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Rainbooow
Stonemason's Apprentice

Posts: 3
Games: 10
Rank Points: 10
Member since: 2018-Feb-27

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-09 15:02
Hello,

I am quite new to GoT (only 10 games under the belt), but with my group, we felt during most of our games that the game was often too passive and "locked", with some players only playing 2-3 cards in the whole game. Nobody would dare to make a move before the last round(s), because of :
- king bashing if the move would succeed
- inability to make a successful attack, without getting help from another player

The first point is expected (and enjoyable), as this is fundamental to ffa games.
However, the second point is where I feel more frustrated about. This is mainly due to one main design point in the game, which lies in the support mecanism (and the way the map is designed). Most houses have one specific sea where they can put 3 ships, and support from this point most of their territories. This is also the case with lands, albeit less prevalent.
Combined with the fact that this is almost very hard to push forward in an ennemy sea (because you cannot support the fight, while the defender can), I feel like the game often ends in a locked state where attacking a position is incredibly hard.

Is there something that I am missing, and is this feeling disappearing after more games, or is it a general feeling/issue with the game ?

Following that, the proposed variant that we are currently thinking about (but did not have the time to test it yet) is to remove the support token once its used once. Meaning that you could only support one fight per round. This would allows several things :
- make the player really thinks about which fights he wants to support (especially when supporting another player)
- add the possibility to do multiple attacks on the same territories in one round, knowing that the defender will only be able to support the fight once.

What do you guys think about this variant ? And do you think this would affect the balance of the game, and that some houses would be far more impacted by it than others ?
Beornegar
Battle Commander

Posts: 168
Games: 235
Rank Points: 1,230
Member since: 2016-Aug-11

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-09 17:51
To me the game is good as it is. This game is all about diplomacy and scheming, you will have to make allies to win. Yes, it is sometimes hard to conquer some areas that are highly supported and you have to really think and plan your attacks. Just like in real life, you just cannot throw your soldiers in battles without planning first.

I'm not sure what you mean by king bashing, so I can't say anything about that.

About balancing, I think that especially in the first few rounds, Lanni really needs support. With only one support, Gj will destroy him even more easier than normal.
Ser Hodor
Son Of Hodor

Posts: 756
Games: 1,331
Rank Points: 10,054
Member since: 2016-Mar-20

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-09 18:08
I assume king bashing refers to everyone gunning for the leader (the classic case being that GJ wipes out Lanni early on and spends the rest of the game fighting 3v1).

A compromise could be to put a 2nd Web Of Lies card in the deck.  But as Beorn points out, this just makes Lanni's position that much more precarious in the early going.
Rainbooow
Stonemason's Apprentice

Posts: 3
Games: 10
Rank Points: 10
Member since: 2018-Feb-27

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-09 18:14
I am not talking specifically about lanni-greyjoy fight. More about the fact that with how strong supporting is, it really reduces your panel of options.
Example would be : as stark, I may want to fake an attack by putting a march order on a big army in winterfell, and instead of attacking greyjoy, I would attack Bara. In most cases, this will not even be an option, even if Bara did not read it at all, because he will have massive support anyway from blackwater (and maybe even kings landing).
And while allying with someone else (that could raid the support for example) may be doable, in a lot of case, this is not even possible (cf. support in sea of dorne, blackwater, etc. that are unraidable).

And what I mean by king bashing is that even if your attack is successful, this makes you the most powerful player, meaning that people will then all try to attack you. This, combined with the massive investment and planning you need to do to land a successful attack, makes aggressive play quite unrewarding.

Again, maybe its just in our group, but are we really the only ones having played games where most players did not cycle once through their deck ?

EDIT : On the balancing aspect, it may indeed make the lanni-greyjoy fight even more unbalanced, so this may be something to look upon with additional change if we want to try this variant (maybe combining it with the 6-T variant).
Beornegar
Battle Commander

Posts: 168
Games: 235
Rank Points: 1,230
Member since: 2016-Aug-11

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-09 20:45
Support is only as strong as you let it be. I will use Stark-Bara scenario that you mentioned as an example.
Only in very few cases Bara will have more than 4 support power from Blackwater. That's one siege. You could place one siege +1supporting from the Mountains and attack +1 with siege from somewhere else. Combine that with support or raid from your allies gained by good diplomacy. Maybe you even have Valyrian that you have gained by turtling up and farming power. Good luck defending that Stannis...
This is just one example, but it's basically same thing in all those supporting sweet spots that you were talking.
You just have to think every aspect of this game, not just conquering as much castles as fast as you can.

