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#Post#: 22--------------------------------------------------
Winnie's initial thoughts for Thunder Phase
DIR By: debbie@dewald.ca
Date: May 14, 2014, 8:00 pm
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From our Facebook chat:
Debbie De Wald
Ok, see here's a possibly winning strategy, that still provides
for a bit of fun
We did very very in the overall, considering our low VPs, in the
Stormlands and the Reach
that suggests that these may be softer targets.
With only six camps, we could try to dominate these regions. If
one region started slip, we'd abandon it, and go after only the
other.
The low number of regions allows us to craft and donate in a
focused way, not wasting ourselves donating to to a camp that
will sadly, never get the 50 eavesdroppers and 15 spoils anywise
It's simple. FOR NOW. We may go into techniques like farming,
timed attacks, etc., as we move into this new mode, and find
that our warriors and provisioners WANT to fight with a tight
strategy = ok? So we'll call it the 'win' strategy, but, at
this level of bossing people about, I'm comfortable. Thoughts?
Shaunta Thomas
Debbie I agree with the strategy and that's about as comfortable
I would be with being bossed or bossing also
Mitchell Eades
I'm all for that strategy
Mitchell Eades
Also, I shall have the ability to reincarnate soon, what would
you say is the best time to do it? Now? Or in the phase so I can
give silver to the camps?
Shaunta Thomas
my question also I am headed the same way
#Post#: 24--------------------------------------------------
Re: Winnie's initial thoughts for Wolf Phase
DIR By: House Hallowname
Date: May 14, 2014, 8:11 pm
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Ok, one thing I think is critical is division of labor. I like
the idea of focusing on weaker camps.
We need roles for everyone in the alliance. Some people should
be our brawlers, some our spies, some farmers some crafters.
I'll do some research tonight and see what we need.
#Post#: 26--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: debbie@dewald.ca
Date: May 14, 2014, 8:36 pm
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Mitch and Tara,
Always reincarnate just after the start of the phase at the
earliest.
It goes like this:
0. Make permanent whatever you can of your best SS and
equipment, and give THOSE things the best seals you have
1. Strip all your SS of all equipment
2. Donate what you can to the challenges and to the camps.
3. Sell all of what is left (including the SSs themselves, exile
them). Anything permanent will not show up so you don't have to
worry about selling them.
4. Donate all your silver to the camps.
And, bingo, you are ready to reincarnate!
#Post#: 33--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: House Hallowname
Date: May 14, 2014, 10:40 pm
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I would also recommend planning ahead to what house you plan on
reincarnating to and using some craft time and supplies to give
you a leg up in the next life.
#Post#: 36--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: debbie@dewald.ca
Date: May 14, 2014, 11:47 pm
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Very good point Mitch. I've added a post in 'answered
questions' for these things that apply to individuals.
Lets try to get back to our overall WAR strategy.
To restate it, we build in only two regions - Stormlands and the
Riverlands I think.
Stormlands will have a fight camp.
Riverlands will have a barter camp.
Here's the pro/cons of the other choices:
[color=blue]BATTLE[/color]
Harass - only hurt your own sworn sword if you lose, fair VP,
Only hurt your opponent's garrison and silver if you win
Aid - no one gets hurt, poor VP, good Karma if we need it from
our allies
TRADE
Swindle - great VP, great coin return, and damage their garrison
and camp if we win. If we lose, damage our camp, hurt you own
SS, give them coin
Bribe - speeds up the recipient camp's upgrade by 1 or 2 %
points. No coin, poor VP, no one gets hurt. Just do this for
spoils and good karma.
INTRIGUE
Spy - not great VP, but very important to have good stats in, we
need spies. No damage to anyone on lose.
Sabo- One of the most important talents, much like harass, we do
not get to damage tehir camp, but we do damage their garrision,
and we can use to weaken them for fight/swindle attacks
Steal - right up there with Fight and swindle for risk on our
side, but great gain too. Damage their camps, get coin, damage
their garrison if we win. If we lose, damage our SS, lose coin,
and damage our camp.
CONCLUSIONS
Given that many of our alliance are new, I hesitate to use
Steal, fight or Swindle. However, not having camps with them
does not stop others from attacking them with these tactics, and
if we are not ready with our own points in these areas....
