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[Risk Legacy PbP] Game 1: The Victor Emerges [BEWARE SPOILERS]
Balkania gets a lot of hate, but I find their starting power choice to be really interesting. One is extremely useful early game and nonexistent late game, and the other is nonexistent early game and extremely useful late game.
Balkania gets a lot of hate, but I find their starting power choice to be really interesting. One is extremely useful early game and nonexistent late game, and the other is nonexistent early game and extremely useful late game.
I guess we'll see. Most of the 2nd powers just seem too conditional to be useful overall.
Yeah I saw Balkania as the weakest. The first power is basically a 66% chance of one extra army per turn. The 2nd seems like it falls under the "too conditional" category. You'd need to start a game with a high value territory drawn that is also close to your starting position.
No bears? No good.
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EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited May 2012
The Saharan Republic (I've opted for gold over orange, as orange is usually the clarification color in games. Does it read well on the white forum default?) I was born in the wagon of a travellin' show...
How very predictable of everyone to cast off the mercenaries, thieves and raiders. I will harness their ability to maneuver at any point in the turn to my advantage, sorting through the apparent chaos. Please leave your valuables accessible, as we don't want any unnecessary bloo...dear me, I almost made it through that sentence without cracking.
1. 17- One Coin
2. 42 - Two Coins
3. 3 - One Coin
4. 23 - Two Coins
Coin Cards remaining: Ten
Remember to draw a new card and post all four like this IF you drew a territory card (new card is #1). If you drew a coin card, discard #4 and draw a new card to go in #1 ( all cards shift over).
Remember that nobody can roll for defender right now. Allow the defender a chance to use a scar card.
Alright let me know if I do this right-Recruit 3 armies, placing them in 39.
Attack 42 w/ 3 armies from 39
Attack 41 w/ 2 armies from 42
Attack 40 w/ 1 army from 41
No maneuver-then I have to draw from deck 2 taking territory card 42, which I should replace with the next resource card?
You did not attack those territories. You only draw a card if you successfully attacked (conquered) a territory. The exception is Imperial Balkania's power, which allows them to draw a card if they expand four times.
To summarize:
Conquer: Taking control of an occupied territory by successfully attacking it.
Expanding: Taking a control of an empty territory by moving troops into it.
Occupy 12 with 7 armies from 13.
Attack 14 from 12 with 6 armies.
Play scar card on 14. Ammo Shortage - You may use this prior to an attack roll. Place this on the defending territory as long as it's unscarred. The defender in this territory subtracts one from its highest defense roll.
Perhaps I am a bit late, but might I recommend goldenrod for the Saharan Republic? Shows up well (enough) on the standard and classic color schemes and is closer to the original color choice.
EDIT: You also forgot to recruit. You have a total of four troops on 13 still.
Oh, uhhh.....I don't suppose I can have them along for my attack? Going at the HQ with all starting forces was kind of the intent. I was going down turn breakdown in the OP and didn't see any mention about minimum 3 recruits each turn.
-Have separate links for offense and defense.
-Remember that the max dice you can roll for offense is 3 and for defense is 2. This is capped by your troops (you can only roll one die on defense you if you have one troop left)
-At the END of your turn, after maneuvering, draw a territory card if you conquered a territory and control one of the four territories (draw a card to replace it and put it in the #1 position). If you conquered a territory and DON'T own any of the four territory cards, then take a coin card, discard the territory card in slot #4, and a draw a new card for slot #1.
If that sounds confusing, just think of the territory cards as on a conveyor belt or something. When you get rid of one, the other shift to fill in the hole.
You have a made a few errors. It's always your highest two rolls, and in some case you rolled a 2, 2, and 1 yet you decided your highest two rolls were 2,1. I'll edit the corrections and then update the board in a second.
You also decided to give Khan two troops, which doesn't make a difference in the long run, but is confusing. No, I'm wrong here. Ignore me.
In my 4th roll, you corrected that I got 2,2, not 2,1. That would mean the result changes from Attacker loses 2 to Both lose 1. I think then I have 5 surviving armies instead of 4.
Plus I maneuvered all but 1 back to 13. No way am I parking my forces in that ammo shortage death trap. Everyone knows there are no bullets in west Africa.
Tayrun will start the game with four troops and no HQ next turn.
A player that rejoins the war does not get to recruit. You have put Tayrun at a considerable disadvantage this game, so you might have made yourself an enemy already.
Perhaps I am a bit late, but might I recommend goldenrod for the Saharan Republic? Shows up well (enough) on the standard and classic color schemes and is closer to the original color choice.
Attack 13, playing Ammo Shortage - You may use this prior to an attack roll. Place this on the defending territory as long as it's unscarred. The defender in this territory subtracts one from its highest defense roll.
5 vs 4, 4 vs 3. Attacker kills two. Territory 11: 4 units. Territory 13: 3 units.
