Post by: baldric(226697) 2006-09-07 03:28:05 |
I've read a most of the posts, and something doesn't make sense. The numbers of Novices you guys talk about when you take uncontrolled blocks seems too low. My gang has been completely wiped out in both the games I started. Sending 50, 60 or even 70 novices to control completely residential blocks has turned out disasterous for me time and time again. I used the block calculator at TVG -- which recommends more than I see you guy recommending -- but even then I've gotten crushed a few times. Losing one or two fights near the begining with retreat set at 10 is all it takes to hit rock bottom. Maybe this is because I keep trying to to take blocks with 80+ and 90+ res? Often I get smacked for 15+ hits per round, and I only deal out 3 to 5 hits per round.
I guess what I'm saying is, did I come into this game with a curse on me, or is much of the information I'm reading obsolete? |
Post by: bear88(119403) 2006-09-07 10:23:24 |
are you talking about res blocks that are controlled by another gang or blocks that are uncontrolled? if you are referring to uncontrolled blocks 50-55 nov per block for even a 100 res block should be plenty, if it is controlled by another gang then the number of novices depends on the strength of that gang... |
Post by: baldric(226697) 2006-09-07 12:47:18 |
I'm talking about blocks that are uncontrolled. 50-55!? I got my butt handed to me by a 67%RES block when I sent in 50 Novices. I had 3 hits, they had 15. Then I had 2 hits, they had 13. Then I had 5 hits, they had 10. I won, but I had 12 guys left. In the two games I entered, this sort of fight happened to me 4 times.
I must have a reverse horse shoe up my butt. |
Post by: Raving Druids(21385) 2006-09-07 19:33:57 |
It happens like that sometimes. The randomness factor can be harsh.
Generally, 50 is a safe figure, ramping up to 60 or 70 if its a high %age or a mixed block. Even then, I normally lose all men at least once before I can send 100 for 5ap (the totally safe figure) Its about taking a calculated risk to minimise ap usage. Essential that you set retreat to 10. |
Post by: Raving Druids(21385) 2006-09-07 19:37:27 |
As far as I am aware, what you do or do not choose to insert up your butt has no effect on GW performance.
Although to be fair, it is not an area I have done any research in. I will leave that to others. Let me know how you get on (not too much detail please). Lube may be a good idea. ;-) |
Post by: bear88(119403) 2006-09-08 01:14:58 |
RD you are back, or have you been hiding?... oh and a reverse horseshoe would hurt I suppose I always make sure that it is rightside up lol... |
Post by: mob(23502) 2006-09-08 14:28:59 |
Hopefully it is a shoe from a miniature horse. ;-)
Its the curse of randomness. Just recently I had two ill fated attacks almost back to back!!! Agh!!! ----------- Vs 49 RES, 13 FPL. This order costs you 24 of your 199 action points Some Gang(34) Info: Retreat 10 46 Novice 6 Pistol 6 Vest Block Defenders Info: Retreat 2 17 Novice 5 Experienced Combat Round 1 Some Gang(34) scores 1 hits 0 is saved by armours Block Defenders scores 7 hits 0 is saved by armours Combat Round 2 Some Gang(34) scores 1 hits 0 is saved by armours Block Defenders scores 13 hits 0 is saved by armours Combat Round 3 Some Gang(34) scores 0 hits 0 is saved by armours Block Defenders scores 13 hits 0 is saved by armours Combat Round 4 Some Gang(34) scores 2 hits 0 is saved by armours Block Defenders scores 11 hits 0 is saved by armours Combat Round 5 Some Gang(34) scores 0 hits 0 is saved by armours Block Defenders scores 2 hits 0 is saved by armours --------------------------- Vs 89 RES This order costs you 12 of your 249 action points Some Gang(34) Info: Retreat 10 60 Novice 10 Pistol 7 Vest Block Defenders Info: Retreat 2 30 Novice Combat Round 1 Some Gang(34) scores 1 hits 0 is saved by armours Block Defenders scores 9 hits 0 is saved by armours Combat Round 2 Some Gang(34) scores 0 hits 0 is saved by armours Block Defenders scores 6 hits 0 is saved by armours Combat Round 3 Some Gang(34) scores 4 hits 0 is saved by armours Block Defenders scores 3 hits 0 is saved by armours Combat Round 4 Some Gang(34) scores 1 hits 0 is saved by armours Block Defenders scores 16 hits 0 is saved by armours Combat Round 5 Some Gang(34) scores 0 hits 0 is saved by armours Block Defenders scores 10 hits 0 is saved by armours Combat Round 6 Some Gang(34) scores 4 hits 0 is saved by armours Block Defenders scores 2 hits 0 is saved by armours |
Post by: mob(23502) 2006-09-08 14:30:46 |
And waaaaaaaay back when...
My very first game, I had a battle that lasted 15 freakin rounds! |
Post by: bear88(119403) 2006-09-08 23:46:48 |
15? wow... |
Post by: baldric(226697) 2006-09-09 08:34:43 |
Wiped out again, but this time I only lost half my gang. Something interesting happened though. After they killed all my men, they ran away. Fraidy cats.
Seriously though, when a game starts with a wipeout in the first few turn, do you quit and join the next one? Seems like an insurmountable disadvantage to me. This order costs you 26 of your 284 action points Baldrics Cunning Plan(18) Info: Retreat 10 50 Novice 2 Pistol 2 Vest Block Defenders Info: Retreat 2 32 Novice Combat Round 1 Baldrics Cunning Plan(18) scores 0 hits 0 is saved by armours Block Defenders scores 19 hits 0 is saved by armours Combat Round 2 Baldrics Cunning Plan(18) scores 4 hits 0 is saved by armours Block Defenders scores 10 hits 0 is saved by armours Combat Round 3 Baldrics Cunning Plan(18) scores 2 hits 0 is saved by armours Block Defenders scores 9 hits 0 is saved by armours Combat Round 4 Baldrics Cunning Plan(18) scores 1 hits 0 is saved by armours Block Defenders scores 12 hits 0 is saved by armours Combat Ended Baldrics Cunning Plan(18) flees. Block Defenders flees. Loot: (Some of this loot might be from your own characters.) 2 Pistol 2 Vest Attacker promotions: Defender promotions: 25 Novice |
Post by: bear88(119403) 2006-09-09 12:21:29 |
wow maybe the game doesn't like your name, like the mods don't like me... |
Post by: mob(23502) 2006-09-09 14:32:17 |
As far as I am concerned attacking a 93% RES block with 50 novs is just begging for a beating. Sure you might get lucky but if you don't.... *ouch*
Anyways, when this happens to me, I stop immediately and give myself a few hours to invent creative curses and throw a really good fit ;-) Then I come back to do some stealthy recruiting to cover the fact that I have been bushwacked. The only thing one who pays attention will notice is that my block count hasn't gone up as much as usual. And what is your first assumption when someone isn't gaining blocks? They are saving AP (which happens to be worrysome). So... what I am suggesting is that a bad loss early in the game is not the end. You can recover and be competitive. |