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		<title><![CDATA[Latest topics for the forum "Strategy Talk"]]></title>
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		<description><![CDATA[The newest discussed topics in the forum "Strategy Talk"]]></description>
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				<title>Should blue pack it in?</title>
				<description><![CDATA[ <a class="snap_shots" href="http://weewar.com/game/391397" target="_blank" rel="nofollow">http://weewar.com/game/391397</a><br /> <br /> For the record, I posted this at round 29]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/2385/24841.page</guid>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 21:58:49]]> GMT</pubDate>
				<author><![CDATA[ Gary_the_Barbarian]]></author>
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				<title>landing craft, why aren't there any? or did i just miss something.</title>
				<description><![CDATA[ So i was wondering. I've seen a lot of maps with island hopping based battles, but i cant seem to figure out how to get my units across the water. am i just missing something here? please help. :?:]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/2223/23695.page</guid>
				<link>http://weewar.com/forum/posts/preList/2223/23695.page</link>
				<pubDate><![CDATA[Fri, 14 Oct 2011 06:08:30]]> GMT</pubDate>
				<author><![CDATA[ eraticationater]]></author>
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				<title>RRSSSTT - This is my theory of Weewar Winningness</title>
				<description><![CDATA[ This is my theory of Weewar Winningness<br /> <br /> RRSSSTT - Range, Repair, Squat & Snipe, Suck, Terrain, Type<br /> <br /> Range - Stay out of range and hit from out of range. Study Napeleon's use of artillery.<br /> <br /> Repair - Pull back and repair, also could be Recycle freshened units back to front after pulling back damaged units for repair.<br /> <br /> Squat and Snipe - Squat enemy bases with strong defensive units wherever possible. They expend valuable energy and strength attacking to win back the base in order to be able to build again. Also Snipe enemy bases with artillery whenever they clear you out and build new units, wherever you can protect your artillery to do that. Re-squat with full strength Trooper or Heavy Trooper if possible.<br /> <br /> Suck - If you're under pressure, suck your enemy deeper into your territory where you can regroup and envelop.  <br /> <br /> Great example of Suck : Think Hannibal's destruction of two Roman Armies totalling around 86,000 (killing around 70,000 and dispersing around 16,000 soldiers) at Cannae with his forces numbering around 56,000. Widely cited and studied as one of the definitive winning battles of history. [url]http://en.wikipedia.org/wiki/Battle_of_Cannae[/url]<br /> <br /> Terrain - Always take a terrain advantage wherever possible, never attack from a terrain disadvantage; retreat is preferable.<br /> <br /> Type (of units) - Always use the right type of units in the right combinations, this relates to range too... hit with a ranged unit first, or an air unit; basically hit with any unit that won't take damage from attacking, to get first gang-up bonus before committing the strongest direct assault unit available<br /> <br /> I developed this theory while fighting back from 8 bases to 12 down on a map called PanzerGeneral.  [url]http://weewar.com/map/50824[/url]<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1446/22189.page</guid>
				<link>http://weewar.com/forum/posts/preList/1446/22189.page</link>
				<pubDate><![CDATA[Thu, 24 Mar 2011 12:01:15]]> GMT</pubDate>
				<author><![CDATA[ entregreeneur]]></author>
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				<title>Light naval units' attack order.</title>
				<description><![CDATA[ As a general rule, do you use light naval units (hovercraft and speedboats) to weaken enemy heavy units before attacking with your heavy units? Or do you use the light units to finish off weak heavy units?<br /> <br /> I used to attack with light units first. This may lighten the damage taken by your heavier units and gives a bonus to the stronger attack. <br /> Nowadays I use them to finish off an attack. That way there's a chance that the opponent needs to waste two attacks to destroy them, and also they may remain strong enough to deal damage again next turn. I figure this to be more advantageous than the conservation of the heavier units. And it doesn't usually matter which unit gets the gang-up bonus.]]></description>