I know that compromise never wins, but how about this?
Stormlands - FIGHT, HARASS, STEAL
Riverlands - BARTER, SWINDLE, SPY
Please get your feedback to me soon!
#Post#: 48--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: Tara G.
Date: May 15, 2014, 9:54 pm
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The plan sounds great no issue with any of it. Just a question
we aren't going to worry about featly at all this round just go
all in on stormlands and riverlands then
#Post#: 49--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: House Hallowname
Date: May 15, 2014, 11:44 pm
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Are we able to gather a list of players that will participate?
Perhaps we should assign roles?
#Post#: 51--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: House Hallowname
Date: May 16, 2014, 12:21 pm
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There is a slight discrepancy, originally Winnie said we did
well in reach and storm lands, but later suggests we go into
riverlands.
#Post#: 56--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: Raygar Stormbringer
Date: May 16, 2014, 1:56 pm
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2 amendments to your action list:
-Steal does NOT damage the camp, but will take 10x the coin that
a barter does. Losing means a loss of camp silver and wounds to
the sword that lost.
- Sabotage DOES damage the camp 1% if successful and will kill
garrisons but does NOT damage our own camp on loss; your sword
takes the wounds.
I believe Ser Hallowname might be asking for more organization
than this rabble might be able to muster, so I generally support
the existing plan as it is fairly simple. It's still going to
be a headache to coordinate donations to camps but we're now at
sufficent size that it should succeed better than previous
wildling adventures.
The major aspect of this game that is changing is that fighters
are drawn from existing garrisons. People garrisoning their
swords will soon find the daunting prospect of seeing their
entire army decimated when they wake up which could be an
expensive lesson. Aid and barter will be at a premium and
spoils are going to be a nightmare to collect because every
attack will be met by a mass of pointy swords. Therefore,
whenever one of us enters the rook, we might be best served by
coordinating directed and focused sorties toward a specific
enemy and a specific region with whoever happens to be there and
hope they have decent swords in the garrison with which to
execute.
The only part of the proposed configuration that makes me
slightly squeamish is the swindle camp in the Riverlands, since
that will deal considerable damage to either us (from failed
attacks) or our potential frenemies, negating the otherwise
peaceful status in that region. One possibility is to leave it
blank and eliminate any hostile presence while presenting a
possibility og doing a zero attack for VP. Another is to
replace the harrass in Stormlands with the swindle and then
putting Aid in Riverlands thus keeping 2 camps of each type for
crafting/donations.
Steal is also slightly problematic since there is no fealty that
currently supports it, so I might favor sabotage since the
Dornish house gives a nice bonus for sabotage and the Greyjoys
provide nice sabo units with their reaving ships. So if I were
laying out camps it would look thus:
Stormlands:
FIGHT, SWINDLE, SABOTAGE
Riverlands:
BARTER, AID, SPY
While Riverlands might suffer for lack of action VP, it might
actually do better because lack of damage will enable more
hourly VP from the camps. I would expect the Stormland camps
to be perpetually broken from either reprisals or from our own
failed actions.
But that's just me. Steal is a good action for silver and VP so
it really is a toss-up as to which way to go on that aggressive
intrigue camp since neither action hurts our own regions.
#Post#: 58--------------------------------------------------
Re: Winnie's initial thoughts for Thunder Phase
DIR By: Elizabel
Date: May 16, 2014, 3:05 pm
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Wow Raygar - great insight! I agree with your analysis, and when
Winnie reads it, she will listen, I'm sure.
On another point, we are best off not going too far overboard
with assignments, quotas and duties. I want to be, and am, in
an alliance that values spirit and esprit de corps above book
keeping and an endless hierarchy of little bosses. Let's see
what these few, these proud can do, without being harassed and
harangued every bloody minute about what they should be doing,
and what they are doing wrong! The people we want don't need to
be told what to do every feckin second of the day :)
Some might leave us for this attitude, many may join. Everyone
should be at the alliance that best suits their own needs! And
if they go, please don't forget to tell their new alliance
leader to make allies with us, because you will go as friends,
and stay that way.
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