Hey Kjeld,
Thanks for the response to my review. I was under the (apparently incorrect) impression that the history was deliberately obscured. I think I got that impression from a comment by Thingol, but since that clearly isn't the case, I apologize.
I like the board a lot, and have been playing whenever I have the opportunity, but as I mentioned, its frustrating not to be able to figure out how a specific game resolved.
I'll go back to update my review!!
On the right hand side of the page is a banner. On that banner it says Airforce attacks any other airforce with d6. May artillery attack capitals with d7vd6. I guess I was going by the map graphics instead of the map description, but there is a discrepancy!
Hello Kjeld. I have been an admirer of your great game designs and remember one of your boards on Warfish fighting over the Forbidden City. I was hoping you will be adding it here. Thanks Joseph
I'm in a team tournament on Total Wargear (standard start) and I've found a couple issues with the map. The continent Ruuskiy 5 incorrectly excludes territory Ruuskiy 6. That looks to be a simple bug.
The second issue is more subtle, I doubt it's intentional but it could be. I'm guessing your intent is that it doesn't matter which island you get in the initial distribution?
It does, because differences in layout makes the maximum hordes bonus possible for a given number of territories held different. The best you can do is hordes = # territories held -2, where two territories span the island separating the unheld territories from the rest of them. With all six islands, there is a pair of territories spanning the island with 1 territory on one side and 7 on the other, so you can get +7 with 9 territories. But with two of the islands (bottom middle and right), that's the only island-spanning pair that exists, so if you hold 8 or fewer territories your hordes bonus drops to # territories held - 3 (+5 with 8 held). The other four islands all have at least one additional pair with 2 on one side and 6 on the other, allowing +6 with 8 territories held. For the left two islands that's it, so you drop to # territories -3 with 7 or fewer. The top middle island goes one further, with two spots where an island-spanning pair has 3 on one side and 5 on the other allowing +5 with 7 territories held. The top right island is best, with options for 3 and 4 unheld territories separated by a pair allowing +4 hordes with 6 held territories.
With standard start, this makes a difference in whether it makes sense to try to take the capital on the first turn (if your goal is to maximize second turn bonus, ignoring the elimination risk). With slow start, it means that players with equal dice luck (taking the same number of territories) and equally intelligent path selection (optimal) get different amounts of hordes bonus depending on which island they happened to start on.
So I did a little research, the image is actually originally from the website http://www.chrisshults.com/ and there is no disclaimer, copyright, or privacy clause there. If you knwo this guy let him know Im trying to reach him to get his permission, but as there is nothing saying I need his permission and the image can actually be found on google Im going to continue to tweak it, as it sits its freeware per say. but again, if you knwo the guy let him know Im trying to reach him, his facebook page doesnt work
I'm gonna try the Factories/Hordes bonuses on a new version of TAP but I have to remake the map to do it. I'm thinking of giving like 10 transfers with return to attack but only to bordering territories. That will add a bit of annoyance to the game more than the standard annoyance.
Sorry, the last part of my comment should have read "With a D99 vs D100, the combinations work out to be that the attacker, because he rolls 3 dice instead of 2, should win at least 55% of the time. Does this mean the rolls will always go this way - not at all. But over 100's, 1000's or 100,000's of rolls it will".
Thankyou for your response to my review of your board. I think it has potential with some modifications. With regard to the dice configuration - With D4 vs D4, the defender has a 25% chance of automatically winning by rolling a 4. He also has a 25% chance of automatically winning by the attacker rolling a 1. In D5 vs D6, the defender only has a 1 in 6 (16.7%) chance of automatically winning by rolling a 6. He also only has a 1 in 5 (20%) chance of automatically winning with the attacker rolling a 1. It is much easier statistically for the defender to win on a D4 vs D4 than a D5 vs D6. If you still don't think so lets look at a slighty more extreme example D2 vs D2 and D99 vs D100. in the D2 vs D2 the defender wins whenever he rolls a 2 or when the attacker rolls a 1 (each are 50% of the time). Hence the defender should win at least 75% of the time. With a D99 vs D100, the combinations work out to be that the attacker, because he rolls 3 dice instead of 2, should win at least 65% of the time. Doe this mean the rolls will always go this way - not at all. But over 100's, 1000's or 100,000's of rolls it will.
Sorry about that team-game. I'm just in too much atm (outside of these sites) to properly take my turns. Look forward to future games (though in the short term I'll be no good for team games).