Talk:Hill Battle
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Art, so I am playing a game and found someone who really knows the best strategy for Hill Battle. Basically, take a few forts and put all your effort into guarding them. Those who have hills will be constantly attacks because they are easier to take (my 7 armies must be distributed around 4 places, whereas for a fort, they all go in one place). No one attacks the fort when all you do is dump your troops there. Then when you have a huge lead, you take over.
I suggest a version without the forts. I've seen others use the forts like this, but never so well. Next time I play hill battle, I am leaving the hills alone until I am ready to take over.
Eric
- I've always felt that Hill Battle is an unfinished game; it has great possibilities, yet some critical element is missing that keeps it from being truly worthwhile. That's why it has never been for sale. My hope is that someday Steven will add a new element to the game designer that will let me finish it properly. Something that lets me keep the defensive nature of the hills and forts, yet permits the game to finish in a timely manner. One thing I've considered is capping the fort spaces at 20 or 30 armies apiece. I haven't tried it yet, but maybe that would have a similar effect to what you suggest.
- What I'd really like to do is create a new Warfish feature I call "artillery borders." Certain locations on the gameboard would have small artillery icons next to them, each pointing to a nearby hill or fort. An army on one of these locations could attack the spot the icon points to, but not advance armies onto it, simulating the effect of artillery fire on that location. In this way the defensive nature of the hills and forts would be preserved, yet they would be made vulnerable from a few special locations.
- --Red Baron 23:56, 3 January 2008 (UTC)