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				<link>http://weewar.com/forum/posts/preList/1443/22153.page</link>
				<pubDate><![CDATA[Tue, 15 Mar 2011 00:41:14]]> GMT</pubDate>
				<author><![CDATA[ Juffe]]></author>
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				<title>I'm the yellow player in this map, any idea how to turn back the tide?? </title>
				<description><![CDATA[ <a class="snap_shots" href="http://weewar.com/game/277780" target="_blank" rel="nofollow">http://weewar.com/game/277780</a> :roll: <br /> My team player is the purple guy, how do we change our strategy in order to win? <br /> <br /> Any suggestions?<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1436/22078.page</guid>
				<link>http://weewar.com/forum/posts/preList/1436/22078.page</link>
				<pubDate><![CDATA[Sun, 27 Feb 2011 16:30:22]]> GMT</pubDate>
				<author><![CDATA[ Movida]]></author>
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				<title>Any idea on how to win in this map? :)</title>
				<description><![CDATA[ <a class="snap_shots" href="http://weewar.com/map/52644" target="_blank" rel="nofollow">http://weewar.com/map/52644</a>]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1435/22071.page</guid>
				<link>http://weewar.com/forum/posts/preList/1435/22071.page</link>
				<pubDate><![CDATA[Sat, 26 Feb 2011 07:48:42]]> GMT</pubDate>
				<author><![CDATA[ Movida]]></author>
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				<title>Idea: Instructional Maps</title>
				<description><![CDATA[ Not sure if this has happened already but reading through various strategy talks has gotten me thinking...<br /> <br /> We should have several copies of popular maps made with pre-placed units to facilitate general (and possibly incredibly detailed) discussion of strategy.  One could even set up a clone of a "tough point" in a certain game and use it as a reference for how to evade/counter a certain tactic that was experienced.  I don't imagine it would be too time consuming and as a visual learner myself, images work much better than words.<br /> <br /> Just an example I whipped up while thinking about this... <a class="snap_shots" href="http://weewar.com/map/52950" target="_blank" rel="nofollow">http://weewar.com/map/52950</a><br /> Not actually thought through for content, but...<br /> <br /> Pretend this was a situation in an actual game, you're Red, it's your turn, what do you do?<br /> <br /> The answers to this could be instructional for (mostly newer, in this case) players.  More complex situations would have more intricate discussions accordingly.<br /> <br /> What does everyone think?<br /> <br /> ]]></description>
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				<link>http://weewar.com/forum/posts/preList/1425/21975.page</link>
				<pubDate><![CDATA[Wed, 2 Feb 2011 22:11:13]]> GMT</pubDate>
				<author><![CDATA[ DodgerH2O]]></author>
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				<title>wide side of the wedge + path to victory </title>
				<description><![CDATA[ howdy weewarriors,<br /> <br /> just killing some time this morning on a restricted wee-visit, but it looks like Kain nor Rosie are actually on to respond to my call, so I was reading some old map stratgey posts and found a gold nugget from Stirling that I hadn't seen before:<br /> <br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/893.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/893.page</a><br /> <br /> There is some elaborate discussion of specific maps, including an excellent strategic breakdown of how to play Aruba.  But the best lessons are found in his more general discussion of "the wide side of the wedge" and paths to victory.<br /> <br /> a lovely little snipit that brings the two concepts together:<br /> <br /> "Find the best path to victory. It is the one that has the most advantages or the most advantages that can't be countered or negated in full or in part. Wedges can be won using a high level of aggression or step by step domination. And also realize that the best path to victory is situational and can shift over the course of a single turn or with a single build." <br /> <br /> For a collection of lonks to different kinds of strategy posts for newcomers and veterans, check this out: <a class="snap_shots" href="http://weewar.com/forum/posts/list/1277.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/1277.page</a><br /> <br /> "You must take your opponent into a deep dark forest where 2+2=5, and the path leading out is only wide enough for one."<br /> Mikhail Tal<br /> <br /> ]]></description>
