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Forum: GW Newbies
Thread: Raving Tactics - Read it and win (or at least live longer)
Post by: Raving Druids(21385)
2004-12-14 03:51:51
Who are you to tell me what to do?

Fair question. Of the current active players I seem to have been around the longest,
except for Crusty French Bastards. It is hard to be 100% on this as some people may
be playing under different names now. I have fought in the following wars (bold are wins, last 4 are still running)
159, 160, 161, 166, 172, 185, 190, 194, 195, 200, 208, 213, 224, 227, 232, 233, 239, 251, 253, 263, 180, 274, 276, 281, 286, 295, 296, 297, 298, 299, 300, 310, 320, 330, 340, 345, 350, 360


So what should I be doing?

You need men. So you need to be doing actions that get you men. The larger your gang
the cheaper it is in AP for you to expand your turf. And you need to expand your turf
to stop another gang from wiping you out in one hit.

Great! So all I need to do is use the Recruit order

No. You should never really need to. In the early stages while your turf is small
the returns are low and so it is not worth while. Later on when you are bigger, you
should not need to because your turf will be generating your recruits.

What you need to do is take RES blocks. Only RES blocks. If a block does not have RES on it, do not take it.
Any block you take early on that has no RES on it is a waste of AP.


But what about food and money?

Unimportant, at least early on (and food is never important as long as you have money)
By early on I mean the first 15 days. The money/food you earn from taking blocks and
from the little bit of COM/FPL you pick up from mixed RES blocks will easily cover your expenses.


Rob food and Push drugs - how often should I do it?

Never. And I do mean - NEVER! It is just a total waste of AP. It gains you no men
and no turf - these are the only two things that really matter in GangWar.


So where does the cash come from to buy weapons and armour?

Don't buy them. You get them for free when you take blocks. Weight of numbers is more important
than weapons. Besides, attacking PRE and MIL get you far better equipment.


Ahhh...So I want to be hitting PRE/MIL as soon as possible?

Only if you have a death wish. At retreat level 10 you want to be hitting with at least
1000 Novice, 1500 is better. And you also want to be prepared for heavy casualties even when
you win. But the rewards can be good. Personally, I do not hit MIL/PRE blocks until the war
is in the bag and I want to sell the weapons for the money...

OK...with you so far...but I still have trouble taking some blocks. How come?

What blocks are you hitting? Higher value ones are better defended. And bear in mind that triple blocks can
total up to more than 100, significantly increasing the defenders. I tend to avoid triple blocks as much as possible.
How many men are you sending? I use 60 Novice for virtually every block (rising to 100 once gang
members allow), resulting in an almost guaranteed win every time.
What is your retreat level? Setting it to 10 can result in more casualties, but will also push you through
to a win when 7 may have meant you lost (and still taken casualties...plus lost all your weapons).


You only send novices? Are you mental?

Well maybe. I am talking to myself after all ...but they are enough to do the job
and cheaper to send. Also you want to maintain your higher gang members as
the more you have, the cheaper every action is. Also you are going to want them once you are fighting other gangs


I have just been hit me for 50 blocks. How did he manage that?

Simple. He has saved his AP. The maximum you can save up is 300 (+20 for voting).
So a gang with full AP can hit you for 64 blocks in one turn (66 for a donating player)
If you only have 100AP you can only hit him back for 20 - and the bottom line is that he has won
as you will never recover what you have lost.
On the subject of voting, do it. 20AP may not seem much but those extra 4 blocks a turn
are the difference between winning and losing.
Same with donating. Do if you can. The game deserves it and the extra 10AP/day gives you
a handy edge (I know mine has lapsed Peter, I will be paying again as soon as I have funds in my Paypal account )


But if I don't spend all my AP how can I expand?

Quality rather than quantity to start with. Only take RES. And only use the control block command, nothing else...however tempting.
The first few blocks you take are going to cost you around 50AP. Within a few days
that will hit 20 and then after a week you will be around the 5 per block mark. So by
saving some of that initial 300 you can get 10 times the return you would have got
at the start.


Why on earth have you done this?

The best wars are those with active players. The worst are the ones where everyone drops out or plays dumb...
so by helping with some simple tactics, a few more players will hopefully stick around...

