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- Foreword
- Winning games does not depend on who is playing against whom, but rather on what strategies each
- player is implementing. Luck also plays a role. Thus, you can never know in advance if you are
- going to win or lose the next game. No opponent is too difficult to beat or too easy to ignore.
- This guide does not offer to give exact moves for every situation, as that would fill considerably
- more than 19 pages. Simply treating every possible picking combination for a given set of warlords
- and wastelands on Strategic Medium Earth settings would necessitate billions and billions of case
- studies. Multiply this by the number of maps and amount of different settings, and the problem
- becomes intractable.
- To keep the problem solvable and the number of pages reasonable, this guide gives the reader
- general ideas on what aspects determine the winner of a game of Warlight in which situations, as
- well as the means to quickly learn more by playing games.
- Mannerheim, 16.12.2013
- (Earlier versions 05.06.2013, 19.07.2013, 21.10.2013)
- Contents:
- 2...................................................................0: How to learn Warlight strategy as quickly as possible
- 4..............................................................................................................1: (Quasi-)Victory Condition
- 5...............................................................................................2: Bonuses and Territories at the Start
- 8...............................................................................................3: Bonuses and Territories Long-Term
- 9.............................................................................................................................................4: Troops
- 11..........................................................................................................5: Anticipating and Deceiving
- 14.................................................................................................................................6: Team Games
- 16..............................................................................................................................7: Miscellaneous
- 18...........................................................................................................................8: Example Games
- 0. How to learn Warlight strategy as quickly as possible
- (1) Reading this guide will give the reader a head start as it offers effective tools to analyze different
- game situations.
- The game is very complex, however, and these tools cannot generally be used to find a simple,
- straightforward algorithm to determine what the best picks are. Should one, in Strategic Medium
- Earth, double pick an exposed first-turn-bonus such as Southeast Asia for quick income, or go for
- safer options, such as Central America and South America, even though chances for first-turn bonus
- are slim?
- The answer is, it depends. Much depends on the exact positions of warlords as well as wastelands,
- and often even the best Warlight players cannot intuitively know which of the two strategies
- dominates the other. They have to play the game to find out.
- (2) Playing the game is a necessity to see how the different ideas in this guide interact with each
- other. Also, lots of situation-specific or map-specific information can only be found out by playing
- the game as this guide only contains more general information.
- (3) Variety is good. Play real-time to quickly test new ideas; play multiday when you want to find
- the best move. Play lots of different maps at least 1-2 times; play 1 or 2 maps, such as Medium
- Earth and Europe, very much to be an expert on them. Play random as well as cyclic move order.
- Play the same map with different numbers of picks. This should show you that making specific
- changes in settings can have a considerable impact on optimal strategy.
- (4) After a while, re-read the guide. Upon re-read, some passages of text that did not make sense
- before might make sense now. Also, this guide is a collection of fundamentals which should not be
- forgotten.
- (5) Analyze your games. Especially the ones you lost. Ask yourself: „Why did I lose? What could I
- have done differently to win?“ Sometimes you lost because of bad luck, but mostly that is not the
- sole reason.
- (6) Play games that you are motivated to win. This will guarantee that you give your best in the
- game and analysis.
- (7) People try to reach their goals the quickest and easiest way possible. To win Warlight games,
- you only need to be slightly better than your opponent. Thus, play against opponents of your level
- or somewhat higher, as this forces you to continually make small improvements while still giving
- you a chance to win. Do not play against bad players for learning purposes, as this only makes you
- become slightly better than a bad player.
- (8) Play the same game over and over again until you find out the best picks and strategy for that
- game. Not only does this mean the same map and settings, but also warlords and wastelands placed
- in the same territories.
- This can be done with the scenario tool. After having played the same scenario 4-5 times, you
- should have a pretty clear understanding on what works and what does not work in that specific
- scenario. This is especially useful in preparation to some important game, like a ladder or
- tournament game. You can either play it against a good opponent, or against an alt of yours. The
- latter option takes very little time.
- This kind of scenario training works even after the game has left the picking stage, provided that
- you have a good grasp of what territories the opponent occupies.
- GG Strategy Guide: 4/22/2014 02:38:19
- Blortis WarLight Member
- Level 57
- 1. (Quasi-)Victory condition
- The player with higher long-term net income is the winner.
