Finished: 11 AM Sun 07 Nov 21 UTC
DUO duo DUO-3
1 day /phase
Pot: 2 D - Autumn, 1908, Finished
1 excused NMR / regain after 5 turn(s) / extend always
Game won by Scrawdaddy55 (743 D)

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02 Nov 21 UTC Spring, 1901: Hello again. I haven't yet figured out a good strategy on this map.
02 Nov 21 UTC Spring, 1901: So the questions I ask myself:
* Is it good to transform the fleet in Ken/Kat to an army?
* Is it good to build two fleets in year 1?
* Is it good to Aba and Cow / Hel and Con early in the game?
02 Nov 21 UTC Spring, 1901: *yes
*yes (if by year 1, you mean the first build phase you get to choose)
*yes (before you get bogged down)
02 Nov 21 UTC Autumn, 1901: Last game you did those three an won so I'll try them now
02 Nov 21 UTC Autumn, 1901: thats just my humble opinion, do with it as you wish sir
03 Nov 21 UTC Autumn, 1906: no GVP block SOM?
04 Nov 21 UTC Spring, 1907: join Sweeping Victory, It'd be fun to play you on a variant/map in Europe
04 Nov 21 UTC Autumn, 1907: Didn't find it
04 Nov 21 UTC Autumn, 1907: someone already joined it, i should have put an entry code on it
04 Nov 21 UTC Autumn, 1907: this game is such a GRIND there friend haha
06 Nov 21 UTC Spring, 1908: Duo really has an annoying mid game.
06 Nov 21 UTC GameMaster: Red voted for a Concede. If everyone (but one) votes concede the game will end and the player _not_ voting Concede will get all the points. Everybody else will get a defeat.
06 Nov 21 UTC GG sir
06 Nov 21 UTC Well played. You won the mid game.
06 Nov 21 UTC I think the key to this map, is breaking the other players lines, and avoiding your own lines being broken at all costs
06 Nov 21 UTC make use of the "forward retreat" option, if available
06 Nov 21 UTC Yes, you managed to sneak behind my lines.