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GeekNights Tuesday - Subterfuge

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  • People haven't figured out accurate positional heuristics yet? You don't say...
  • Nah, some people have. I was indeed in a strong position. The issue is that Gundabad, by attacking me, put Andrew in an even stronger one.
  • I actually was fully committed to taking down Bytes, which would have put me and Andrew in competition for Byte's mine. But just a few mere hours before launching that attack, you started talking about how Bytes wasn't a great target, how you were close with him, and how he would probably fund you. Rather than attempting to get him to fund me too (since I was fighting Bytes already on his other front, which you couldn't see), I realized you, unchecked yet also funded, would have been dominating right now.
  • edited October 2015
    Haha, looks like I actually fucked myself over by talking too much.

    The basic points I made to you were correct, though; going into Bytes' territory there would have overextended you. For that reason I didn't really trust that you would attack Bytes.

    Also, had you pointed out to me that I was too strong for you to let me do that I would've been open to negotiate and given you back a factory, considering I wasn't that strong there anyway. Instead, you silently went to war, overextended into my territory rather than Bytes', and fucked us both.
    Post edited by lackofcheese on
  • edited October 2015
    Whoops.
    Post edited by lackofcheese on
  • Rym said:

    You forgot my Horatio Nelson strategy though. That's a big part of my usual modus operandi. Sometimes the path to victory is very clever, but sometimes it is lucky and sometimes it is degenerate.

    I forget what exactly you mean by that, actually. It just sort of blends into the melange of Rymspeak at the table, which I generally sequester into the "white noise" part of the brain. Basically my "ignore the substance of whatever Rym is saying and only look at what he's actually doing" defense.

    Scott, of course, should be trolled as hard as possible in every game imaginable.

    Eliminate Scott Johnson immediately. If you don't think you can handle a Rym, eliminate him ASAP as well. If you can handle him, Rym is your most powerful frenemy in any game.

  • edited October 2015
    Wait, why would you eliminate me? I'm totally not as good at these Strategy games as Rym, Rubin or Pete is. I'm not threatening anyone. Ignore that I'm egging you on to fight so and so while supplying so and so with supplies to drag your fight out longer. Do you need reinforcements? Maybe I should take control of your city over here so you don't have as much to worry about.
    Post edited by Cremlian on
  • The primary reason to kill ScoJo lies entirely in his ability to take half a fucking hour on his turn.

    I recommend having the Neuroshima Hex! app on your phone so you can play four or five games while Scott is taking his turn.
  • The primary reason to kill ScoJo lies entirely in his ability to take half a fucking hour on his turn.

    Kettle, this is pot. Come in kettle. Urgent!
  • Apreche said:

    The primary reason to kill ScoJo lies entirely in his ability to take half a fucking hour on his turn.

    Kettle, this is pot. Come in kettle. Urgent!
    My average time-per-turn is less that Scott Johnson's. It may be longer on average than everyone else, but I'm still second place to the king of indecision.

    HERE'S YOUR CROWN YOUR MAJESTY!
  • Apreche said:

    The primary reason to kill ScoJo lies entirely in his ability to take half a fucking hour on his turn.

    Kettle, this is pot. Come in kettle. Urgent!
    My average time-per-turn is less that Scott Johnson's. It may be longer on average than everyone else, but I'm still second place to the king of indecision.

    HERE'S YOUR CROWN YOUR MAJESTY!
    Maybe you should have taken a longer turn in our last Eclipse game Pete :-p
  • What am I not getting about tutorial 6 (sub to sub combat)? I'm pretty sure sending all my drillers to my right base, then sending them to the enemy's base will kill his sub en route and then capture his base. Is that not true?

    The tutorial wasn't letting me win doing that. I had to look it up, apparently it wanted me to forfeit the right base?
  • edited October 2015
    Yes. The title of "Sub to Sub" combat is a bit misleading. The lesson does teach you that sub to sub combat takes priority when two subs collide on the same route. I think the real lesson is to teach you that sometimes you have to sacrifice your base, Garfield, in order to get the goal of taking Feld.

    Puzzle Description
    Take control of Feld.

    Very similar to the last puzzle, but with a twist. What you need to know here is that two subs that cross paths while travelling between the same two outposts will engage in combat.

    Hint "Understanding when to engage in sub to sub combat and when to avoid it entirely is an important skill."


    The solution is to send your 10 from Garfield to join the 10 in Vaccarino, which takes 15.2 hours (Make sure to click the Clock Icon for Jump to Arrival). When they arrive in Vaccarino, send your 20 to Feld.

    The Combat Preview gives the following results:

    You: 20 drillers; Opponent: 4 drillers and a Lieutenant
    - Opponent's Lieutenant destroys 5 of your drillers
    - 15 drillers vs. 4 of opponent's with 9 shield charge is 15 v 13
    - 2 drillers left with you taking Feld and capturing the Lieutenant
    - In 22 hours the opponent's sub with 7 drillers will take over Garfield with 4 drillers left over and no shield.

    If you were to try to send 10 from Vaccarino to Garfield, then send all 20 to Feld, you actually should end up losing. The tutorial shows you only winning vs the enemy sub of 20 vs 7 leaving you with 13 drillers left. However, if you forward the clock to have your remaining 13 drillers engage Feld, you end up losing.

    By the time your 13 drillers reach Feld, the shield will be at 8. The Lieutenant takes out 5 of your drillers automatically, leaving you with 8. The shield then takes out your remaining 8 drillers, leaving Feld still being in your opponent's possession with Lieutenant and 4 drillers.

    Post edited by Rochelle on
  • edited November 2015
    My first Subterfuge, played with some current and ex-forumites (Keats etc) is winding down with it looking like I'm going to win, so a few comments:
    - This, being a political game, has the problem where players can fall sufficiently behind that they can't reasonably catch up, and can only continue playing in order to kingmake.
    - The game takes ~16 hours to end after the last time players can make meaningful moves, which is kind of annoying.
    - Admirals are real good. Sure, generals seem great, but you need to have a bunch of specialists handy to make them effective. An admiral means that you can reinforce bases all over and beat out reinforcements and production cycles of other players. I owe much of my game to my admiral.
    - The other part of the game I owe to Keats, for being in a good second-place position and still allying me, and not taking opportunities to betray me and win.
    Post edited by Linkigi(Link-ee-jee) on
  • edited November 2015
    Yeah, I was trying to take out a lesser-ranked player (with two mines near me) to sneak into first place, rather than turning on Linkigi directly. It didn't work, thanks to some great defensive plays by that player. I think I may have also waited until too late to do all this, since it was around the ~30 hours remaining mark.

    Linkigi, those last 16 hours are your victory lap. Enjoy them!
    Post edited by YoshoKatana on
  • Game finally got in game settings update. Notification have none, few and all option. Can also turn off chat notification. Turn off sound and there is a power save mode.
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