- Let X be the number of opponent troops on board. Even if your net income advantage is only 1
- troop per turn, you will, at the latest, after 2X turns be able to crush your opponent easily.
- → Net income means the sum of troops gained by a player per turn through base income, territorial
- income, and cards, minus troops lost by fighting and cards.
- → Long-term net income is the amount of net income that can (presumably) be sustained over
- longer periods of time. Hence, bonuses that will likely be spoiled soon do not count towards longterm
- net income.
- → The victory condition applies first and foremost to standard settings with comparable offensive
- and defensive kill rates, and maps where attacking bottlenecks can be avoided. Non-standard cases
- are not discussed here.
- → After achieving a superior long-term net income, all you have to do is uphold the advantage
- by avoiding situations that would undo your advantage. Time is working against your opponent,
- so unless he manages to change the status quo, you will unavoidably win.
- Example: http://warlight.net/MultiPlayer?GameID=4210603
- The game is decided in 7 turns. After that, Mannerheim has a clear 13-8 income advantage. All he
- needs to do is ensure that Anonymous does not spoil his bonuses or capture new ones
- GG Strategy Guide: 4/22/2014 02:39:32
- Blortis WarLight Member
- Level 57
- 2. Bonuses and Territories at the Start
- To get a good start in the game, you should pick bonuses that are safe and flexible short-term and
- superior long-term. To know what to pick, you need to evaluate bonuses and territories in terms of
- different aspects. Things to look out for are:
- a) Territory combination allowing quick reachability of all (important) parts of the map.
- Reachability makes if faster to both capture new bonuses and spoil enemy bonuses. Team games,
- having divided income and territories, add a whole new dimension to this aspect.
- → As a rule of thumb, regions consisting of many attractive bonuses that border each other are
- important parts of the map, so they should be covered. Bonuses with wastelands are – especially at
- the start – not important.
- Example: http://warlight.net/MultiPlayer?GameID=3851461
- In general, Asia provides many quick-to-take bonuses with good income. However, if the area is
- full of wastelands, then its value decreases rapidly. This game was over after picks, as Genschie
- could only get income from his starting bonuses as well as Caucasus and Middle East. Mannerheim,
- on the other hand, could expand to Australia, West Africa, East Africa, Central America, West USA,
- and East USA, thus getting a clear income advantage.
- b) Bonuses that are difficult to spoil and capture by the enemy.
- The cheapest way to improve your income advantage is to spoil some enemy bonuses, as you only
- need to capture and keep one territory to spoil a bonus, and do not need to fight neutrals. This
- should be made as difficult as possible for the enemy.
- → This can mean two things: either pick bonuses that only have bottlenecks to bordering territories,
- i.e. no bordering territory has a double or triple border to you bonus; or pick bonuses that are likely
- to be far away from any enemy territory.
- → Capturing bonuses with few borders shows its importance at later stages of the game.
- Example: http://warlight.net/MultiPlayer?GameID=4259250
- Dreuj's triple pick in the Asian region not only contained too many easily-spoilable picks, but also
- forced him to expand to more of them, as he could not reach other parts of the map.
- Example: http://warlight.net/MultiPlayer?GameID=4097096
- The WM team has about equal representation in the safe northwestern part of the map at the
- beginning, but the Relite team systematically captures those territories. Afterwards, WM has no way
- to spoil anything, whereas Relite can easily spoil every bonus WM has captured.
- c) Bonuses with better income/territory ratio.
- Getting more for less is always a good idea. That one more income you have, or that one less
- territory you need to capture, can have decisive consequences for the game – especially at earlier
- stages.
- Example: In Strategic Medium Earth, North Africa, South Africa, West USA, and East USA
- have a bad income/territory ratio. Therefore, they should generally not be picked for any other
- purpose than spoiling. They may make good bonuses later, though, as they are safe from attacks
- outside their respective continents.
- Example: http://warlight.net/MultiPlayer?GameID=5073929
- In Szeurope, with diminished income for some popular bonuses, Swizerland and Denmark in
- particular have suffered a great decrease of value as bonuses, with an income ratio of 1/3 each. As
- Michael put it on turn 3: „I don't even know if I should spoil Switzerland, as it doesn't make any
- real difference.“
- d) Bonuses with few territories.
- Every extra territory in a bonus means one more territory to capture before the bonus starts
- yielding income, as well as one extra chance for the opponent to spoil your bonus.
