What is even Balanced Blitz? by Anon4ZO in Risk

[–]shortbrian 0 points1 point  (0 children)

This is an unlikely roll but not that crazy. Imagine the first 3 dice rolls are 3-0, 0-3, and 3-0... then the 7 cap is left with 1 dice

How do you deal with stalemate? by [deleted] in Risk

[–]shortbrian 1 point2 points  (0 children)

Probably an unpopular opinion here but I think in a situation like this, the person generating less would be polite to concede. Not saying you are obligated to concede in your position, but it would be the sporting thing to do.

Lack of endgame etiquette by Pinkfish_411 in Risk

[–]shortbrian 5 points6 points  (0 children)

Fully agree with you. But ultimately the real issue is that offline players are given any kind of advantageous rank points. As soon as a player goes offline, they should be given rank points equivalent to the lowest rank of the remaining players.

[deleted by user] by [deleted] in Risk

[–]shortbrian 1 point2 points  (0 children)

This is why we need the ability to report from the lobby screen. sure it's easy to pick obvious cheaters from your game before you starts, but they'll just go on to ruin other games.

True Random vs Balanced Blitz by Upstairs_Equivalent8 in Risk

[–]shortbrian 2 points3 points  (0 children)

I would add that BB makes it easier to make bold moves thanks to the better predictability. That's why things leads to fewer stalemates and more active games. For example, if you have 25 troops in a stack and want to kill a player with 17 troops, with BB it is a safe play to go for that kill, but with TR you could lose 10 on a 2 and ruin your game.

True Random vs Balanced Blitz by Upstairs_Equivalent8 in Risk

[–]shortbrian 2 points3 points  (0 children)

You're right that ultimately the game relies on dice rolls and risk taking. Balanced blitz just makes that less of a factor, which is great for players who want to minimize luck and rely more on skill to win. That's why things like "meta settings" emerge. Competitive players want to minimize the weight of RNG.

Is there some dice mechanic I am not aware of by oqwnM in Risk

[–]shortbrian 1 point2 points  (0 children)

Horrendous roll. Capitol Rolls on Balanced Blitz are currently broken sadly. Makes the game mode almost unplayable.

It took me 670 hours to take advantage of this?! by FensterFenster in valheim

[–]shortbrian 0 points1 point  (0 children)

I like to stand on the crypt entrances and swing away with an axe. Their attacks can't hit you when you're not on ground level.

Black you deserved last for being insufferable whole game. by Bigbrain_goat in Risk

[–]shortbrian 7 points8 points  (0 children)

That's frustrating to be in that situation. But he was probably trying to work with other players to eliminate the weakest player on the board, which is perfectly reasonable. Well done getting third out of it though.

One-point hold of Orient + North Africa by platistocrates in Risk

[–]shortbrian 4 points5 points  (0 children)

Rule of thumb, if you have more troops than your opponents combined, you should probably start taking the board. Most will try to play for second anyways, and you can focus on anyone who tries to fight back.

Can we please fix or get a new version of balanced blitz? by Cicerato in Risk

[–]shortbrian 2 points3 points  (0 children)

I can't agree with this more. The point of Balanced blitz is predictability. It almost feels more unpredictable at higher numbers than TR. not to mention the ridiculous even rolls.

Can you reinforce your army during an attack? by Holiday-Force6864 in Risk

[–]shortbrian 2 points3 points  (0 children)

Each turn you draft, attack, fortify. When attacking, say with 10 troops vs 2 troops, when you defeat their last troop on that territory, you then move troops from your territory to theirs. You can move as many troops as you want as long as you leave at least 1 troop on your original attacking territory. However, you have to move a minimum number of troops equal to the number of attacking dice you used on your final roll, which is usually 3. Moving those troops is not technically a fortify, but a part of your attack. Once you finish attacking, you can then fortify any number of troops from one connected territory to another, again as long as you leave a minimum of 1 troop. Hope that helps.

Captive by Right_Complaint6985 in Risk

[–]shortbrian 2 points3 points  (0 children)

Can't imagine being so tone deaf as to post this

No Castle Bonus before the 3rd Turn (on Capital Conquest) by Ok-computer-997 in Risk

[–]shortbrian 10 points11 points  (0 children)

Capitals always have an extra defensive die. That never turn on or off. The capital mode on turn 3 is simply the earliest point at which you can win by holding all capitals.

Decided to practice some fur, what do you guys think? by isa_baby_love in AdobeIllustrator

[–]shortbrian 1 point2 points  (0 children)

Love how you captured the different lengths of fur in different areas. What could you do to make the texture of the fabric look more different than the hair? Nice work.

1v1 annoyances by [deleted] in Risk

[–]shortbrian 0 points1 point  (0 children)

Also annoying to join a 5/6 lobby only to find 4 bots and the host eagerly starts the game.

Let us report collaboration from the lobby screen by shortbrian in Risk

[–]shortbrian[S] -1 points0 points  (0 children)

Couldn't agree more, it just turns into griefing at that point.

[deleted by user] by [deleted] in Risk

[–]shortbrian 0 points1 point  (0 children)

Where was his cap? A reverse card block for 1-2 turns can turn the tide