Don't agree with what I have written? Good. You are wrong of course but that's fine, debate is healthy...lets try to kick start this forum again.
Post by: qwertyu100(60456)
2004-12-14 06:28:19
I run drugs and rob.
Post by: qwertyu100(60456)
2004-12-14 07:57:01
haha
Post by: Battle(44805)
2004-12-14 07:57:44
Not much point in robing or running drugs - you get money from controling blocks and wiping out other gangs
Post by: qwertyu100(60456)
2004-12-14 08:00:03
THERE GREATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Post by: Raving Druids(21385)
2004-12-14 08:16:29
In that case you will die fat and rich.
Post by: bokchoi(49836)
2004-12-14 18:51:45
Glad to see you got the 'Raving Tactics' back up, it s quite helpful stuff and i would advise anyone who read it to listen.
Post by: The Don 176(58563)
2004-12-15 03:19:43
i have a question - i have tried attacking the gang next to me an got butchered by his troops - how many men do i need to take a block from a rival gang????
Post by: Raving Druids(21385)
2004-12-15 04:06:53
Lots ;-)

Replied in your other thread. More the better is the basic answer, refine it once you know what you are up against.

Thanks Bokchoi.
Post by: xlevelninex(36441)
2004-12-17 06:38:07
Raving,
You know before you FOUND a copy of this Dark and I were talking. We came to the conclusion that WTF were you doing typing up that much crap and what not and not have a local copy of it saved somewhere????
Glad to know you found a copy I am sure the new players will appreciate it.
~LB
Post by: Raving Druids(21385)
2004-12-17 06:58:52
Did not really expect the forum to be destroyed ;-)

Do you understand what this PLIT code is all about? I can manage html but dont have a clue what the equilalent is here...
Post by: xlevelninex(36441)
2004-12-19 01:41:53
"Do you understand what this PLIT code is all about? I can manage html but dont have a clue what the equilalent is here..."



I assume you are referring to the code the forums are using?



The forums are in HTML. They have simply disabled the formatting required to use HTML in posts. Greater and lesser than symbols are considered illegal characters in posts.



~LB
Post by: xlevelninex(36441)
2004-12-19 01:43:43
Error: Bad word Detected "Greater than symbol"

Error: Bad word detected "Lesser than symbol"
Post by: N3w Moon(43003)
2004-12-19 02:23:35
ppl hacked vow using html, so now its banned.
Post by: Raving Druids(21385)
2004-12-19 14:37:40
Ok....so what ARE the codes that work here?
Post by: bokchoi(49836)
2004-12-19 17:45:53
are you talking about the PLIT M code or something that i have no clue about
Post by: bokchoi(49836)
2004-12-19 17:50:02
it'l let you edit your post but you still cant delete it...
Post by: xlevelninex(36441)
2004-12-20 02:02:00
^_^

Edit is the key
I should have looked harder and I would have noticed the clue!

GangWar Rulz!

~LB
Post by: Raving Druids(21385)
2004-12-20 06:17:22
This is becoming a somewhat frustrating thread for slow-on-the-uptake me ;-)

Christ I miss proper smilies...I wish they would reinstate a proper forum...:-(
Post by: xlevelninex(36441)
2004-12-21 12:30:37
Raving,

Replace "less than with" with "left bracket" and "greater than" with "right bracket".

~LB

Yeah some Smiley conversion would be nice :-)
Post by: Raving Druids(21385)
2005-01-25 08:07:24
Shameless bump
Post by: The Sniper(27754)
2005-03-06 08:58:41
Wish I had bothered looking at this when I started, although I seem to be doing Ok by myself. It would have cleared up alot of questions I found myself asking thin air



(I'm used to about 10 people being online at any one time on VOW, so ask and thy shall recieve, where as here maybe 1 person logs on an hour :D)



Although you are extremely experienced and dominating the game I am in Raving Druids, I find myself thinking that rifles and vests and attacking in large numbers but small percentages give a very rewarding outcome. Fewer deaths for one since there are less rounds and armour saves. Plus more members get promoted if you use larger attacking forces. Even with 200 novices I am still spending only 5 Ap, and 100 of other types gets me better units. Just curious on your response to these points...