This, combined with the massive investment and planning you need to do to land a successful attack, makes aggressive play quite unrewarding.
Quite an opposite for me, seeing that action what I have been planning for turns comes together and surprises and overwhelms an opponent is very rewarding. I don't think that I would be playing this game if I could gain victories easily.
Zsa
Knight

Posts: 83
Games: 79
Rank Points: 685
Member since: 2017-Sep-01

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-10 16:10
Support is a very strong order by game design. The problem of breaking deadlocks on land was addressed by introducing the siege engine to the game. It gives you a lot of offensive power which is hard to match by the defender.

It is harder to break into someone's sea territory - the only house with no problem at this is Greyjoy, which is also a big reason why they are so powerful. Note that it is NOT supposed to be easy to move into someone else's sea territory. It is, also by design, hard to win sea battles as the attacker on even terms.

Your idea of removing the support order once it has been used one time is an ...interesting idea. It would make for a completely different game, and there might be balance issues, but it could be an idea for a variant. I suspect that it will all but remove the diplomacy aspect of providing support to another player, and it would severely downgrade the power of support orders. I also suspect it would make the game very difficult, if not impossible, for a player that is attacked by more than one opponent.

The last point is why I personally would not be a big fan of this option. Good support placement allows a single player to weather the attacks of two players until the political situation changes or "help" arrives. With this change, that player will get pounded really fast.

So your proposed changed will not solve the problem you are trying to fix... it  will actually make is WORSE, because kingbashing, as you call it, would be much more powerful.
Rainbooow
Stonemason's Apprentice

Posts: 3
Games: 10
Rank Points: 10
Member since: 2018-Feb-27

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-10 16:47
Thank you for the explanation, and indeed, I think we are not using enough siege engine to break deadlocks.
Even tough, I still do not like how prominent support token is - it really reduces quite a bit the panel of moves you can do and the decision making for the defender (put as much boats/units in your unraidable territory, then put a support token on this territory for the rest of the game). It really is frustrating to not be able to attack even with twice more land power, because there are 3 boats supporting it from behind...and if you want to remove those boats, then this is even harder as you first need to win a sea battle.

Even if you can break a defense with the help of SE, this requires so many preparations (and enough luck so that you are on the right place on the bidding tracks, that you have the military advantage, etc.) that your whole mid/late game will be along this specific move. So you are playing a 5-6 hours where you will spent half of the time (or more) planning a single move (with some mock attacks maybe), and this may not even happen depending on the events that are drawn.

But indeed, you are right, and that was one of our fear about the proposed variant : it will make almost impossible to defend a 1v2, even temporarily, which is definitely an issue...
Beornegar
Battle Commander

Posts: 168
Games: 235
Rank Points: 1,230
Member since: 2016-Aug-11

Topic: Is there too much of a defender advantage ? + proposed variant
Posted: 2018-Apr-10 19:36
I think you are way too concentrated on a single territory if you plan for 5hrs how to conquer it. There are always other options, probably even better at that point.

it really reduces quite a bit the panel of moves you can do and the decision making for the defender (put as much boats/units in your unraidable territory, then put a support token on this territory for the rest of the game) I don't know what more experienced players say about this, but to me it's not wise to base your whole defense on that. You have limited muster points and even fewer ships. Doing so means that you have weak front line defenses on sea. Or if you do, you have very little chances to advance without ruining your defenses. And what are you going to do when Web of Lies comes up? You are doomed.
Once again I will use Bara as an example. If you have three ships in Blackwater, that means you will have max three on Shipbreaker. When an opportunity to charge in East summer or Narrow comes up, you will have to forget your support in Blackwater and place march instead. It would be wiser to have two on BW, three on SBB and one on Dragonstone's port. That way you can keep on supporting from BW and march from DS.

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