- → All other things being equal, two bonuses with X income and Y territories each are always better
- than one bonus with 2X income and 2Y territories.
- Example: http://warlight.net/MultiPlayer?GameID=4097047
- Mannerheim picks two bonuses with 6 territories each, both directly bordering an enemy bonus.
- This cannot lead to anything but a disaster. While Mannerheim defeats the last neutral in Greenland,
- Dead Piggy has already spoiled that bonus.
- e) Picks allowing maximal speed and flexibility in capturing bonuses and spoiling them.
- Double-picking a bonus may allow you to capture the bonus one turn faster. This extra income, in
- turn, may allow you to capture the next bonus one turn earlier. Double picking also allows you to
- divert more troops to other purposes, if you want to spoil enemy bonuses or defend against their
- attacks.
- → Note that this aspect is relevant only at the start. If you cannot achieve quicker bonus-capturing
- or better spoiling with your double pick, then that double pick's long-term advantages are minimal.
- Example: http://warlight.net/MultiPlayer?GameID=4507909
- FarmerBruins' double pick secures him good potential for getting both Scandinavia and Antarctica
- in 2 turns, and spoiling South America on 3rd turn with superior income. Ctrl Alt Del is forced to
- counter this by attacking Antarctica on 2nd turn, but then he fails to capture Central America in time
- and loses. Had FarmerBruins gotten unlucky and failed to capture one of the bonuses in 2 turns,
- however, (about 17% chance in this case) then his double pick would not have given him any
- advantage. Ctrl Alt Del would then have won the game, either by spoiling Antarctica directly, or by
- spoiling both Scandinavia and West Russia later, only getting his Central Russia spoiled. The
- bottleneck between Antarctica and South America would have made CA, SA and Ant unspoilable,
- GG Strategy Guide: 4/22/2014 02:40:10
- Blortis WarLight Member
- Level 57
- thus giving Ctrl Alt Del an income advantage of 12 to 8.
- Example: http://warlight.net/MultiPlayer?GameID=4107935
- The long way from Congo to Ghana, combined with limited resources, forces Mannerheim to take a
- risk in capturing West Africa and to fail. This leads him to not being able to deploy sufficient troops
- to South America on 4th turn and to lose.
- f) All of the aforementioned aspects are relative and often contradict each other. Their relative
- importance against each other depends on the map, the settings, and the advancement of the
- game.
- Number of picks relative to number of territories; number of safe bonuses; wastelands; contact with
- the opponent; reachability of different parts of the map; and the map itself vary and influence the
- importance of different territories.
- → In general, good defensibility of bonuses and good reachability of map are the two most
- important long-term aspects. Small bonuses with good income ratios play a role both short-term and
- long-term. Making picks with maximal flexibility by e.g. double-picking can be useful in the shortterm,
- but it only has long-term effects if the double-pick leads you to getting a bonus faster or
- spoiling an enemy bonus that you otherwise could not spoil.
- → Getting more picks on the map means that reachability will be less of a problem. In this case you
- should concentrate on maximizing other advantages, especially securing many safe bonuses with
- high priority. Also double-picking to get a first-turn bonus should be considered.
- Example: In standard Europe 3v3, with each player getting 4 territories, almost every bonus
- will be occupied from the start. Reachability will not be a problem, so you should make the safe
- northwestern bonuses Iceland, Ireland, Norway, Denmark, and possibly Britain, very high-priority
- picks.
- Example: http://warlight.net/MultiPlayer?GameID=4920270
- Mannerheim's team takes most of the northwest as highest priority. Also, both teams take first-turn
- bonuses that give them an edge in border fights that ensue right after first turn.
- → Conversely, if you get less picks on a map, then reachability is of greater concern, meaning that
- the safest bonuses cannot always be picked first. Also, with fewer picks, the probability of meeting
- the opponent early diminishes, so double-picking becomes less relevant.
- Example: Strategic Medium Earth 1v1 gives both players 3 picks. Here it is important to
- secure at least one pick in both the Asian area as well as in the South America and surroundings
- area. This can be achieved by giving one of the areas the 2 highest-priority picks, and the other, in
- exchange, the 4 last picks.
- GG Strategy Guide: 4/22/2014 02:40:54
- Blortis WarLight Member
- Level 57
- 3. Bonuses and Territories Long-Term
- During the first turns of the game, you have limited resources and know relatively little about your
- opponent. Therefore the central theme here is to get your three starting bonuses captured and avoid
- unnecessary risks.