I also noticed you attacked Morokonian Gods about 12 times... how do you do this safely? I mean I attacked another gang a few times. twice I got hammered with low forces, 3rd time I used my entire force, won, but had a number of losses. About 500 men...
Post by: Raving Druids(21385)
2005-03-07 03:48:51
In that war I currently have around 20 thousand men, so sending 500 nov for 5 ap means I win every time. I am about to hit him 40 times if you wanna watch ;-))

The tips in the opening post are generalisations. I now never buy weapons or hit MIL (at least until the game is won). I prefer to gain my weapons by attacking other gangs who have bought them. Territory - especially RES - is the total key to this game. Nothing else matters.

Send as many men as you can within the 5 ap limit. The 100 Nov was given as the best number to ensure you ALWAYS win an uncontrolled block. The more the merrier. Your promotions are exactly the same as the number of defenders you kill.
Post by: sdozer(78550)
2005-03-09 08:16:49
I don't even get AP -_-'. What the flip is goin' on???!!!Where do I post this "bug", or does Peter read these threads as well?
Post by: Raving Druids(21385)
2005-03-09 09:21:44
Unlikely to be a bug.

Far more likely to be that you have not bothered to read the rules. You do not get AP until after your war has started. If you are in 195 or above, it has not yet begun.
Post by: sdozer(78550)
2005-03-10 05:20:28
Yea...oops

Didn't see the game hadn't start yet. But 295 started just today, the day I found out, grrrrrr. And I read the rules, it was only posted what 10 times on the forum!!!
Post by: mob(23502)
2005-03-10 08:30:59
Post by: MadAdam(85340)
2005-04-03 22:10:39
I think that this is a great help to newbies who don't want their butts kicked by more experienced players.
Post by: Raving Druids(21385)
2005-04-04 02:45:32
Good, glad you like it
Post by: gunjakillco4x(78056)
2005-04-22 06:56:59
Raving--------in regards to never recruiting, how many men do you recieve earch turn? Right now I control 7590 residentials. It seems to increase my number of men by a few hundred each turn, which is relatively nothing. If I recruit I can easily bag 150 men per swipe. Any suggestions?
Post by: Raving Druids(21385)
2005-04-22 08:10:16
Well....any good at math? ;-)

With that RES figure your average recruit level at turn would be 759 (it is not hard to work out that your daily recruit average is 10% of your RES value). Depending on how many blocks you have, I would not call that high. My figure in 300 right now is 25569 on 520 blocks.

How much ap is that 150 recruit costing you? If you can take a 90% RES for 5ap, that will give you 9 recruits every day...in 10 days that single spend of 5ap has given you 90 recruits....and will keep on supplying you for no extra outlay.

And that, everybody, is the key to getting bigger - Take RES and only RES. Do not waste your ap on anything else.
Post by: mob(23502)
2005-05-20 03:32:36
Hey RD... Have you noticed a stronger defense for uncontrolled blocks recently? I've lost 50 novs on 75% to 85% blocks four times over the past three days. Of course I would have sent more if I had 'em, but when you keep losing a whack at a time... heh. yeesh. Here's hoping it was just bad luck and that I don't have any more of it.
Post by: Raving Druids(21385)
2005-05-20 03:38:41
It happens sometimes...no, I dont think it has been tweaked. I think it is an indication of the "randomness". To see what I mean, take a look at your turn averages. I have had differences of plus and minus 50% against the average, I imagine the tolerence is similar in other (less quatifiable) areas.

I usually lose all men/weapons at least once each new game...320 it happened 3 times ;-)
Post by: gatcholio(28366)
2005-05-20 08:25:34
Raving, you advocate taking novices into battle.

first day playing, and i've already run out of novices.

What then?
Post by: Kray(52284)
2005-05-20 09:17:03
Either send in a small number of Experienced or wait until the next day, the extra ap you have can be conserved until you get attacked or until you have a good enough number of Novs to storm places for all the ap you have.
Post by: gatcholio(28366)
2005-05-20 12:19:52
do you get more novices each new day?
Post by: Raving Druids(21385)
2005-05-20 14:07:33
Yes - based upon your RES figure. It will be obvious what the relationship is after your first new turn.

I tend to save the AP once I am out of Nov's (as long as it is less than 200)
Post by: gatcholio(28366)
2005-05-20 22:22:32
Thanks, Raving :)
Post by: mob(23502)
2005-05-22 09:15:12
Well my bad luck hasn't ended. Lost 60 novs this time. :-\
Post by: Battle(44805)
2005-05-22 21:58:00
Ive noticed that as well - couple of times sending 60 odd novices against an 80% block - end up fighting 30 plus experienced and loose everything (although one ocassion was my fault as id forgotten to change my retreat level and the last couple of cowards ran away before they got slaughtered by the defenders)

Homicidal Lemmings
Post by: Jimmyhat(47988)
2005-06-20 16:04:58
I lost every game until I read this!
Raving tactics worked for me!

