Question about cyclic move order.: 2011-12-13 04:09:49 |
emgzapper
Level 3
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Is the move order independent of who got first territory pick?
For example if you ascertain that player A picked first for territory distribution does that mean that player B will get the first move of the game?
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Question about cyclic move order.: 2011-12-13 05:01:31 |
Fizzer
Level 64
Warzone Creator
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Good question! The answer is yes, the order in which territories are distributed is considered part of the cycle.
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Question about cyclic move order.: 2011-12-13 20:52:26 |
emgzapper
Level 3
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Thanks. Good info to have.
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Question about cyclic move order.: 2011-12-17 16:03:31 |
emgzapper
Level 3
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Follow up question: Do orders that don't happen count towards the cycle?
For example if you use the transfer only function on a territory that you don't own. Is the transfer order used in the cycle?
Furthermore, can you use orders such as this to delay your final attack without actually moving any of your troops?
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Question about cyclic move order.: 2011-12-17 17:34:42 |
emoose
Level 7
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Any order where at least 1 army either attacks or transfers is counted towards the move order. If an order is executed with 0 armies or is canceled due to the Attack Only/Transfer Only circumstances, it does not count towards the move order.
To be clear for your last question, this means you cannot use such orders to delay your final attack.
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Question about cyclic move order.: 2011-12-17 22:34:57 |
emgzapper
Level 3
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Thanks. That makes sense. Now that I think about it it would be a little weird the other way.
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Question about cyclic move order.: 2011-12-18 04:36:01 |
RvW
Level 54
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@Perrin: if you have a set of territories with lots of connections between them, safely away from any front lines, dropping X armies there will allow you to delay for (almost) X moves, each and every single turn. Spawning one or two reinforcements there, even just every once in a while will allow you to stall considerably. Of course, it does require you to manually dial in all those delays every single turn, which will rapidly become incredibly boring, but surprisingly little planning is needed to manage them.
I've used 10 or 15 armies as a poor-man's order delay card a few times. Sure, a real OD card will obviously beat it, but you can't spend a real OD every turn. Once you managed to free up a few armies however, you can do this stalling on every turn. Actually, you can even use armies (from a dead-end, such as cleaning out Portugal/Spain on the Europe Challenge map) moving to the front for a very similar purpose; just send them through slightly different routes. Especially if you allow a small number of armies to take a suboptimal route and arrive one or two turns late.
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