Finished: 10 AM Thu 14 Jul 22 UTC
1v1 - Cold war-17
1 day /phase
Pot: 2 D - Autumn, 1862, Finished
1 excused NMR / regain after 5 turn(s) / extend the first 1 turn(s)
Game won by lambda.nrx (1441 D)

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13 Jul 22 UTC Spring, 1860: Hello! Have a nice game.
13 Jul 22 UTC Spring, 1860: Hola, thanks you also!
13 Jul 22 UTC Yeah messed up haha! GG going to throw in the concede lol
13 Jul 22 UTC When attacking an unit you should always consider kts retreat options. Kicking me out of Washington but letting me retreat to New Jersey doesn't benefit you.
13 Jul 22 UTC Thanks for the advice and you are quite right, i need to develop thinking 2/3 turns ahead rather than immediate turn.
13 Jul 22 UTC GameMaster: Union voted for a Concede. If everyone (but one) votes concede the game will end and the player _not_ voting Concede will get all the points. Everybody else will get a defeat.
13 Jul 22 UTC On this map I have never seen somebody win without going for three centers in the first year. And classically both sides bounce Kentucky in spring, not doing it usually creates a guessing game situation.
13 Jul 22 UTC Interesting, and yes makes perfect sense really when you look at it.
13 Jul 22 UTC Three turns ahead is not really necessary, you'll have to think about autumn. Usually I personally do less risky moves that minimize the worst case but depending on the opponent doing riskier guesses can be good as well (when you know his style).
13 Jul 22 UTC Yeah that is fair, Autumn being the most important indeed
13 Jul 22 UTC Always consider the retreat options your opponent has. And especially on this map in the mid game it often happems that your home centers are blocked (and they are at maximum three anyway) so it is often beneficial to not take as much centers as possible when you can't use them for builds anyway but rather better your position. This time we haven't even reached that point.