-Most commonly known as Big news
Post by: commisar snake(111394)
2005-07-07 08:09:03
i was wondering if you could tell me what a novice enforcer is?
Post by: Doug the Designer(55)
2005-07-07 08:26:41
One better than a Master.
Post by: commisar snake(111394)
2005-07-07 12:36:26
gee thanks very informative, how many other ranks are there?
Post by: Raving Druids(21385)
2005-07-07 15:39:12
Wait and find out - its part of the "fun" ;-)
Post by: Raving Druids(21385)
2005-07-26 04:44:05
Bumped to the top for interested n00bs and non n00bs ;-))
Post by: Raving Druids(21385)
2005-07-26 05:15:30
First post edited to fix the broken html and update my frankly unhealthy War record....

....I'm sure I left a life around here somewhere....;-))
Post by: Raving Druids(21385)
2005-09-14 19:26:59
Bumped to the top for the partially sighted ;-)
Post by: lekapitan(129706)
2005-09-15 17:48:08
I am pretty heavilly sighted, thanks bro. I didn't see gw newbies section at all, how's that for 20/20? hah. see this, its egg, all over me face.
Post by: Raving Druids(21385)
2005-09-16 04:01:51
But did you find it useful? Anything to add?
Post by: managerr(74301)
2005-09-16 11:51:59
A small thing, but can screw you over in the first couple of days if you forget. Your first order (before controlling blocks) should be Setting your Retreat Level to 10 for attacking! Several games I sent enough novices to take over a block, got bad rolls and then ran away. Whereas if I had a 10 Retreat Level instead of 7, I probably would have caused the defenders to flee.
Post by: Raving Druids(21385)
2005-09-17 07:54:04
Fair comment. It is always the first thing I do each game.
Post by: Jebus(144030)
2005-11-16 05:09:41
Question: I was asking in the chat. How does defending against another gang work. Do they devide your troops by your territorys and then split them up equally or is there some other way. I know about the reenforcing and all just want to be able to calculate how many i'll have on defense.
Post by: Raving Druids(21385)
2005-11-16 08:34:50
All your men will be on defense.

This gets complicated to explain...say you have 3 blocks and 30 men and the blocks are in this pattern

**
*

if any of the blocks are attacked, all your men will defend as all your blocks are adjacent.

If they are in this pattern

***

and one of the end blocks are attacked, a proportion will defend (I have never worked it out but I would guess 66% - your men are spread equally between all your blocks with block adjacency increasing the numbers from the basic minimum). If the middle block is attacked they will all defend again, as in the first example.

Your defense level does NOT affect the number of men who will be defending each block - it affects how quickly they run away only.

Now try working it out for 300 blocks and 4000 men!

This is why, when attacking an other gang, it is normally best to pick off blocks on the outskirts with few adjacent blocks rather than steaming into blocks with 6 or 7 joining them. They can be tricky even on smallish gangs until you have softened them up a bit.




I have learnt today that I can not spell adjacent ;-))
Post by: Tarin(118208)
2005-12-07 03:33:21
If you have a lot of vests/body suits isn't it better to have a lower retreat level. If you know the opponent will take the block anyway. If you have 33 men defending and the opponent will kill them all no matter what and 2 men survive do to armor, isn't it better if those men run away so they get promoted?

And you shouldn't always send novices. Let's say you'll kill everbody if you send novices or if you send a lesser number of experienced and you'll have to spend 5ap for both. Isn't sending experienced better so you get better units.

Also, I disagree that you never should take com/fpl. If they're already occupied you should never take them. But a vacant block gives you men and increases your defense. I consider it better to take com/fpl than attacking res from people with large terretories unless you want the guns/armor. Not a lot of people defending so less promotions and you could start a war with that territory.

So I think unoccupied com/fpl greater than occupied res unless the guns/armor you get will be better than the men you could've gotten. Or if it's a small territory with lots of men and you can get a lot of promotions for 5ap.
Post by: Raving Druids(21385)
2005-12-07 04:16:54
If you have a lot of vests/body suits isn't it better to have a lower retreat level. If you know the opponent will take the block anyway. If you have 33 men defending and the opponent will kill them all no matter what and 2 men survive do to armor, isn't it better if those men run away so they get promoted?