- Once you have captured your three starting bonuses, you often have a pretty good idea about where
- the opponent might be. Also, as you now have much more income, so you do not generally need to
- make risky 3v2 attacks against neutral territories. Now the game starts to be purely about the
- victory condition, i.e. who has bigger income.
- To keep your income from falling, you need safe bonuses. This means either bad reachability by the
- opponent or easy defensibility. To gain new income or diminish opponent income, you need to be
- able to reach the relevant parts of the map. Therefore, safety and reachability gain in importance
- when the game advances.
- Other aspects lose in importance, respectively, when the game advaces. The double pick that gave
- flexibility at the start does not amount to any advantage anymore. Quite the contrary, it now makes
- spoiling your bonuses easier because when the opponent finds one bonus of yours, he has actually
- found two of them. Small bonuses with good income ratios are still nice, but as your income grows,
- the disadvantage of having to capture one extra territory to get the extra bonus diminishes. What
- matters, now, is that you get more income than your enemy by whatever means thinkable.
- Example: http://warlight.net/MultiPlayer?GameID=3982418
- As attacking between Africa and America becomes infeasible, Mannerheim captures Canada,
- Greenland and East Russia to gain extra income. Szeweningen, in turn, takes Middle East,
- Australia, and Indonesia. Had one of them deployed all troops to the African – American border
- instead of expanding, he would have lost because of inferior income.
- GG Strategy Guide: 4/22/2014 02:41:35
- Blortis WarLight Member
- Level 57
- 4. Troops
- a) Killing enemies is better than killing neutrals.
- Fighting enemy troops makes the enemy weaker while fighting neutrals does not. Taking enemy
- bonuses diminishes his income and increases yours whereas capturing neutrals only does the latter.
- → After meeting the enemy first time, it is mostly good policy to invest most troops to fight the
- enemy instead of neutrals.
- Example: http://warlight.net/MultiPlayer?GameID=4254623
- Turn 7, PureMind loses a pretty equal game by prematurely attacking 2 neutral territories in North
- Africa, losing West Africa and East Africa as a consequence.
- → The game AI prefers attacking neutrals before attacking the enemy. This makes the AI very easy
- to beat.
- b) When attacking or defending, kill at least as many enemy troops as you lose.
- Troops killed in battle also contribute to net income. If you lose more troops than your enemy in
- battle every turn, then your long-term net income will suffer more than his.
- Example: http://warlight.net/MultiPlayer?GameID=4733386
- Turns 3-7, EZPickens pressures Mannerheim in Norway, even though he has inferior income. This
- also has the upside of binding Mannerheim to defend Norway. Most importantly, however,
- EZPickens continuously kills more troops than Mannerheim, thus negating Mannerheim's income
- advantage.
- → To quickly find out which side kills, on average, more troops in a certain setting: for the number
- of troops that both sides have, give 0.1 troop advantage to the defender. To this, add 0.6 for every
- troop that the attacker has more than the defender, or 0.7 for each troop that the defender has more
- than the attacker.
- c) Make delay moves to manipulate move order.
- Determining whether your attack comes before or after enemy moves is often very useful. Thus, a
- few reserve troops making delay moves each turn may be as valuable as an order delay card every
- turn.
- → This is even more effective if you know how many delay moves the opponent is capable of
- committing and ensuring that you make one more of them than him.
- Example: http://warlight.net/MultiPlayer?GameID=4237069
- Despite having a great strategic disadvantage, Michaelx almost succeeds in defending West Africa
- and wiping Mannerheim out of Africa with his 1 income advantage. Mannerheim eventually finds a
- counterstrategy, though, and wins.
- d) Mobile troops are better than stationary.
- Mobile troops can both attack and defend, whereas stationary troops can only defend. Therefore,
- mobile troops offer more choices of action.
- → A mobile troop is one that can move from one territory to another. A stationary troop is bound to
- a certain territory and cannot move away from it.
- Example: http://warlight.net/MultiPlayer?GameID=4948717
- Even though not a severe mistake, Maniek captures Beijing on turn 10, wasting 2 troops that could
- be used in Indonesia or West Russia.
- e) Troops in the center of action are better than troops in the periphery.
- Even big stacks of troops that idly sit far away from battle are useless. Troops that stand in the
- center of action, making multiple threats simultaneously, while also responding to enemy threats,
- are the best.
