HItest88 Guild Page

The following page has information for HItest88 Guild Members:

First let me say that I trust all of you to do what you think best. So, none of the items below are intended to be"fiat commands". They are merely suggestions based on past experience and may not always be applicable.

Please feel free to use your own discretion as a War (or Round) progresses.

In particular it will have information regarding how I will indicate to eramosat what cells that I hoping that they can support taking in each Round. If "eramosat" is available. I will also list a few idiosyncrasies that I ex[ect that you will notice. I will explain each one so that you understand that there is a method to what appears to be questionable playing strategies.

Keep in mind that I hope to maximize our score each War, by trading cells with the opponent Guilds. Hence, with very Rare exceptions, (maybe 1 or 2 times each season) I will not defend any of our cells until Round 8 or 9. But even very rarely in Round 8. But Round 9 yes. Every point counts.

First I few Terms that I will use below:

I use numbers for specific cells as they appear in the 6x6 matrix. The top row is 11 thru 16 and the bottom Row is 61 thru 66.

"X" is the Marauder strength for the current War we are fighting and will change over time as the Guild members change or strengthen their teams or Guild Bonuses are purchased.

"Center Cell(s)" is self explanatory but refers to the center 4 cells where a Color Bonus is applicable. (33, 34, 43, 44)

"Tower Cell(s)" is the for the 4 Towers where Color Bonus also applies. (22, 25, 52, 55)

"Center Access Cells" are the 8 cells that are adjacent to each a Center Cell, and also a Tower Cell, a Center Access cell and a home cell. (23, 24, 32, 35, 42, 45, 53, and 54).

"Corner Cell(s)" refers to the 4 corners. (11, 16, 61, and 66)

"Home Cell(s)" refers to the other 16 cells 4 are for each of the 4 Guilds in the War.

"ROI" stands for Return On Investment (ROI). Simply put spending 5,000 troops to take a Home Cell, has the same ROI as spending 10,000 Center Access cell, which has the same ROI as spending 20,000 troops to take a Tower, which has the same ROI as spending 40,000 Troops to take a center cell. (But of course this does not take into account the Color Bonuses that are available for the Tower and Center Cells. So, the True ROI given above is much greater for the Tower and Center Cells if you are sending troops that get the color Bonus. For each of the examples above (not including possible color bonuses values) your ROI is 240 Points for each 5,000 troops.

Since you do not appear to be interested in direct communication which I totally get..... Here is how I will indicate to you, what cells that I am hoping that you can assist taking each round. I will only do this for cells where there are troops counts (either Marauder or Opponent Guilds) that are around 1/2 "X" or more. I will place a token troop there, probably less than 500 strength. That will help you identify the cells since there will be a blinking Red light on the cell. If you are not available, that will not normally be an issue, someone else will cover the cell. Keep in mind this troop may be placed there fairly early, even in Main Phase. So, I might place a 500 strength troop on a cell with 15,000 opponent troops strength there. But, the opponent Guild may reinforce it to 70,000 where it is no longer worth taking the cell. Especially if it is Round 3 or 6 and the Cell troop strength will be cut in half. So, do not place troops on a cell, that you do not think we should be taking in a particular Round. (ie. Use your own discretion.) If I really feel we need to take the cell, it will be taken. Do, not feel that you are limited to the cells that I have indicated that I hope you can help with. Feel free to attack any other cell, that you feel we should take.

NOTE: There may be cases where I do not want to take a cell from an opponent. Example: There is a center cell that an opponent holds. It is that opponents only access be able to attack other center cells. If I do not see them attacking during the Prep Phase, I may (or may not) be willing to wait another Round to see if one of their Guild teams shows up in the next Round and attacks to take center cells from us.

I.E. I may be willing to Risk not getting 480 points by waiting a round to take the cells against the possibility of getting 960 in the Round after next if they take one of the adjacent center cells. (Or even 1920 if they take both of them.) But of course this would be under the assumption that we would be able to take those cells back from them. But as soon as I see them send the troops to take one of the other center cells, or even one of the adjacent center access cells, then I will free to take the cell from them.