------------------------------------------------------------
Armor is fairly irrelevent, the effects are too random. Set retreat as you wish - high if you can spare the men and are against a weaker opponent, low otherwise.

------------------------------------------------------------
And you shouldn't always send novices. Let's say you'll kill everbody if you send novices or if you send a lesser number of experienced and you'll have to spend 5ap for both. Isn't sending experienced better so you get better units.

------------------------------------------------------------

Not really. Using your Nov's so they become experienced will lower your ap usage for subsequent orders. Number of men sent is more important than their level - I would put 1000 novices against 100 leaders any day.

------------------------------------------------------------

Also, I disagree that you never should take com/fpl. If they're already occupied you should never take them. But a vacant block gives you men and increases your defense. I consider it better to take com/fpl than attacking res from people with large terretories unless you want the guns/armor. Not a lot of people defending so less promotions and you could start a war with that territory.

------------------------------------------------------------

You are confused here. Starting a war is a different topic, but if you are attacking someone else, it is their RES you should target. A vacant COM/FPL will give you a handful of Nov's when you take it, but will give you ZERO men on the turn allocation (or when you use a recruit order). So you expend men for no net gain(very likely a loss) and weaken your self as anyone attacking you can ignore that block knowing that it is of no use to you in generating more men. The generation of more men for the minimum use of ap is the KEY to winning GangWar

------------------------------------------------------------
So I think unoccupied com/fpl greater than occupied res unless the guns/armor you get will be better than the men you could've gotten. Or if it's a small territory with lots of men and you can get a lot of promotions for 5ap.

------------------------------------------------------------


Yeah, well, that depends on if you want to get in to a fight at that particular time....or wimp out ;-))
Post by: mob(23502)
2005-12-08 12:57:42
This kinda ties into Tarin's post: I used to think that a high percentage COM/FPL block would be better to take than a low RES block. I have learned otherwise. As you said RD (and I paraphrase... with an english accent of course) it comes down to generating novices over anything else.

I'd make points on the rest but it's all been said before ;-)

Anyways, Tarin, at least you are thinking strategically! I suspect you'll be a decent player soon enough :-)
Post by: Raving Druids(21385)
2005-12-08 17:44:30
Heh. Got this vision of you saying it like Dick Van Dyke.


Cor blimey Mary Poppins ;-)
Post by: Rabid(15955)
2005-12-17 05:12:03
Hi Raving,
Been playing since GW133,on & off,many different gang names,i haven't been able to save enough AP for counter attacks in time before someone clobbers me.In GW416 Superior kicked my ass in 6 days.(Respect to him)
I seem to spend them all going for blocks.
By what turn should i have some saved AP?
cheers mate
Rabid
Post by: Rabid(15955)
2005-12-17 05:41:28
Never had much to do with the forums,spent a little time tonight scanning them,i've found the answer i was looking for.
Will keep up with the forums in future,wish i had ages ago.
Just need to stay off e-bay :-(
A curse on it.

Rabid
Post by: Raving Druids(21385)
2005-12-17 06:36:57
I was addicted to eBay for about a year ;-)

The answer is you should always have around 300 until you can get a block for 5ap and then start spending/attacking. For example, I have just started a new game and will go in to day one with 190 ap (plus the 100 for the turn).

What gang name/s do you use?
Post by: Rabid(15955)
2005-12-18 01:49:06
I've used alot of gang names i can't remember them all,

Orphans,Howlers,Smagla,Road Rats,Red Ants,
thats just a few
Post by: Tarin(118208)
2005-12-25 04:51:33
Recruiting is good at the very end of the round. And I think defense retreat is much better at a lower level because then they don't get all your guns.
Post by: Raving Druids(21385)
2005-12-25 11:08:12
No it is not. Costs you more in food. Just don't do it. Trust me.
Post by: mob(23502)
2005-12-26 02:00:19
This is my not-well-thought-out opinion.

If you have lots of money you don't really care how much food your men are consuming. Why? Because you buy food when you run out and need more.

So, if you're not concernded about food consumption then it is better to recruit at the end of your turn rather than at the start. Why? Becuase you are playing smart and taking as many RES blocks as you can thereby increasing your avagerage recruiting value.

