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mariogalaxythree
Posted on 12-23-13 04:41 PM Link | #36553
Ok. Here is a thread about a board/online game that is seriously underrated and addicting. The concept of the game is similar to chess, with 8 by 8 board. 8 of the spaces in the middle of the board are water, which you cannot cross. Meaning that you have to attack with your pieces from 3 ways. The middle, left and right. The goal of the game is to capture the enemy's flag. The flag can be defended by using your other 39 pieces to your advantage. There are 40 pieces in total. They all have ranks and names. If a piece of a higher rank attacks a lower rank, it will die. A higher rank will also destroy an attacking lower ranked piece. The only exception to this is the spy. When capturing, you have to reveal what your attacking piece is, and the opponent reveals their defending piece. Now here is what they do.

There is 1 flag. Any piece can capture it, and it cannot move. Once this is captured, the game is over. There are 6 bombs. Any attacking piece that hits a bomb will die instantly. But, the miner (3) can defuse the bombs. Bombs remain until a miner gets to them, even if another piece hits it and dies. Bombs cannot move. There are 8 scouts (2's). These pieces are unique in the fact that they can move any number of spaces horizontally and vertically and attack. Their real purpose is to identify enemy pieces and kill spies/capture flags. They are not meant as offense. In a game where you cannot see your enemy's pieces until you attempt to capture it or identify it with a scout, scouts are very useful. They are very weak though. They can only capture the spy and flag, meaning their best use is to identify a piece before you attack it.

All other mobile pieces can move only one space at a time. The 3's (miners) are special because they can defuse bombs where no other piece can. There are 5 of them. The 4's are the sergeants, and can capture all lower ranked pieces. There are 4 of them. There are 4 Lieutenants (5's), 4 Captains (6's), 3 Majors (7's), 2 Colonel's (8's), 1 General (9), and 1 Marshall (10). The Marshall is the highest ranked piece on the board and can capture any other piece. But it does have one weakness of its own. The Spy. The Spy is the most unique piece on the board. It is the lowest ranked piece on the board being able to be captured by any single piece, but at the same time, it can kill the Marshall. There is only 1, and it is ranked S. It can only kill the Marshall when it is attacking, meaning keeping your spy hidden and secret is of utmost importance. It is recommended to keep it near the 9 or 8's, because the Marshall (10) has a high chance of killing these pieces.

Tips and strategies:

Keep Bombs surrounding or near your flag: This is crucial for beginners and intermediate players, because bombs are the best defense you could ask for. Only Miners will be able to break through your bombs. Keeping pieces near the bombs will prevent miners from getting through, as most pieces can kill the Miner.

Flag in the Corner: This is the most obvious and best protection for your flag. Keeping it in your corner will give the opponent only 2 ways to attack your flag, rather than 3 as if it was somewhere in the middle.

Bomb Bluff: Miners are really important, and keeping them unmoved for most of the game will fool your opponent into thinking your miners might be bombs. This is a very common and effective strategy.

Bomb Cluster Bluff: Keeping a bunch of bombs in an area of the board where there is no flag will fool the opponent into attacking there, when your real flag is all the way on the other side of the board.

Random Bomb placement: This prevents enemy pieces from sweeping through your back rows early on, as miners are very unlikely to do this because of their low rank.

General-Spy: Obvious, but very effective. The Marshall's biggest target is the General (9). He will attack it unguarded. Keeping your spy near it might just allow you to assassinate the Marshall, giving you an advantage because the Marshall is the most powerful piece on the board.

Secret Spy: Using your General (9) to attack random pieces early on might just draw out the enemy Marshall. Keeping your Spy hidden in the second row might just allow you to get your General in a position where the enemy Marshall is right next to your Spy, allowing you to assassinate him.

Piece placement: Miners are a bad idea for the front row. Keeping them in the back ensures their safety, but keeping a couple in the second or third row might not be such a bad idea, because bombs can be identified early on and taking them out earlier might prove to be a key advantage. Scouts can be placed anywhere, but having them in the first row is a bad idea, because they do become very useful mid-game for identifying pieces. 4's and 5's are good choices for the first row. Their use is limited and their rank is low, making them cannon fodder. High ranking pieces and the Spy should be protected, but also be up far enough to allow their support while needed. 8's should be placed more towards the back, to allow key defense later on in the game.


There we have it. Try it yourself at http://www.stratego.com/play/ ! My username is denimence.

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Tahcryon
Posted on 12-23-13 04:53 PM Link | #36559
I have the board game in real life, which is like, 40 years old or something. I never cared about strategies, but I usually put a few scouts up front, and some stronger pieces right behind them. I also like to place bombs up front and Sergeants right behind them, which is a very shitty strategy, I know :P

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mariogalaxythree
Posted on 12-23-13 05:09 PM Link | #36565
Usually Sergeants are best in the front along with Lieutenants and sometimes Captains :P

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