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Offline Calindu

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg420376#msg420376
« Reply #48 on: November 04, 2011, 02:07:05 pm »
Hmm.. It seems the event card is not entirely compulsory. I suggest that this to be included in the clarification part if this event card will be used in the next war.
It should be compulsory. All non-UW teams should have added 60 cards to their Vaults. If they didn't, there was probably a penalty involved, or it was an error.
Err.. Team life took only 51 cards and no penalty issued. On the other hand, I might be missing something else here.
Anyways, I'll just wait for the warmasters to respond.
Team life made a mistake.
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Offline kevTopic starter

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg420383#msg420383
« Reply #49 on: November 04, 2011, 02:18:21 pm »
Err.. Team life took only 51 cards and no penalty issued.
I see your point, suxerz.  We could've included the text "up to."  That wasn't the intention of the card and it's hard to prepare for every possibility.  With regard to Team Life, they made a mistake and it seems a little crazy to penalize a team for penalizing themselves.

Since the 60-card bonus occurred before seeding it'd be pretty difficult for a team to "game" their next round vault to reduce the number of matches they'll play.

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg420522#msg420522
« Reply #50 on: November 04, 2011, 07:12:11 pm »
Hmm.. It seems the event card is not entirely compulsory. I suggest that this to be included in the clarification part if this event card will be used in the next war.
It should be compulsory. All non-UW teams should have added 60 cards to their Vaults. If they didn't, there was probably a penalty involved, or it was an error.
Err.. Team life took only 51 cards and no penalty issued. On the other hand, I might be missing something else here.
Anyways, I'll just wait for the warmasters to respond.
Team life made a mistake.
:(
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Offline plastiqe

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg420585#msg420585
« Reply #51 on: November 04, 2011, 09:36:00 pm »
The warmasters must have had some stress taking in the opinion of the people or they were really smart about what was going to happen..
Smaller starting Vault and heavy reinforcements (right before UW shows up) were the plan from day one. This makes much more sense because more cards means better chance for losing teams to get back into the game. That 12 cards we used in previous War, was pretty useless.

Originally Reinforcements were 48 cards, but the plan was to increase/decrease that number if needed based on what the current Vault situation was. I decided to increase the number to 60, which is two full decks, a good elementsy number, and put UW almost right in the middle (and slightly below average when looking at the average Vault count).

This is not something you need to be "really smart" about, it's just simple math. The reason why we had so many "UW will auto-win!" posts, is that players didn't know about Scouting and Reinforcements, both of which made big changes to Vault numbers. I tried to tell them that they do not have all the facts. :)
If that was the plan from the beginning then I guess I just don't like the plan.  Emphasis should be on building a strong vault in the beginning, when there are hard choices.  Take for example a counter card like Black Hole, is it worth spots in a starting vault to eventually be used against Team UW?  Those kinds of strategic decisions are nullified when you have a lame 60 card reinforcement midway through the war.

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg420632#msg420632
« Reply #52 on: November 04, 2011, 11:12:35 pm »
The warmasters must have had some stress taking in the opinion of the people or they were really smart about what was going to happen..
Smaller starting Vault and heavy reinforcements (right before UW shows up) were the plan from day one. This makes much more sense because more cards means better chance for losing teams to get back into the game. That 12 cards we used in previous War, was pretty useless.

Originally Reinforcements were 48 cards, but the plan was to increase/decrease that number if needed based on what the current Vault situation was. I decided to increase the number to 60, which is two full decks, a good elementsy number, and put UW almost right in the middle (and slightly below average when looking at the average Vault count).

This is not something you need to be "really smart" about, it's just simple math. The reason why we had so many "UW will auto-win!" posts, is that players didn't know about Scouting and Reinforcements, both of which made big changes to Vault numbers. I tried to tell them that they do not have all the facts. :)
If that was the plan from the beginning then I guess I just don't like the plan.  Emphasis should be on building a strong vault in the beginning, when there are hard choices.  Take for example a counter card like Black Hole, is it worth spots in a starting vault to eventually be used against Team UW?  Those kinds of strategic decisions are nullified when you have a lame 60 card reinforcement midway through the war.
Round 4 event card=pack black holes for UW everyone!