Of course, if you are a noob who has been blowing AP running drugs (*laugh*) recruiting is pointless because you don't have the RES base to make it worthwhile.

And another scenario... maybe your uber-nemisis, Gang X, hasn't logged in to attack you yet. Recruiting at the end of your turn will boost your defense but your casualties from the inevitable assault will negate any food issues.
Post by: mob(23502)
2005-12-26 02:08:02
Dear RD,

I am at that painful stage. My gang is getting big enough that I can't afford to pay them all. I would hit a MIL/PWA block and sell the loot but I'm not quite big enough to take on the special forces.. and there would be an astronomical cost in AP. I don't know what to do.

Sincerely,
Growing Pains.
Post by: Raving Druids(21385)
2005-12-26 07:19:29
Dear Growing Pains,

This is a common problem that many gangs your age experience. Thankfully, the solution is simplicity itself!

If you have got to the stage where you are having a money/food crisis, chances are you are now reasonably large. Certainly if you are considering attacking MIL you feel you have enough men. But if you are honest with your self, you know you can never really have enough men and sending them on a suicide mission is never very good for morale.

So why not pay a visit to one of the many cash point machines dotted all over this fair city? You know the ones - one of those many one block gangs cluttering up the place. Check out the ranking list so you can pick out one that has a good balance between cash and strength. You should be able to pick up around 10 to 15k from a pretty weak gang. This is going to cost you less ap than hitting MIL, give you a garanteed amount of cash and give you a nice 100*3 block at the end.

Hey presto! Cash flow crisis solved, a larger turf and a happy gang.

Regards

Raving Druids
Post by: mob(23502)
2005-12-31 10:44:31
Didn't feel like making a new thread (or finding the one that covered this before... I think there is one?)

Anyways, hitting SF. Results:

The Vercetti Gang(57) Info:
Retreat 10
150 Novice
XXX Pistol
XXX Vest

Superior Forces(94) Info:
Retreat 2
7 Master
1 Novice Enforcer
1 Pistol

Combat Round 1
The Vercetti Gang(57) scores 1 hits
0 is saved by armours

Superior Forces(94) scores 10 hits
0 is saved by armours

----

So how the heck does SF manage to hit me more times than he has defenders!?

Its not a big deal, really. But still!! LOL
Post by: mob(23502)
2005-12-31 14:16:45
I'm thinking higher ranked gang members get more chances to hit.
Post by: Raving Druids(21385)
2005-12-31 17:02:29
Correct. Always nice when you answer your own question, dont you think?

But weight of numbers will always carry the day.
Post by: Limerick(56750)
2006-01-05 01:55:52
What's the best number to set your defense retreat level at? I'm top of the strength rankings in the game I'm playing (GW415)...I was thinking that setting retreat at 10 would mean that anyone attacking me would lose more than they gained, but I'm not sure...any ideas?
Post by: mob(23502)
2006-01-05 10:03:07
Looking at your game (#415)... not many active players... don't know who you are allied with, etc. However, if Crusty French Bastards is an enemy, you will regret setting your defense retreat level to 10. He can easily send enough men to wipe out your defenders. You might get away with a high retreat level against Sanka, but then again, maybe you won't. You'd have to spy on them to be certain.

In general, the further you get into the game, the better it is to set your retreat level to 2.
Post by: managerr(74301)
2006-01-14 03:03:49
"Been playing since GW133,on & off,many different gang names,i haven't been able to save enough AP for counter attacks in time before someone clobbers me.In GW416 Superior kicked my ass in 6 days.(Respect to him)"

You played well in 416, but you decided to charge down to my area to try and blitz me first. It looked like you had to take a lot of crappy blocks just to get to me, and in the day or two you spent moving down to my area was the day I was saving up to 300 AP. The easy answer to your question is what RD said. Try not use all your starting AP up right away. When taking blocks becomes inefficient (often when you run out of Novices), stop and save your AP for the next day. There are a little bit more complexities to starting out if you want to be really mathematical, but following that simple rule should get you quick off the draw on most people.

"So how the heck does SF manage to hit me more times than he has defenders!? "

One Master is worth 2 Novices and one Novice Enforcer is worth 2.5 Novices, so I could have killed up to 16 of your Novices! (Plus or minus the huge random factor of course)




Post by: 2 Crazy Krew(59676)
2006-01-20 13:47:13
QUOTE:
The forums are in HTML. They have simply disabled the formatting required to use HTML in posts. Greater and lesser than symbols are considered illegal characters in posts.