Attack 5 5 2
Defense 6(5) 6 (you lucky bastard, saved from being thrown out of the game on a 1/36 chance)
Attacker loses two. 11: 2. 13: 3.
At this point I assumed Legacy used a rule I'm used to from a different edition of Risk, which turned out not to be the case, so the rolls look a little odd but are correct.
Attack 3
Defense first unit 2(1)
Defense second unit 4(3)
1st die had to be a 6 due to the scar card, 2nd die could be either 5 or a 6. So I think that actually gives you 1/18.
Attacker would have lost 2 on a 6 6, 5 6, or 6 5. Anyone one of those would give 5 5 or better, allowing the defender to win both. The ammo shortage applies to the highest die, not the first one rolled.
1/12
This is only one out of fifteen games. Seems like they're designed to each be a lot faster than traditional game of Risk. Just go balls out and have fun as the mutants and missiles and who knows what start flying because the next game is right around the corner.
And I guess if anything it teaches us not to place a starting location right next to the faction with a super aggressive power when they get to go before you. I mean I had two separate factors that would give me a significant advantage for one battle. It would be silly not to go all out at the start when everyone is concentrated in a single territory.
If he chooses to leave me in the game by not attacking me next turn, I have nothing to do for the rest of this game as I don't get to recruit.
There really isn't an additional penalty to being taken out other than standard combat losses. If you're not taken out you get +3 armies no matter what (giving you a total of 4 minimum), if you are taken out you get a total of 4 and a redeploy. As far as I can tell HQs don't give you any benefit but a red star and +1 army for Kahn. You can still recruit without them.
Posts
You still draw a resource card at the end of a turn where you expanded into 4+ territories, even if you didn't conquer a territory.
HQ in 21
I guess we'll see. Most of the 2nd powers just seem too conditional to be useful overall.
Yeah I saw Balkania as the weakest. The first power is basically a 66% chance of one extra army per turn. The 2nd seems like it falls under the "too conditional" category. You'd need to start a game with a high value territory drawn that is also close to your starting position.
No bears? No good.
I was born in the wagon of a travellin' show...
How very predictable of everyone to cast off the mercenaries, thieves and raiders. I will harness their ability to maneuver at any point in the turn to my advantage, sorting through the apparent chaos. Please leave your valuables accessible, as we don't want any unnecessary bloo...dear me, I almost made it through that sentence without cracking.
35 is as much a home to us as any other region.
1. 17- One Coin
2. 42 - Two Coins
3. 3 - One Coin
4. 23 - Two Coins
Coin Cards remaining: Ten
Remember to draw a new card and post all four like this IF you drew a territory card (new card is #1). If you drew a coin card, discard #4 and draw a new card to go in #1 ( all cards shift over).
Remember that nobody can roll for defender right now. Allow the defender a chance to use a scar card.
SeGaTai is up.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★)★
Tayrun: (★)★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck -> 1. 17- One Coin -> 2. 42 - Two Coins -> 3. 3 - One Coin -> 4. 23 - Two Coins -> Discard
Coin Cards Remaining: 10
Scars Cards
All players have a scar card.
SeGaTai is up.
Attack 42 w/ 3 armies from 39
Attack 41 w/ 2 armies from 42
Attack 40 w/ 1 army from 41
No maneuver-then I have to draw from deck 2 taking territory card 42, which I should replace with the next resource card?
To summarize:
Conquer: Taking control of an occupied territory by successfully attacking it.
Expanding: Taking a control of an empty territory by moving troops into it.
Occupy 12 with 7 armies from 13.
Attack 14 from 12 with 6 armies.
Play scar card on 14. Ammo Shortage - You may use this prior to an attack roll. Place this on the defending territory as long as it's unscarred. The defender in this territory subtracts one from its highest defense roll.
Roll: 5, 2
Wait for defender then?
BEAR SEASON
Rolling for Khan
4, 1 (Minus 1 for Ammo Shortage from high roll, and minus 1 for Surprise Attack from low roll)
Defender loses two troops.
6 Troops remain on 14
6 Troops are still attacking 14
EDIT: You also forgot to recruit. You have a total of four troops on 13 still.
There's a reason why in my group, I own both "South Abearica" and "North Abearica"
Oh, uhhh.....I don't suppose I can have them along for my attack? Going at the HQ with all starting forces was kind of the intent. I was going down turn breakdown in the OP and didn't see any mention about minimum 3 recruits each turn.
Make sure to:
-Have separate links for offense and defense.
-Remember that the max dice you can roll for offense is 3 and for defense is 2. This is capped by your troops (you can only roll one die on defense you if you have one troop left)
-At the END of your turn, after maneuvering, draw a territory card if you conquered a territory and control one of the four territories (draw a card to replace it and put it in the #1 position). If you conquered a territory and DON'T own any of the four territory cards, then take a coin card, discard the territory card in slot #4, and a draw a new card for slot #1.