- Example: http://warlight.net/MultiPlayer?GameID=4099681
- Turn 8, Aranka is about to spoil Ponticia. However, she spoils Ponticia with minimal troops and
- moves most of them to Cilicia, knowing that Ponticia will not be defended against a stack of 25
- troops. The next turn, then, she uses those troops to capture Cyprus and wins the game. Had she
- used them all to spoil Ponticia on the previous turn, then she would not have gotten Cyprus. Notice,
- in contrast, how Longhouse's stack of 25 moves aimlessly in Dacia, doing barely anything useful.
- GG Strategy Guide: 4/22/2014 02:42:40
- Blortis WarLight Member
- Level 57
- 5. Anticipating and Deceiving
- If you know what the opponent is doing but he is ignorant of you, then you can easily launch a
- surprise attack against him, spoil one of his bonuses and win the game by the following income
- advantage.
- Having understood how to evaluate bonuses and territories, how to use troops, and playing in that
- manner, you can mostly assume that your opponent is doing the same. If he does not, he is probably
- doing something wrong and thus giving you advantages.
- Mostly, though, you cannot completely guess what the opponent does. Therefore it is wise to
- execute a plan that leaves you on top in all likely scenarios that could occur.
- a) Infer your opponent's starting bonuses.
- If you know where the opponent is, then launching a surprise attack against him is easy. The one
- who spoils his opponent first will mostly win the game.
- Example: http://warlight.net/MultiPlayer?GameID=4716621
- Turn 5, Michael starts to pressure Frankdeslimste in Antarctica and breaks it quickly. Frank cannot
- spoil anything in return and surrenders.
- b) Infer your opponent's strategy based on his picks.
- Knowing where the opponent expands after getting his primary bonuses captured helps you spoil
- him more effectively. Knowing where he might attack with a big stack helps you keep your troops
- safe.
- In the previous example, Michael anticipated that Frank wants to spoil Southeast Asia within the
- first turns. Thus, he attacked Myanmar to force Frank to deploy extra troops to Thailand for a
- blockade, then slowing down his development elsewhere. He also correctly anticipated that Frank
- wanted to capture his own bonuses before attacking Michael's ones. But then, it was already too late
- for Frank, as Michael spoiled Antarctica.
- c) Check the order of deployment and move order of each turn precisely.
- In Warlight, deployments and moves happen in turns. So if you see the opponent making a
- deployment after your 5th deployment or a move after your 5th move, then you know that he has
- made at least 4 other deployments or moves before that, even though you did not exactly see them.
- This can give you huge amounts of information about where your opponent is located, how much
- income he has, and how many delaying troops he has.
- → You can also make otherwise meaningless delay moves to find out exactly how many moves
- your opponent made that turn.
- Example: http://warlight.net/MultiPlayer?GameID=4822141
- Turn 5, Mannerheim sees exactly how many delay troops Frankdeslimste has, as Frank's important
- attack moves in Central Russia and Australia are obviously his last ones. So next turn Mannerheim
- makes exactly enough delay moves to get his important moves executed after Frank's attacks.
- → Also, deployment order is the same as move order. So, especially with Season XII settings,
- seeing the move order can give information about the opponent's income and vice versa.
- d) If you have to guess opponent moves, expect the likely ones.
- Often you cannot counter every possible opponent move. You should, then, think what the opponent
- will likely do and react to those moves. What to expect varies a bit opponent by opponent, but there
- are many similarities of conduct, especially with good opponents.
- → When unable to defend all important territories, good players tend to defend the more important
- ones, leaving the less important ones less defended.
- → When deciding which territory to attack to e.g. spoil a bonus, good players often attack the less
- important one, expecting it to be more lightly defended than the more important one.
- → When making starting picks, good players almost always pick bonuses that are good according
- to the criteria in the 2nd chapter. Picking unsafe bonuses with bad income ratio is rare on top level.
- → Good players tend to avoid risks and try to win with skill rather than by luck. For example,
- unless they know your whereabouts, they mostly try to have their 3 starting bonuses captured within
- the first 4 moves, and only then start attacking/spoiling other bonuses.
- → Good players tend to make moves that are likely to work. Good players avoid moves that are
- likely to fail or have a reasonable probability to backfire greatly. An exception to this rule is when
- they know that they have to take a risk to change a losing position to a winning one.