Its actually some sort of modified BB code. ;-)
Post by: bear88(119403)
2006-03-08 10:20:53
I have bumped this one up so that a couple of noobs, you know who you are, can at least make it an intersting fight in the future with me...P.S. You are welcome RD
Post by: Raving Druids(21385)
2006-03-08 10:52:01
Its always more satisfying to beat someone who at least has an idea of what to do. Otherwise its like shooting fish in a barrel...
Post by: bear88(119403)
2006-03-13 12:33:05



Post by: Tarin(118208)
2006-03-23 04:54:52
Disagreements from Raving Tactics:

Defense Retreat Level: 2
Take Unoccupied Res Blocks when possible and when not possible take an unoccupied Com/FPL block.

The com/fpl blocks give a bonus and have strategic value.

Never, ever take an occupied com/fpl block.

Always send novices until after you have body suits. It's better to lose novices than other unit types. But with an x number of promotions available for taken block it's better for higher units to get those promotions.

Only take occupied res blocks if they're a one blocker or if they have bodysuits. Look at the city media to see if they're attacking pre-war zones.

Attack pre-war after all unoccupied blocks and one blockers are gone and nobody has bodysuits.

Post by: FloriZeus(7923)
2006-03-23 10:18:44
Sorry, but this last poster is very, very wrong.

There is no difference between PWA and MIL blocks(the defenders as well as the loot is based on randomness).


There is no difference between occupied RES and occupied FPL, COM or FPL/COM blocks(defenders is based on adjacent blocks and total man and weaponry of enemy).



Base your findings on good game experience instead of this crappy tales.
Post by: bear88(119403)
2006-03-23 11:45:53
*Never, ever take an occupied com/fpl block.*

How would you ever get gangkills, therefore $$ if you that is your rule? I disagree with you completely and hate to say it but RD wins this one...
Post by: Raving Druids(21385)
2006-03-23 20:48:57
Course I win.

I Rawk ;-))
Post by: z3us(189414)
2006-04-21 16:40:58
how to play gw?where do i found the link to play?
Post by: Raving Druids(21385)
2006-04-21 18:03:08
By posting the same question in 3 seperate threads...

Or from the main account log in page, on the left where it says Join Games - click on the one that says GangWar.
Post by: bear88(119403)
2006-05-10 11:56:43
bump up...
Post by: mob(23502)
2006-10-01 03:28:12
*bump*
Post by: blurswift(237786)
2006-10-19 10:54:06
25;28 relaxing trying to figure out how to take control of the rest of my nieborhood.
Post by: mob(23502)
2006-10-21 11:57:15
I guess thats a good way to start...
Post by: jeffrsx(253120)
2006-12-23 11:57:39
Bump for a good read!

I thought commercial was the key. And then buying weapons! I'm gonna get killed... :-P
Post by: mob(23502)
2006-12-23 12:46:32
Welcome to the club :-)
Post by: mob(23502)
2006-12-23 13:29:37
It has been a while since anything "tactical" has been added to this thread. So I am going to discuss some of my favorites.

Attacking other gangs - make sure you know what you are up against. Blindly sending a token force to determine what you are up against is the wrong way to go because you could very well lose all of your men and waste AP. I would suggest that you EXPLORE your enemy first and determine how many defenders they have per block and which blocks have the least adjacent defenders. Knowing which blocks to attack, how many defenders, and what level of defenders you will encounter is critical.

Checkerboard Attacks: My favorite. Best suited for the mid to late stages of the game against enemies who have solid territories. The strategy is to maximize the number of defenders you will encounter. Every attack you make kills lots of defenders and each subsequent attack gets easier. Soon your enemy is devistated!!! You need to be strong to exercise this tactic.

PWA/MIL. If you can send 100 Novs for 5 AP, you can hit a PWA/MIL block with your ATTACK RETREAT set to 2. The pistols and vest you acquire will be useful in future battles or you can turn around and sell them for CASH if you need it (easier than hitting a cash-point one-blocker). A BOUNS to this tactic is that your PWA/MIL attacks most likely will not show up in the city media.

