Hey Mike. I played NG / Duns until about t12. By then, NG had got massively pounded (from memory SG did not manage to get any troops at all to 3024) and 10000DS troops were sat on 2924, having rebuilt the bridge.
Duns had a great position and had been pretty active - cav went bowling all the way across Rhun and I think got a LR camp or two - but Cardolan lost both MTs to the WK. I threatened 1 back with the NG command artefacts - but from what I saw the game was lost at that point. I cant remember what else happened - but something pushed me over the edge and had me quit.
Out of interest, have any gunboat games ended in FP victory?
I was Sinda and Cardolan in this on until turn 29. I managed to get both Rhudaur MTâs very early but left myself open to massive WK attack.
I lost 1614 and 1513 but keep the position in by giving it 2325 as a capital. Then all of a sudden the WK army disappeared and I got a 585 message saying the WK had collaspedâŚmust have gone bankrupt ?
I tried to help Harad by sending my navy south with 2500hi in it but it was too late and got sunk by the QA navy. I then tried to help NG by sending the Cardolan navy with 2000hi and 4000hi overland but it arrived too late. It took me some time to recover from the lost of 1614 and 1513 and the bridge at 1614 was down which delayed my advance. In a diplo Duns agreed to build it again but it never happened. I guess you had dropped by that stage ?
Sinda was hit hard by emi squads and WM got whacked big-time by LR and DogLord cav armies. I tried my best to stop them but it was getting impossible. I had also sent around 1500hc and 2000hi with war-machines to 3221 but I sent it to 2421 to try to help NG as I had known at this point that 2924 had fallen. Both these Cardolan and sinda armies destroyed some huge FK armies but CL agents eventually disbanded them.
At the point Corsairs landed his navy at 2325 and I found out SG had been knocked out so i decided that enough was enough so I quit on turn 29.
Itâs not surprising to hear that FP are winning at least 50% (if you think about it) because many of the mechanisms that DS teams depend on to achieve victory vs. the economic and military advantage of the FP are hamstringed in GB. for example:
dragons - common team-play strategy for DS is populate mountains with camps so that as soon as recruitable dragons show up, the nation that needs them most to help in defense (early game) can go recruit them. now only the nation-pair that finds the dragon gets access.
agents - x2scout of QA is not paired with CL. As DS depend on these agents early on to repel DS, this would seem to disadvantage DS. Also, CL agents canât be sent where theyâre needed most to keep DS nations afloat because CL likely doesnât know where to send them
Thus, I would tend to think that FP have an inherent advantage in GB. Nice to see that the statistics so far donât support my hunchesâŚ
âThus, I would tend to think that FP have an inherent advantage in GB. Nice to see that the statistics so far donât support my hunches⌠:-)â
Itâs actually very interesting. Mostly, as with many games, its down to players sticking to their guns and looking to help team-mates where they can it seems. Iâm in 3 GB games at present and in every one where a team-mate has helped out itâs been a major difference to the outcome of many situations. Conversely the players that play selfishly ⌠well enough said.
Clint (player)
I think itâs part of the strength of the format that it is pretty even either way. I canât comment about Celebionâs note until the game ends and I think players should be wary of giving out such information as with some inference you can work out quite a few things.
for sure! but, thatâs part of whatâs hard in GB - figuring out who on your team needs help & when. especially because any two-nation pairing leaves huge portions of the board in âflog of warâ status⌠And I donât think that you can go by âtradition team-play scenariosâ of what nation is going to be facing what difficulties at a certain stage of the game. From what I see, people do wierd things in GBâŚ
i agree itâs very interesting. Iâm only in one GB, but itâs loads of fun.
I canât comment about Celebionâs note until the game ends and I think players should be wary of giving out such information as with some inference you can work out quite a few things.
Clint (GM)
Same old, same old. Why address today what you can put off till next year.
The truth is on my side so no matter when it comes out it will still be the truth.
Just curious do you know the other nation pairs or players in any of the GB games that you are playing in?
I started out Northmen/Dwarves in this one, the Northmen got blasted early/went bankrupt and I only had the Dwarves. Picked up both the Duns and Sinda and had all three till the end.
All I got to say is good game to the DS, I was on defensive almost the whole game, which is never good.
Mike, I would love to look at your first few pdfâs if you dont mind sharing them. I am in another gameboat game that will probably last another six months and would be glad to share my pdfâs with you when the game does finish if you are interested.
One question that I had for everyone. Game92 GB was supposed to have a limited communication element in it. Every 5 or so turns, you could send a diplo of 20 words to your allies.
Well on the freep side, this was hardly ever used at all. I kept forgetting when it was my turn to send a diplo. I did suggest a reminder from MEPBM games, but got told that they didnât want to manage this aspectâŚ
I was wondering if this got used much on the DS side and whether this was a reason for their victory ?
Anyway from the experience I had of it, the diplo thingy didnât work at all.
Hey Brendan. The communication thing didnt really work for me either. I think it was an idea that I pushed at Clint. In hindsight we should have got CLint to send out reminders and not limited it at 20 words so that each turn we got one meaningful communication. But hey, it was something different while it lastedâŚ
THe limited communication was hardly ever used on the DS side as well. Most pairs sent a message out on their first go but we maybe had just 2 messages after that in the entire game.
Were there any/many 3 combo nations on the DS side ? I was only playing a 2 nation combo. If so, then anyone care to let us know what they were and how they fared ?
So what is the view from your perspective of the communication ? Total waste of time ?
Will you ever attempt modifications in a new GB game, like adding reminders for the people when itâs their turn to communicate or unlimiting the number of words or something like that ? If not, then why not ?
Or do you just intend to scrap the whole thing without any future re-tries ?