- → All in all, try to get into your opponent's head. This is not always possible but sometimes it is.
- The ideas outlined above will only work as long as the opponent is not expecting you to think like
- that. If, however, everybody starts thinking along the lines above, then they cease to be true and the
- opposite becomes true.
- e) Give as little information about yourself as possible and make surprising moves.
- Having too little information about the opponent makes it very hard to fight against him. Guessing
- wrong can lead to losing precious time or getting one's bonuses spoiled.
- → Make the opponent over- or underestimate your income and the number of your delaying troops
- if possible, and see if you can use that against him.
- → Always deploy troops first that are visible to the opponent, and other troops last.
- → Think what the opponent expects you to do, and do something else if his wrong guess could help
- you. Orient yourself on the above part 5d.
- Example: http://warlight.net/MultiPlayer?GameID=4916239
- Turns 5 and 6, Mannerheim deploys only 6 or 9 troops visibly to the opponents, making them think
- that he has Iceland instead of Britain. This makes it more difficult for them to locate and spoil him.
- Turn 6, Lobostrosity knows that she cannot defend both West Central Russian territories against
- Michael, so she decides to defend the more important one – after all, from Nizhniy Novgorod,
- Jupiter could reach the whole bonus, but not from Udmurtia. Therefore, Michael attacks Udmurtia
- and spoils it with ease.
- Example: http://warlight.net/MultiPlayer?GameID=4237071
- Mannerheim has bad luck with capturing bonuses but manages to win the game by a surprise
- entrance on turn 4. Had he come out of Poland earlier, then Michael would not have wasted troops
- in capturing Scandinavia and West Russia.
- f) Deploy in the dark to make a surprise attack.
- In case the opponent does not know how many defenders you have for a territory, he has to either
- attack with potentially too many troops or risk losing huge amounts of them in a failed attack.
- Example: http://warlight.net/MultiPlayer?GameID=4224463
- Turns 9 and 10, Mannerheim transfers troops from Borneo to Malaysia to defend and to help in
- counterattack. Robespierre expects the first transfer but not the second, and loses Thailand as a
- consequence.
- Example: http://warlight.net/MultiPlayer?GameID=4765266
- Though not originally deployed to surprise, the surprising first-order transfer on turn 8 helps
- Mannerheim to turn the fight in East China from a loss to a win, make a conterattack, and
- consequently win the game.
- GG Strategy Guide: 4/22/2014 02:43:23
- Blortis WarLight Member
- Level 57
- 6. Team Games
- Team games are just like 1v1 games, with a few notable differences:
- 1: If base income is more than 0, then having more teammates means more income.
- 2: If cards are used, then more teammates give more cards.
- 3: Team territories are divided.
- 4: Team income is divided.
- a) Out of 1 and 2 follows that all teammates should be kept alive if possible. Taking base
- income away by elimination is always at least as difficult as spoiling a bonus, so a teammate with 5
- base income is more valuable than a bonus with 5 income.
- b) Out of 3 and 4 follows less flexibility. If the cumulative team income and all team territories
- were united under one player, then that player could deploy all the income on any of the territories.
- Teammates, however, can only deploy a small part of the income on a small subset of territories
- controlled by the team. To increase flexibility, a team should choose one player that gets most of the
- income, as well as territories lying in many parts of the map.
- c) As each player gets less picks, reachability of map is generally a greater concern in team
- games than in 1v1's. To get more flexibility, it is better for each teammate to have at least one pick
- in multiple parts of the map rather than all teammates making picks exclusively in one part of map.
- d) The fact that one teammate can not use the whole team income can be combined with the
- fact that attacking enemies is generally better than attacking neutrals. This gives us a strategy
- of multiple teammates ganging up on a single opposing teammember while ignoring the rest of the
- opposing team. The side with more teammates is likely to have an income advantage and therefore
- can easily capture enemy territories and spoil enemy bonuses. This strategy can be aided with the
- gift card.
- Example Games:
- http://warlight.net/MultiPlayer?GameID=4025413
- http://warlight.net/MultiPlayer?GameID=4044979
- http://warlight.net/MultiPlayer?GameID=3938187
- The wins are greatly attributed to the fact that Michael and Mannerheim ignore one of the
- opponents and create a temporary 2v1 against the other.
