223 Open Daily games
2 Open Realtime games

Kjeld Kjeld is offline now
Rank Major General Major General
Membership Type Premium
Player #297
Joined WarGear 10th Nov 2009
Last Visit 27th Apr 2024 18:57
Country United States
Championship Points 191 (#15)
Global Ranking Score 1654 (#316)
Monthly Score 940
Team Score 1696
H Rating 59%
Average turn time 6 hours 24m
Boots (last 30 days) 0 boots
Win Streak (Best) 0 (10)
Elimination Streak (Best) 0 (14)
Forum Activity View Active Threads

Kjeld's Achievements

  • Marine (Play 1000 Public Games)
  • Competent (Win 500 Public Games)
  • Team Specialist (Play 100 Public Team Games)
  • Wingman (Win 100 Public Team Games)
  • Builder (Release 10 boards)
  • Wordsmith (Post 1000 comments on the discussion board)
  • Explorer (Play games on 50 different boards)
  • Founder (First 1000 player numbers)
  • Friend of the People (Friended by 25 Players)
  • Not Feeling the Love (Enemy of a Player)
  • Rampage (Eliminate 10 players in succession)
  • Mega Winstreak (Win 10 games in succession)
  • The Fog (Played a game on a Foggy Map)
  • Fogged Up (Played a game on every Fog Type)
  • Detective (Won a game on a Foggy Map)
  • Lighthouse Keeper (Won a game on every Fog Type)
  • Tournament Knight (Joined Tournament)
  • Tournament Champion (Won Tournament)
  • Tournament Team Champion (Won Team Tournament)
  • Critic (Rate 10 boards)
  • ICU (Upload profile picture)
  • Quick Thinker (Played a Realtime game)
  • Fischer Price (Played a Fischer Clock game)
  • In The Points (Scored a Championship Point)

Kjeld is Top Ranked on these boards

Kjeld's Trophy Cabinet



Profile

No profile information has been entered by this player


Kjeld's Wall

Pages:   1234   (4 in total)
31st Oct 2012 00:08
Message from Ceggon
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!!
#55 of 75
29th Oct 2012 20:53
Message from Amidon37
Thanks man - it was a matter of waiting around to see if an opportunity presented itself - and it did.
#54 of 75
25th Oct 2012 14:10
Message from Andernut
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!
#53 of 75
23rd Oct 2012 16:06
Message from Andernut
No wait I read it correctly. Used D6 dice.
#52 of 75
23rd Oct 2012 16:06
Message from Andernut
Never mind I misread it.
#51 of 75
23rd Oct 2012 16:05
Message from Andernut
FYI Total wargear II - you may be aware of this but it claims that airports attack capitals with D7 dice when in fact it appears to be d6 dice.
#50 of 75
1st Oct 2012 00:36
Message from RUTHLEZZG
How could Total Wargear 2 doesnt explain how to attack the Rocket Ship?
#49 of 75
1st Jul 2012 22:11
Message from Mad Bomber
very very good
#48 of 75
7th Apr 2012 21:23
Message from The Cooler
You are correct! Thanks for info.
#47 of 75
7th Apr 2012 21:13
Message from The Cooler
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
#46 of 75
7th Apr 2012 01:20
Message from NewlyIdle
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.
#45 of 75
2nd Feb 2012 15:56
Message from Snoochie Boochies
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
#44 of 75
7th Dec 2011 18:59
Message from RiskyBack
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.
#43 of 75
26th Oct 2011 22:15
Message from falker1976
To answer your question, it's random.
#42 of 75
7th Oct 2011 17:01
Message from zdisabled_558c3c0b
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".
#41 of 75
7th Oct 2011 16:52
Message from zdisabled_558c3c0b
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.
#40 of 75
26th Sep 2011 17:44
Message from nullsignal
oh sweet! I didn't even realize there was one.
#39 of 75
26th Sep 2011 16:32
Message from nullsignal
Heya, Kjeld. On the LOTR tourney you started, what's it going to do to the third player on a team that winds up being mordor/isengard?
#38 of 75
19th Aug 2011 16:19
Message from BlackDog
Hey Kjeld, you should consider a unit cap on the capitols in Total Warger. This would reduce the tendency towards stalemate in the endgame.
#37 of 75
2nd Aug 2011 22:07
Message from Andernut
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).
#36 of 75
Pages:   1234   (4 in total)