hello, fellow space farers,
I'm VOREX, a merchant. Looking forward to working with all of you.
Jerry D. Hedden [VOREX]
BTW, this isn't $1/turn... if it is, I'm paying too much! LOL.
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9
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Starweb / Starweb Strategies / Re: Early Game -- Explore or haul?
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on: May 14, 2010, 12:57:52 PM
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Started by Lin Goldstein | Last post by JohnShannonhouse
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In the early moves I always found that there was a lot of flexibility in how I could move, by sometimes doubling back through the HW. I would always try to split fleets fairly evenly, would NOT protect first ring worlds, and would haul as much as possible back to the HW while still exploring. Fleets at the HW could pick up ships to move out to amy of the surrounding worlds to allow as much expansion as possible.
It was very rare that I could not bring at least one fleet back to the HW, and I would make that the biggest one possible..
My main concern was to try and have 3-ship keys on fleets at worlds on T3 so that I could transfer to a ship to capture a new key, drop an ISHP or PSHP, and still explore.
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