CFB Risk Day 34 - Underneath the Bunker
College Football Risk for Dummies*
(1) If you want an order aligned with Michigan’s current battle plan before you attack/defend, go to Michigan Risk Central Command. You'll get a few options to choose from.
(2) If you identify as a rogue, head over to CFB Risk and attack any of the OSU (gray) or A&M (dark red) territories. More specific rogue targets are listed below in “Update from the Bunker”.
*If you saw my undergrad transcript, you’d know I need a guide for dummies.
Fear not Wolverines, the big brained engineers, stats gurus, quants and game theory folks are stationed in the tunnel (NTT) of our maize & blue bunker cooking up the strategy and tactics for you. The LS&Play guy only has clearance to draft some verbiage for the game updates. That said, I’ve seen the math and the math checks out.
Update from the Bunker
Those Who Stay . . . We still have the most players by a wide margin (1123 Murderwolf v 686 Brutus). However, we lost 75 good soldiers last night and need you, your friends and your family back to yellow the fields where ripens the grain. We lost a region, but so did the Aggies and anOSU. A&M still holds three (3) regions which multiplies their star power by 2.5x.
As with actual college football, Michigan has proven to be a second half team. Although at a slight power disadvantage with the loss of a region, growth in our forces will continue to allow us to run whatever tactic we choose, announce it to all of CFB Risk and they still won’t be able to stop us . . . just like your favorite football team showed us last season.
Bust the Bunkers, aka Aggie Regions – If we can break up a few A&M regions, we’ll have our own Alamo remembrance to celebrate. One of these regions is actually named The Republic of Texas. If you’re a rogue in need of a specific territory to attack, point your missile launcher at any territory in this target area.
However, if you’re a believer in defense wins championships, Make a Mikey Sainristil Play Today – #BeatOhio
As I head back through the tunnel (NTT) to our bunker, I leave you with some lyrics of my favorite band of all time. If my orders from Michigan Risk Central Command are to attack their hometown, I’ll leave a spot for R.E.M. in Athens when I place my move at CFB Risk.
I have water, I have rum
Wait for dawn and dawn shall come
Underneath the bunkers in the night
Michigan Risk Recruiting Poster – Tell two friends, ask them to tell two friends, you know the rest.
I vote next year we just nuke Wisconsin right off the bat
For the first time ever, can we NOT trust allies? In fact, can we please betray allies? We have this weird idealistic belief that everyone will play nice because 'diplomacy'...
This is the internet. You will never mind a more wretched hive of scum and villiany.
Ironically diplomacy is nothing more than a bunch of betrayals and backstabbing at the first good opportunity.
I can't speak to prior years but allying this year with WI and OSU was going to be an immediate challenge with a high risk of failure. We are too close geographically to each other and were enmeshed in each other's territories. And Rogues on both sides would not be able to pass on the opportunity to take a crack at each other. (Which MI Rogue wouldn't want to attack Columbus, for crying out loud?) If we think an alliance has value next year, we need to reach out to smaller teams that have an opponent in between us (Like ISU, Nebraska, WVA). Then we can work together to crush that opponent.
Why is there an overall roll limit? I get that it would be agonizing once two huge teams are left fighting over individual territories at a time, but the game would naturally get down to two sides without too much of that, wouldn't it?
In the first iteration of the game, aka Risk 1.0, it was a stalemate around that number and people got bored and quit. It was 50 turns last time (2.0) and it was clear that more teams would not be eliminated. They devs set an end date of March 13 this year I believe based on the start of March Madness. Since it's not like the actual board game, large teams are basically impossible to eliminate.
I briefly played around with the math on this --- i.e., faked a game between two teams on a dumbly simple board --- and it generally tended to converge to a stalemate. It's just the result of how the probabilities of each battle is set up.
Slava Ukraini!
Last turn we all but eliminated Georgia Tech, and whittled A&M down to 3 regions. Every turn we get closing to wrapping this whole thing up. We're definitely a second half team.
Turtle - Help me see this. Every time I see the board the next day all I see is stalemate and A&M holding strong with "star power" even though we have 800 more players. I continue to get my orders - attack or defend as directed and just no real understanding for how the previous nights strategy/orders made a difference.
However - its a Michigan thing so I want to see anything Michigan dominate.
*sigh*
Just need to keep punching everybody in the face and see who starts to swell.
Earlier posts showed regions controlled and teams eliminated. Can that be brought back? I suppose I could squint at the map and figure that out, but MGoBlog loves charts. Thanks.
In the game there's a regions and bridges toggle under the Controls button. Kinda wish they'd just stay left on, like on a regular risk board.
This is the problem to the solution. I want to see this game and read the results like a risk board. I dont want to read "we had bad luck rolling" or "the one in 100 happened". I want to read the death reports, understand what was gained and lost from the night before, and see the board with the numeric values of the territories just as I would playing RISK
The daily recap posts have been done by multiple writers. They each do them a bit differently.