- e) As some of the bonuses on a given map are superior to others, multiple teammates should
- pick these bonuses with high priority (i.e. mirror-pick). For example, in the standard Europe
- map, Iceland, Ireland, Denmark, and Norway are so much better than other picks that they should,
- in general, be picked first by all teammates to ensure that the team gets as many of them as possible.
- Example: http://warlight.net/MultiPlayer?GameID=4733386
- Mannerheim, Unknownsoldier and Dunga all pick Denmark, Iceland, and Ireland as first picks.
- Especially Denmark is important as it is both a safe bonus and a first-turn bonus.
- f) There are some situations, though, where complete mirror picking is not called for. First, if
- double-picking by a single player ensures a first-turn bonus better than two players of the same
- team picking one of the territories each. Secondly, assigning certain territories to certain players can
- help each teammate to get picks from different parts of the map, rather than from just one or two.
- Example: http://warlight.net/MultiPlayer?GameID=4733386
- Same game as above. After the initial 3 picks, the players' picks differ as Dunga tries the first-turn
- bonus in West Central Russia, Mannerheim in Norway, while Unknownsoldier is taking other
- important territories. It would make no sense to mirror-pick WCR or Norway.
- GG Strategy Guide: 4/22/2014 02:44:04
- Blortis WarLight Member
- Level 57
- 7. Miscellaneous
- a) Double Threat: Take your army stack to a territory where you get a double border on an enemy
- bonus. Mostly, he cannot guess your next move completely right and will lose the bonus. Another
- way to make a double threat is to make two distinct threats that have to be dealt with during the first
- move. As the moves happen in turns, your opponent cannot get two moves before your first move.
- Example: http://warlight.net/MultiPlayer?GameID=4957325
- Turns 4, 5, and 6, Mannerheim is only one territory away from eliminating Bzox from Asia and
- Africa. The only way Bzox can avoid elimination is to get first move and deploy enough troops to
- the right place.
- b) Reuse of troops: Rather than letting troops sit idly or even be transfered, their maximal
- utilization comes from fighting every turn. For example, when capturing Medium Earth West
- Russia from Moscow, it is better to attack Moscow → Murmansk and Moscow → Ufa first turn,
- then Murmansk → Arkhangelsk and Ufa → Vorkuta second turn. Another option would be
- attacking Moscow → Arkhangelsk first turn and then Arkhangelsk → Murmansk, Ufa, Vorkuta
- second turn. The second option reuses troops less effectively and thus makes it necessary to deploy
- extra troops to the area second turn.
- c) 3v2 vs. 4v2: With 16% luck weighted random settings, attacking neutrals 3v2 may be better if all
- extra troops are needed elsewhere. However, if this is not necessary, it is mostly better to attack 4v2.
- If capturing a bonus depends on the attack's success, then the higher expected value of extra income
- almost makes up for the troop deployed to attack. Also, sometimes failing the 3v2 attack would
- mean giving the opponent vital information about your location while not getting any information
- about him.
- d) With Strategic Medium Earth settings, it is very important that a player gets at least one territory
- in both the South American region and Asia. To secure that, you can make picks #1 and #2 in the
- South American region, and picks #3 - #6 in Asia, or vice versa. Thus you are guaranteed to get
- at least one pick in both regions.
- e) With 3 picks for both players: if you get your #6 pick, then the opponent is guaranteed to have
- your picks #4 and #5. Therefore the pick #6 can be used to spoil picks #4 and #5.
- f) Bottlenecks can be defended with less troops.
- Example: http://warlight.net/MultiPlayer?GameID=3982418
- As the defensive kill rate is higher than the offensive one, attacking between South America and
- West Africa would be suicide. Therefore, both players do well by deploying a part of their income
- in other areas to capture new bonuses.
- g) To get a head start in a Strategic Medium Earth game, you may try to capture two 3-
- bonuses within the 2 first turns, getting thus 11 income afterwards. This has a probability of
- 83% if you can only attack 3 of the relevant territories on 1st turn, but the probability rises to 95% if
- you can attack 4 territories on 1st turn, thus having one extra 3v2 attack on 1st turn.
- You may also try to capture a 3-bonus and a 4-bonus within two turns, thus getting 12 income
- afterwards. Your chances of success are around 29% in any case.
- h) As a rule of thumb, if a territory having X troops (and thus X-1 troops able to attack), attacks a
- territory with X+1 troops, and the attacked territory later counterattacks, then the counterattacker
- is likely to capture the territory by the smallest possible margin. With 16% luck, this applies for
- X<=20.