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				<link>http://weewar.com/forum/posts/preList/1420/21894.page</link>
				<pubDate><![CDATA[Mon, 24 Jan 2011 11:39:41]]> GMT</pubDate>
				<author><![CDATA[ McMonster]]></author>
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				<title>Artillery</title>
				<description><![CDATA[ Ever since I came back from my 'break' I have been using artillery in every map.  A lot of artillery.  I place it well, too.<br /> <br /> I saw an immediately jump from mid-1500s to high 1600s, and I'm playing some good players.  I have never put a lot of stock in artillery but allow me to raise a glass to the field guns.  They really change the map.<br /> <br /> Newbies: Use artillery.  It works.  It's unstoppable.]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1405/21790.page</guid>
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				<pubDate><![CDATA[Tue, 4 Jan 2011 02:49:36]]> GMT</pubDate>
				<author><![CDATA[ Warmaker]]></author>
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				<title>Hvy Troopers 150pts?</title>
				<description><![CDATA[ Maybe I just have not figured them out but 150 points for a Hvy Troop really seems kind of steep. When a raider for 200 does it all better except move in a hill. I'm thinking they should be 100 maybe 125?]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1394/21735.page</guid>
				<link>http://weewar.com/forum/posts/preList/1394/21735.page</link>
				<pubDate><![CDATA[Mon, 20 Dec 2010 21:33:54]]> GMT</pubDate>
				<author><![CDATA[ Bloodaxe_999]]></author>
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				<title>Comon Beginers Mistakes</title>
				<description><![CDATA[ Just thought It would make sense to put down some of the mistakes that new players make. Oh and I'm a beginner<br /> <br /> 1] Thinking Airfields and Ports give income. (I was pretty sure they didn't but asked)<br /> <br /> 2] Thinking tanks can capture Bases, Ports, Airfields. (common of jump right inners)<br /> <br /> <br /> What are the others?]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1393/21726.page</guid>
				<link>http://weewar.com/forum/posts/preList/1393/21726.page</link>
				<pubDate><![CDATA[Sat, 18 Dec 2010 04:04:41]]> GMT</pubDate>
				<author><![CDATA[ Bloodaxe_999]]></author>
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				<title>Air Base income?</title>
				<description><![CDATA[ Sorry I can't seem to find the rules anyplace looked at noob guide not there. Do Airbases give income?]]></description>
				<guid isPermaLink="true">http://weewar.com/forum/posts/preList/1381/21641.page</guid>
				<link>http://weewar.com/forum/posts/preList/1381/21641.page</link>
				<pubDate><![CDATA[Sat, 20 Nov 2010 02:47:54]]> GMT</pubDate>
				<author><![CDATA[ Bloodaxe_999]]></author>
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				<title>Small Maps few Towns?</title>
				<description><![CDATA[ I'm almost wondering if this belongs in Map Making. I like a fast game. So seems like a small map is the right choice. But on small map few towns the guy that gets one town ahead. Given that the players are even close in skill. The guy that gets ahead is going to win if he keeps ahead more than 1 turn. Or so it seems to me. <br /> <br /> Is there an X number towns to map size that will allow for more of a contest even if one guy gets ahead early? I'm thinking along the lines of 4 towns held vs 5 towns held 5 has got to win after very few turns of lead, right?<br /> <br /> So the solution seems to be maps that make it impossible for 1 guy to get ahead before x turns. If there is going to be much development of a battle beyond a death march for the side that is down.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 17 Nov 2010 20:27:58]]> GMT</pubDate>
				<author><![CDATA[ Bloodaxe_999]]></author>
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				<title>Wee-Strategy Links and Discussion</title>
