Devilsmacker
Meta Master
   

Honor the Constitution
Posts: 632
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I have been using the "Captain" lotto since I joined the site. I would say it is moderately effective against poor players, and has mixed results against better players. Essentially, it works this way: Put a captain on one far edge of the board and drive him as far as he will go. In my experience, I almost always get the first piece (usually 7 or 9...sometimes a 6). RARELY a bomb. If he gets taken by a 4 or 3, that is good information, and I follow right behind with my 1. I don't even consider the spy. Most players NEVER spy the flanks. In most cases, your 1 can get a 4 or 3 back if you play super aggressive (and also load that side with a 2 to follow the one). The dream scenario, one which gets you the maximum benefit, is the player whose flank is filled with junk. You can decimate an entire side of 9, 7, 8 and 6 pieces when someone is loading the opposite side. It is rare, but gives you a great piece edge early. So your five can get you a 3 or 4 early if you aggressively play the 1 next. The downside is once the marshall is discovered, you better get going and destroy that side of the board. Bring in the scouts, majors, and a colonel and get hacking. Lotto. You can't screw around. Once the one is revealed, a strong opponent, if his power is centralized or opposite side, is going to start murdering you with his 2. YOU MUST LOTTO, in my opinion, once your 1 is deep in enemy territory and known. Get pieces down there and hack away. That is why my 2 is postioned central or opposite flank sceond row. You opponent should bring his 2 down...and you are waiting. I can use my spy to cover it, or use my spy to cover my other colonel. If you hit a bomb early with your captain, which is not the best, you get early info. One less bomb equals better lotto chances. I often take a 4 or a 5 and then plunge down the other flank. If that gets taken by a higher piece, even more information for you. Yes you are down, but now you have good info. If you hit another bomb, that leaves only 4 left. I generally leave the middle of my opponents position alone. Let him come in and get me I say. I hate games where the opponent clogs the middle with an ever increasing number of hidden pieces. That requires patience to play and I do not have any. If I was to strike the middle, one really odd strategy is to plunge a 3 in. It is suicide, but you get some great info really early, and must take advantage of it. Another strategy with the middle is to send an ever increasing number of bluffs forward after you lose the three (like scouts and such) to gain even more info). That is why many opponents close the middle. with no entry points...removes a 7 or 9 bluff. A final suicidal strategy is the general lotto. Take that fruitcake with his silly hat and send him hacking into the middle...and then go left or right. Odds of death? Probably 50/50. But you might avoid the 1, wipe out a front row side, and gain an early piece edge. Of course, you could also hit a bomb, which sucks. but it sure is fun. Kind of like betting snake eyes at the craps table. Alcohol helps with all of these strategies. Blurs the lines of loyalty you have to your pieces, and makes it easier to send them to die. At the end of the day, I like an aggressive, balls-out approach. Bluffing and shuffling make the game less exciting. However, only a few players can really play this way effectively, and against top 10, ultra aggression is not going to work but in a rare instance. Ghostface, Commish, Khopioki are a couple of guys (i'd like to put myself in their class, but not really) who play this way, and they have a knack for playing well even when down. THey use lotto skillfully.
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