Offline TStar

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg421585#msg421585
« Reply #53 on: November 06, 2011, 07:10:13 pm »
Seems the cutoffs for deck numbers aren't very well considered either.  UW going 2-6 or worse forces a situation where 1-2 suicide decks will be played since they are exactly at the minimum deck cutoff number and with such a tiny initial vault of extra cards (max 24 unplayed cards in Round 4) they don't have the built in flexibility factor teams with large initial vaults do to deal with this.  It seems that if UW has a tough opening round they are given the double penalty of forcible suicides:

0-8 UW has 72 cards and plays 2 decks using all but 12 Vault cards if using 30 card decks
1-7 UW has 102 cards and plays 3 decks using all but 12 Vault cards if using 30 card decks
2-6 UW has 132 cards and plays 4 decks using all but 12 Vault cards if using 30 card decks
3-5 UW has 162 cards and plays 4 decks where they will have 42 Vault cards unused if using 30 card decks
4-4 UW has 192 cards and plays 5 decks where they will have 42 Vault cards unused if using 30 card decks
5-3 UW has 222 cards and plays 6 decks where they will have 42 Vault cards unused if using 30 card decks
6-2 UW has 252 cards and plays 7 decks where they will have 42 Vault cards unused if using 30 card decks
7-1 UW has 282 cards and plays 8 decks where they will have 42 Vault cards unused if using 30 card decks
8-0 UW has 312 cards and plays 8 decks where they will have 72 Vault cards unused if using 30 card decks

Something seems to be not quite right when you are basically double punishing a team for having a bad opening round by forcing them to suicide 24-48 more cards the next round instead of having time to use conversions to recover like 3-5 or better could.
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Offline Sevs

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg421631#msg421631
« Reply #54 on: November 06, 2011, 08:57:32 pm »
Seems the cutoffs for deck numbers aren't very well considered either.  UW going 2-6 or worse forces a situation where 1-2 suicide decks will be played since they are exactly at the minimum deck cutoff number and with such a tiny initial vault of extra cards (max 24 unplayed cards in Round 4) they don't have the built in flexibility factor teams with large initial vaults do to deal with this.  It seems that if UW has a tough opening round they are given the double penalty of forcible suicides:

0-8 UW has 72 cards and plays 2 decks using all but 12 Vault cards if using 30 card decks
1-7 UW has 102 cards and plays 3 decks using all but 12 Vault cards if using 30 card decks
2-6 UW has 132 cards and plays 4 decks using all but 12 Vault cards if using 30 card decks
3-5 UW has 162 cards and plays 4 decks where they will have 42 Vault cards unused if using 30 card decks
4-4 UW has 192 cards and plays 5 decks where they will have 42 Vault cards unused if using 30 card decks
5-3 UW has 222 cards and plays 6 decks where they will have 42 Vault cards unused if using 30 card decks
6-2 UW has 252 cards and plays 7 decks where they will have 42 Vault cards unused if using 30 card decks
7-1 UW has 282 cards and plays 8 decks where they will have 42 Vault cards unused if using 30 card decks
8-0 UW has 312 cards and plays 8 decks where they will have 72 Vault cards unused if using 30 card decks

Something seems to be not quite right when you are basically double punishing a team for having a bad opening round by forcing them to suicide 24-48 more cards the next round instead of having time to use conversions to recover like 3-5 or better could.
But how is this any different than any other team with similar amounts of cards?
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Offline TStar

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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg421635#msg421635
« Reply #55 on: November 06, 2011, 09:09:37 pm »
Other teams have at least 2 full rounds of conversions they can make before being forced into a suicide situation.  UW has 1 round, that's the difference.
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Re: War #4 - Round 4 https://elementscommunity.org/forum/index.php?topic=33101.msg421639#msg421639
« Reply #56 on: November 06, 2011, 09:14:53 pm »
Other teams have at least 2 full rounds of conversions they can make before being forced into a suicide situation.  UW has 1 round, that's the difference.
ok so a team has been knocked down to 264 cards, Regardless of how they got there they go 2-6 the next round. How are they in a better position than you guys? everything you stated about UW there applied to them that round.
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