City Media - Using low amounts of AP for any command will reduce your chances of appearing in the media. This includes Rob, Push, and Recruit. The only exception is Control Block which seems to be random. Maybe you are a glutton for fame but keeping a low profile is important because the less your enemy knows about you (for free) the better.

So, my enemies, I hope this stimulates more tactical discussion in this excellent thread!
Post by: FloriZeus(7923)
2006-12-24 03:15:16
On the NEVER-recruit thingy.

RD claims one should never have to use it, however there can be wars that are so tough that you really need to. Probably not so much in a 'standard-size'(50X50grid) gangwar, since battling other good gangs occurs later in the game.
But we recently fought a 20X20 game with quite a few(means 6 or 7, which is a lot on 20X20 grid) good gangs and there it is practically impossible not to use the recruit button.
At the finalization of the battle I had about double the amount of blocks as last standing enemy Crusty and I hit him on blocks at 5ap, and took them, but due to the low number of blocks, and the low number of gang members, I used the Recruit option quite a lot (probably could have used my experienced guys too, but that would have depleted my 5-ap buffer and would have lead to bigger than 5-ap hits).

The dilemma here is probably this:
1) Recruit more novices and continue 5-ap hits
2) Use your Exps and later on the other guys when you're out of novs but accept bigger than 5-ap hits.

In this case it is the decision on how to spend the ap. And there is probably a way to find out which one is more profitable( ie which one lets you take the most blocks of your opponent). However, in this case I tend to choose for Recruiting and as such maintain your gang balance(ie the Exps guys that are the weight to maintain your 5-ap hits and that are the means of defence in case the other guy attacks.

Post by: mob(23502)
2006-12-28 17:07:38
I came close to trying to determine which is more beneficial, recruiting or using higher ranked members... but you know what? With so many factors, such as gang strengths, gang sizes, and the ultimate -- randomness --, I gave up ;-)
Post by: Sarge(263161)
2007-02-01 04:14:23
Thinks for the advice and I will try it out, only thing is I'm still waiting for my AP to replenish.
Post by: lopi9(263027)
2007-03-19 08:03:06
HOW DO YOU ATTACK GANGS????????????????????????
Post by: Three Finger Sally(164235)
2007-03-21 13:50:13
You type all in caps and then add 15 question marks.
Post by: Criticalz(219613)
2007-04-06 07:35:52
I very much disagree with using the recruiting button.....But im not ready to give away my secrets yet!
Post by: Tethior(300752)
2007-07-17 04:17:15
Just reading this tactics after not doing very well in some games. A bit I am not sure about is one of the earlier posts says that you get recruits each turn?
I dont seem to be getting any without using the recruit function. Have they changed this or something?
Post by: Criticalz(219613)
2007-07-23 20:05:41
Every game after the automatic turn generation, if you look at the email reports the last catagory is member income, and that is the number of novice gangmembers recruited automatically
Post by: Bill Goldberg(133021)
2007-08-19 13:57:21
Thanks for this, wish i had read it before i made the dumb mistake of using all my AP on foolish things
Post by: russruss(312256)
2007-08-28 05:17:48
The tactic of gaining as much res as possible seems quite crude, given that there are some complicated things going on in the background that affect gang strength (e.g. effectiveness of weapons and armour increases with gang member ranks - perhaps).

I've never played in the later stages of a game. But I'm getting there. I wonder whether there are alternative tactics that can work later in the game.

I agree that expanding rapidly and getting res blocks is a good way to start. but would it not make sense later in the game to release blocks and ensure lots of promotions, and get/buy lots of weapons/armour, thus making it extremely difficult for an opponent to attack your blocks. When they try, and fail, you then strike back. this process could be repeated several times to remove all the large opponents - just a theory. any thoughts?
Post by: mob(23502)
2007-08-28 17:43:43
I am a fan of releasing blocks for a few reasons and I think it is sound strategy. By releasing blocks I increase my defenders per block. Eliminating blocks that my enemy can take easily (blocks with only one or two adjacent defenders, especially expansion trails) makes a better defense. And finally removing my tracks makes it harder for the enemy to find me (if they don't explore my gang) or they have to spend AP taking abandoned blocks to reach me thereby reducing the number of attacks they can get in. All in all, I think releasing blocks is highly under-rated. But, that's just me. :-)



Post by: mob(23502)
2008-09-21 00:23:34
*bump*
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