				<description><![CDATA[ A lot has been said by a lot of weewarriors about a number of strategic issues in the forum threads already. So I thought I would create an annotated listing of some of the best, IMHO, existing discussions and debates (there may be many more in the older tangler threads <a class="snap_shots" href="http://www.tangler.com/forum/weewar/topics/," target="_blank" rel="nofollow">http://www.tangler.com/forum/weewar/topics/,</a> but I haven't mined those yet).  <br /> <br /> And while I'm at that act of consolidation, I might as well post the links for Pluto's weewar battle simulator (a little out of date, but still very helpful for newcomers): [url]http://pbs.weewarspy.co.uk/[/url] (shout out to Daithi for keeping that one alive by hosting it!)<br /> <br /> The Weewar wiki where lots of info on a variety of topics is gathered: <a class="snap_shots" href="http://weewar.wikispaces.com/" target="_blank" rel="nofollow">http://weewar.wikispaces.com/</a><br /> <br /> And don't forget about the specifications page: <a class="snap_shots" href="http://weewar.com/specifications" target="_blank" rel="nofollow">http://weewar.com/specifications</a> <br />    <br /> OK, here's the list of strat threads:<br /> [b]<br /> 1) Po's The Newbie's Guide to Weewar[/b] isn't really about "strategy", but rather it's an illustrated intro for new players.  A little out of date, but well worth highlighting here: <br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/132.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/132.page</a><br /> [b]<br /> 2) Strategy 101: Material and Position[/b] - I'd say this is an excellent starting point for understanding wee-strategy at its broadest level: <br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/694.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/694.page</a><br /> <br /> As VdM says in his post, <br /> <br /> [quote=VdM] These concepts are all applied (consciously or not) by the best players, and are among a repertoire of tricks used in developing strategies. If you're sure you're not applying them, you can definitely improve your gameplay by doing so.[/quote]  <br /> [b]<br /> 3) One on One strategies[/b] - This thread focuses on non-pro unit strategies for a particular map, but what I find most interesting in it are GD's comments about patience and deception and Stirling's comments at the end where he really lays out a model for how one should be thinking ahead about your strategy for any map/game: <br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/462.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/462.page</a><br /> <br /> I like this in particular, <br /> <br /> [quote=Stirling]<br /> So yeah. patience. deception. playing to the opponent. playing with the opponent's mind. gaining the military advantage you need in order to break through. The last is thee requirement. The rest is how you got it.[/quote]<br /> <br /> [b]<br /> 4) Optimal Strategy[/b] - While I am on the topic of Stirling's strategic genius, I ought to add a link to this thread.  There really isn't anything of much interest until you get to page 2 of the thread when he drops a bomb, using the immune system as a metaphor for weewar strategy.  I won't go any further except to say that it's a must read: <br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/15/17.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/15/17.page</a><br /> <br /> [b]5) Unit usefullness classification[/b] - I'm not sure that this thread would strictly qualify as a strategy discussion, but it is a very informative and wide ranging debate amongst a diversity of weewarriors on the value of different kinds of units in different situations.  What may push it into the strategy zone is Jeye's move to suggest classifying units by usefulness categories:<br /> <a class="snap_shots" href="http://weewar.com/forum/posts/list/965.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/965.page</a><br /> <br /> [b]6) Wide side of the wedge and path to victory[/b] - another gem from Stirling.  Not only elaborates these key concepts, but gives the best strategy breakdown for a single map (Aruba) I have read in the forums: <a class="snap_shots" href="http://weewar.com/forum/posts/list/893.page" target="_blank" rel="nofollow">http://weewar.com/forum/posts/list/893.page</a><br /> <br /> ...<br /> <br /> Please feel free to add your thread suggestions, or to use this as a springboard for new strategy discussions.  Hopefully we can start having more of these kinds of collective chit chats!]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 02:12:10]]> GMT</pubDate>
				<author><![CDATA[ McMonster]]></author>
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				<title>Countering Destroyers in a low-income matches</title>
				<description><![CDATA[ Does anyone know of a cost efficent way to deal with destroyers? <br /> <br /> I have several games in which I am besiged by the damn things, but don't have the income and turns to wait to start dealling with them. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Apr 2010 23:53:35]]> GMT</pubDate>
				<author><![CDATA[ EinhanderZ]]></author>
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