War 1 Round 9 Troop Counts for your information

Troop Counts for for the 14 Cells that we can attack in Round 9:

11 - 3735 (Y)

23 - 1830 (Y)

32 - 3050 (Y)

34 - 650 (Y)

35 - 3110 (R)

41 - 19995 (Y)

43 - 3935 (R)

46 - 6010 (R)

52 - 5200 (R)

54 - 4060 (R)

56 - 7335 (R)

61 - 5215 (Y)

64 - 6190 (R)

65 - 3360 (R)

War 1 Round 6 Results and Round 7 Plans

Yellow only attacked 2 cells in Round 6. 43 and 52. Other troops they sent out were only for defending the 3 center cells that they held. Unfortunately, I could not let them do so successfully. I am hoping here in Round 7 they will get back to attacking cells.

Red did not really attack in Round 6. Now that they Plague has halved their troop counts, it might make sense to start attacking the cells that they hold. But unless they attack, I want to leave them access to some high scoring cells to attack in Round 8. But if they do successfully attack here in Round 7. Then I may speed up the process of taking their existing cells.

Red and Yellow have over the last 3 Rounds brought down the Troop count that Blue had on 25. So, now it is just 100K. So, as soon as I see what Red and Yellow are doing here in Round 7. I may set the Flag on 25 and start sending troops there. If you have any 7-card Blue sets, and want to contribute feel free to do so, once the Flag is set and I have started sending troops.

If Yellow attacks here in Round 7, then we can take their remaining 2 cells for the score.

War 1 Round 4 Results and Round 5 Plans

I think we got all but 1 of the cells that we attacked in Round 4. That cell being 45. Unfortunately for our scoring opportunities, Red went over board reinforcing some cells that they held and some cells that they were attacking. So, I had to reinforce several attacks. As you noticed, Yellow also did some reinforcements of their cells. But at a much more reasonable level. Also, I do not know if you noticed or not, but I actually reinforced to defend a cell. That cell was 54 that Red and Yellow both attacked, but Red actually reinforced their attack there. I decided that it was not reasonable to try to overcome Red on 45, 56, or 65. So the most cost effective means of keeping contact with 55, was to reinforce 54 at the end. Red has definitely been a lot more aggressive than I expected them to be. Much of that excessive troop deployments has been to cells without any color bonuses. So, at this point, I am planning on wearing Red down on cells that have the color bonuses where we should have at least a 50% color bonus above what they have.

So, now you have seen a case for defending a cell early in a War. In this case it was for strategic purposes. It gave us access to 55 in Round 5, that I thought was important, both for scoring reasons and so that I could drain Red of some troops in Round 5 and to give them an additional opportunity to over commit troops to take back 55 in Round 6 (assuming we take it in Round 5). So maybe they can lose some additional troops to the plague.

I am risking spending too many troops against Red and that could leave us vulnerable to Yellow in the later Rounds. But I believe that this is the Way we need to go.

If you have some 7-card Dark sets and 7-card Green sets then be ready to send them to 52 and 55 if I start attacking there in Round 5. I will not start, until I see what Red is doing though. They may send massive troops to 34 and 44. I just do not know what I will do for sure in Round 5 until I see what Yellow and Red are doing at the start of the Prep Phase of Round 5.

Troop Counts for Round 5:

12 - 120 (Y)

14 - 315 (Y)

21 - 0 (Y)

23 - 10715 (Y)

25 - 234335 (B)

32 - 3250 (Y)

35 - 145 (R)

41 - 0 (Y)

43 - 27530 (Y)

45 - 72485 (R)

46 - 10505 (R)

52 - 104735 (R)

53 - 61140 (R)

55 - 101870 (R)

56 - 76295 (R)

64 - 4465 (R)

Season 18 War 1 Beginning Analysis

I do not have much information on our opponents for War 1:

But we have seen Red 2 or 3 times and know what their MO is by now. Blue may be a pretty well played Guild, but I have no details. Because we are caught between the 2 of them, we will have to be a little careful to begin with. But we have spent enough Medals from season 17 to have a sizable Bonus advantage on any color Bonus cells.

Red - eramosat - We know that this guild is somewhat sporadic in their troop placements, but they do participate most rounds. Hopefully we can use them to help run up the points. But they are no threat to win the War against us.

Blue - lberos - I do not believe that we have faced them before. I do not know how they finished up in Season 17. However, their name is familiar to me. I believe that they have finished in the top 100 for a season before. So, they may be our biggest competition for this war. At least here in Round 1, I plan on sniping 55 from them at the very end. It is too early to tit-for-tat. So, I plan on taking 55 with a last second snipe.

Yellow - Jeesguild - I have no information at all with this Guild. I do not know how they finished up Season 17. They are across from us, so I am not even going to speculate on them. We will let the War tells us more about them.