- h) In games with local deployment, a triple pick in Asia is mostly the best strategy. This is
- because the lack of obstacles and bottlenecks between Asian bonuses makes it quick and easy to
- capture one Asian bonus from its neighbour. Moreover, income coming from other regions cannot
- be deployed in Asia, making bonuses in other regions useless.
- Example: http://warlight.net/MultiPlayer?GameID=5003564
- i) As a rule of thumb: With Strategic Medium Earth settings, if a player picks 3 4-bonuses, then he
- will need all troops within the first 4 moves just to capture the bonuses. Thus, if he attacks
- some territory with 10 troops on 4th turn, then he either has not captured all his bonuses, or he has
- picked smaller bonuses.
- j) In games with 0% luck straight round, attacking with 10*x + 1/3/6/8 troops maximizes the
- utility of troops, as those numbers are rounded up. Attacking with 10*x + 2/4/7/9 troops minimizes
- the utility, as those numbers are rounded down. Defending with 10*x + 5 is ideal, as 0.5 damage is
- rounded up.
- k) With cyclic move order and local deployment, like with Season XII settings, defending is
- particularly easy. First, the attacker cannot deploy income on the battlefield, as his income sources
- are mostly far away from it, and secondly, the defender can count on having a first move every
- second turn, enabling a crushing counterattack on the attacker.
- l) Another consequence of cyclic move order is that coordinating double attacks is easier. If you
- know that you have first move, then you can also count on having your 2nd and 3rd move without the
- opponent getting any move in between and so on.
- GG Strategy Guide: 4/22/2014 02:44:48
- Blortis WarLight Member
- Level 57
- 8. Example games
- Following some interesting example games with short comments to show Warlight strategy in
- action.
- http://warlight.net/MultiPlayer?GameID=4765266
- Surprising transfer on turn 8 changes the course of the game. Also, lobostrosity has expansion
- problems after the triple-pick.
- http://warlight.net/MultiPlayer?GameID=4800626
- After picks, game was completely open. Falker could have won by attacking Pakistan full on 1st
- turn. However, then Mannerheim could have started capturing Scandinavia. Thus, the game was
- partly decided by luck.
- http://warlight.net/MultiPlayer?GameID=4822141
- Turn 5: Cannot afford to lose Australia. Russian bonuses easy to spoil on both sides, so a simple
- exchange is OK. Turn 6: Counted Frank's number of delay troops based on his moves on turn 5.
- http://warlight.net/MultiPlayer?GameID=5056730
- Left both first-turn-bonuses to dreuj in exchange for spoiling his double pick with a single one.
- Income advantage 13-12 after turn 3 so time is playing against dreuj.
- http://warlight.net/MultiPlayer?GameID=4716621
- Attack on Myanmar on turn 1 forces Frank to react somehow. He chooses to blockade Thailand
- which slows down his development. Turn 4: taking the initiative, forcing Frank to react instead of
- acting.
- http://warlight.net/MultiPlayer?GameID=4904257
- Simple strategic advantage, a single pick spoils a double pick. GG.
- http://warlight.net/MultiPlayer?GameID=4803290
- Leaving ftb to Gnuffone, deciding game by a surprise attack. Also noteworthy that Southeast Asia
- ftb was not that great as Middle East has a bad income ratio.
- http://warlight.net/MultiPlayer?GameID=4771835
- Double pick spoiled by single pick.
- http://warlight.net/MultiPlayer?GameID=5106590
- A bit more complicated. West China pick spoils ftb. Attacking West China first turn would still be
- too slow, as Michael would come from Russia and win with income advantage. A risky strategy that
- paid off.
- http://warlight.net/MultiPlayer?GameID=5175823
- Another successful risk-taking. North American bonuses have a bad income ratio. However dreuj
- does not expect Michael to be in North America, so Michael can surprise dreuj and spoil his
- bonuses.
- http://warlight.net/MultiPlayer?GameID=4733386
- After 6 turns, team B has all the safe bonuses and team A has only unsafe bonuses.
- http://warlight.net/MultiPlayer?GameID=4025413
- Turn 3, decision to give up Russia with 50% probability and concentrate on one opponent. One
- player cannot fight well against two.
- http://warlight.net/MultiPlayer?GameID=3938187
- Gifting Argentina on turn 1 or 2 would have resulted in immediate win for team B.
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