If that sounds confusing, just think of the territory cards as on a conveyor belt or something. When you get rid of one, the other shift to fill in the hole.
Attacker
5,1
Defender
6,3 (5,2)
Attacker loses 2
Attacker: 7 Defender: 6
A- 6,4
D- 3,1 (2,1)
Defender loses 2
Attacker: 7 Defender: 4
A- 6,2
D- 6,3 (5,2)
Both lose 1
Attacker: 6 Defender: 3
A- 2,2 (ouch)
D- 4,2 (3,1)
Both lose 1
Attacker: 5 Defender:2
A- 5,4
D-3,2 (2,1)
Defender loses 2
Attacker: 5 Defender: 0
Defender wiped out.
Move into 14 with 4 armies.
Maneuver 3 armies from 14 to 13.
Draw coin card.
Discarding #4 card and drawing new card, 31(1 Coin)
1. 31- One Coin
2. 17- One Coin
3. 42 - Two Coins
4. 3 - One Coin
I think?
You also decided to give Khan two troops, which doesn't make a difference in the long run, but is confusing. No, I'm wrong here. Ignore me.
If so, maneuver him along with the rest back to 14. Only going to leave 1 behind at 14.
(hmmmm...in retrospect maybe it would have been better to leave Khan Industries at 1 army)
Their ferocity unleashed, the Enclave is quick to show their dominance, attacking their neighbors in the east with brutal speed...
Tayrun has been Knocked Out. Tayrun can still join the war by placing four troops in a legal starting territory when Tayrun's turn comes up.
Red Stars
A parentheses indicates stars from HQs.
SeGaTai: (★)★
MrBody (★★)★
Tayrun: ★
Hippie: (★)★
EvilBadman: (★)★
Resource Cards
Deck -> 1. 31- One Coin -> 2. 17 - One Coins -> 3. 42 -Two Coins -> 4. 3 - One Coin -> Discard
Coin Cards Remaining: 9/10
Scars Cards
All players except MrBody have a scar card.
Tayrun is up.
Plus I maneuvered all but 1 back to 13. No way am I parking my forces in that ammo shortage death trap. Everyone knows there are no bullets in west Africa.
But I did get a shiny penny out of it!
A player that rejoins the war does not get to recruit. You have put Tayrun at a considerable disadvantage this game, so you might have made yourself an enemy already.
Crushed enemies, driven before you, lamenting women, etc.
Bitch I'm fabulous.
Rejoin in territory 11.
Attack 13, playing Ammo Shortage - You may use this prior to an attack roll. Place this on the defending territory as long as it's unscarred. The defender in this territory subtracts one from its highest defense roll.
Attack 5 4 4
Defense 5(4) 3
5 vs 4, 4 vs 3. Attacker kills two. Territory 11: 4 units. Territory 13: 3 units.
Attack 5 5 2
Defense 6(5) 6 (you lucky bastard, saved from being thrown out of the game on a 1/36 chance)
Attacker loses two. 11: 2. 13: 3.
At this point I assumed Legacy used a rule I'm used to from a different edition of Risk, which turned out not to be the case, so the rolls look a little odd but are correct.
Attack 3
Defense first unit 2(1)
Defense second unit 4(3)
Attacker loses one. 11: 1 13: 2.
Attack ends. Turn ends.
1/12
It's going to take more than washed up Blackwater mercs to throw out genetically modified Davy Crocketts.
How are you looking at two dice and saying that the probability of them both being a 6 is 1 in 12?
Yeah this is accurate. I was simply annoyed at seeing 6, 6 after being taken out of the game before I had a turn. *sigh*
Getting taken out before my first turn so I have nothing at all to do while y'all wrap this up? That's a grudge right there.
However because I'm in South America, if he never attacks me he will never get the continent bonus.
TL;DR: Spite.
Attacker would have lost 2 on a 6 6, 5 6, or 6 5. Anyone one of those would give 5 5 or better, allowing the defender to win both. The ammo shortage applies to the highest die, not the first one rolled.
1/12
This is only one out of fifteen games. Seems like they're designed to each be a lot faster than traditional game of Risk. Just go balls out and have fun as the mutants and missiles and who knows what start flying because the next game is right around the corner.
And I guess if anything it teaches us not to place a starting location right next to the faction with a super aggressive power when they get to go before you. I mean I had two separate factors that would give me a significant advantage for one battle. It would be silly not to go all out at the start when everyone is concentrated in a single territory.
There really isn't an additional penalty to being taken out other than standard combat losses. If you're not taken out you get +3 armies no matter what (giving you a total of 4 minimum), if you are taken out you get a total of 4 and a redeploy. As far as I can tell HQs don't give you any benefit but a red star and +1 army for Kahn. You can still recruit without them.