buy armor at 11.02 move to 15.01 attack twice 16.02 (no move)
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01
update
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01
update
buy armor at 11.02 move to 15.01 attack twice 16.02 (no move)
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01
update
buy armor at 11.02 move to 15.01 attack 16.02 and attack 17.00
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01
update
Wow! Didn't think Duke Dan would still be able to win this! Amazing!
End Turn
End Turn
Part of that is my fault, since I told him garrisons couldn't move two hexes in that turn when it was Fighting Weather and they could in fact move two hexes. For this, I apologize. However, I have determined that my mistake did not alter the outcome of the game. If Jerman had placed his garrisons where he intended to, and Dexander made exactly the same moves as he did, he still would have defeated Jerman.
I actually thought that either yellow or green would win this game based just off of deployments. I figured grey and white would destroy each other as soon as I saw that border build up, and yellow and green were the only players whose deployments looked conservative enough to launch a real offensive. I will explain a bit more why a large border of garrisons simply doesn't work: 1, it tells your enemy what you're doing. I took one look at Jerman's setup, and I was almost immediately sure he would come in last, and at least wouldn't win. With $160 of his initial deployment visible on the map, it's pretty clear that he can't have that powerful of a reserve with $90 spread amongst the remaining 12 (at least) units in his possession. In contrast, had he moved those border units back by 1, he would have been in a much better position. He has less ground he has to cover, he can use those neutral minefields to cover him a bit, and his offensive is much more difficult to predict. If you look at the first game, you will see static border defenses proved quite weak against a pure armored offensive. Granted, the strategies in general that game were much worse, but it serves as a good example. you can go around or through almost any defense you know the plans to. Look at the Blitzkrieg Challenge that's just been put up. In total, the defenders have a combined spending far and away over $275, and yet a way to overcome that defense in a single turn using less than that "par" amount is eminently feasible. That's why the single most important factor in determining your initial deployment has to be ensuring that your enemy doesn't know what you're doing. If the other guy thinks you have a really strong defense and never attacks a position that ended up having nothing but decoys as defense, then those units are effectively better than that strong defense because you spent so much less on them.I think I'll be able to do a lot better next game. I did look over some past games, but it was just skimming, since reading "02.01 to 04.03, attack 04.04" is incredibly dull when you aren't playing. Some things like a mass garrison defence not working aren't clear until you actually play, at least in my case. I was probably going to do a strategy like that actually but Jerman already took blue, I didn't want to have a pure defensive strategy against a player with four starting ICs, and it was pretty clear that there was absolutely no way that could work for white or grey. I do want to play next game, this was fun.
I actually thought that either yellow or green would win this game based just off of deployments. I figured grey and white would destroy each other as soon as I saw that border build up, and yellow and green were the only players whose deployments looked conservative enough to launch a real offensive. I will explain a bit more why a large border of garrisons simply doesn't work: 1, it tells your enemy what you're doing. I took one look at Jerman's setup, and I was almost immediately sure he would come in last, and at least wouldn't win. With $160 of his initial deployment visible on the map, it's pretty clear that he can't have that powerful of a reserve with $90 spread amongst the remaining 12 (at least) units in his possession. In contrast, had he moved those border units back by 1, he would have been in a much better position. He has less ground he has to cover, he can use those neutral minefields to cover him a bit, and his offensive is much more difficult to predict. If you look at the first game, you will see static border defenses proved quite weak against a pure armored offensive. Granted, the strategies in general that game were much worse, but it serves as a good example. you can go around or through almost any defense you know the plans to. Look at the Blitzkrieg Challenge that's just been put up. In total, the defenders have a combined spending far and away over $275, and yet a way to overcome that defense in a single turn using less than that "par" amount is eminently feasible. That's why the single most important factor in determining your initial deployment has to be ensuring that your enemy doesn't know what you're doing. If the other guy thinks you have a really strong defense and never attacks a position that ended up having nothing but decoys as defense, then those units are effectively better than that strong defense because you spent so much less on them.
EDIT: I'm not trying to be mean to Jerman, just a bit critical; it's all part of learning the game. For instance, my paratrooper offensives in game 3 (I believe) where I was handily creamed by my neighbors.