Finished: 07 PM Tue 19 Sep 17 UTC
Private Yoak V BobRoss-2
3 days /phase
Pot: 2 D - Autumn, 1905, Finished
1 excused NMR / no regaining / extend the first 2 turn(s)
Game won by BobRoss (1752 D)

< Return

Chat archive

Country:


15 Sep 17 UTC Spring, 1901: GameMaster: Please remember that negotiations before the game begins are not allowed.
15 Sep 17 UTC Spring, 1901: Info: This is a choose your country game.
19 Sep 17 UTC GameMaster: France voted for a Concede. If everyone (but one) votes Concede the game will end and the player _not_ voting Conceede will get all the points. Everybody else will get a defeat.
19 Sep 17 UTC Good game. The writing has been on the wall on this one for quite a long time.
19 Sep 17 UTC Thanks!

I played a very different strategy than I normally tend to and it paid off very well this game.

The crucial element is the Piedmont to Marseilles move. It's always a gamble whether France will send Burgundy to Marseilles or not. This time it worked out perfectly.
19 Sep 17 UTC Given that this has emerged as sorta the established balanced heads up game, I really need to play it some more. I've mostly played others and don't have the sort of reflexes that most people do around key points of contention.

When that happened, it was clearly a key moment and I sat quite a while to decide whether or not to cover it and clog my center (potentially) and hope to bounce or simply hope that you didn't. Making the wrong call made this at least an uphill battle if not over.

I honestly think that I'll lose the other one too, but if I manage there, the rematch may see those qualities reversed. I simply adore Empire1on1 and have played a lot of it. Do you happen to know faded_box? He and I have probably played 1-2 dozen games live on that board. If anyone else is playing it that much, they're keeping a low enough profile that box and I haven't spotted the potential opponents. :-) As an example, most people (even if they've played a lot of the Fall of America map with all powers because it isn't true there) wouldn't look at that board and realize that at least 20% of your thinking every turn has to be about Kentucky. And when that's no longer true, it has to be because it is behind someone's line and the game is over, whatever the SC count.

Anyway... I'm really enjoying the games. I'm so glad that I found this ladder tournament. It's going most of the way to totally filling my heads up appetite, always having a couple going with good players.
19 Sep 17 UTC Empire 1v1 is a great map but quite an exhausting variant as well. If I recall correctly I have played 2 of those games. one was really beautiful. I was playing Union and I got stalemate stuck on the eastern coast meaning that I could only breach through by sending 2 or 3 fleets around the whole continent to cut some of his naval supports from the South. At the same time Confederacy managed to get a friggin navy in my lakes. It was an absolute hell to get him out of there. In the end I was able to lock in his build sc's so he decided to see if he could make the victory condition without any new builds (he was like 2/3 short) before I finally got all my troops in line for the victory myself.

I have seen the name faded_box pass by several times, never have played a game with him though.

You should indeed definitely practice on the FvA variant for the ladder tournament. So frequently this variant is chosen because it really could go either way. While most players (that i have encountered) argue that it is Munich is the dealbreaker of this game, I rather believe it are St.Petersburg and Tunis. If France is able to bottleneck the Med/Mid-atlantic, France will almost always be able to grab St.Petersburg. At the same time Tunis is of great importance for Austria in terms of defensive options and frequently the necessary victory SC for France.

I'm curious to see how the other game will unfold but am most certainly happy to have an unit behind enemy lines there as well ;-)
19 Sep 17 UTC Units behind the lines are much more common problems in Empire than in most games. You have to make use of chaser units that just follow the rogue and never let him get more than one center. You can't stop the union from circling Cuba if they're inclined. Such units are a much more authoritative problem in Classic, which is a much smaller board. As I'm seeing. ;-)