Difference between revisions of "Terminology"

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|title=Major Command Risk Like Games - Terminology
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|description=Assault, Command, Deferred Troops, Diplomacy, Deployment, Force, Reinforcement, Troops. More of Major Command Risk game terminology here ...
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== '''Game Concepts''' ==
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[[Main Page|'''Back to Wiki Main Page''']]
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----
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= Major Command Terminology =
  
'''Troop:''' The basic unit of play, players use Troops to assault their opponents and conquer Regions.
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== Assault ==
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At '''Major Command Risk like games''', once a player has deployed all their Troops, the player can then Assault enemy Regions, hoping to overcome the defenders and conquer the Region. Typical action for a risk-like war game.
  
'''Deployment:''' Can be used to either refer to the first phase of a turn, when the player is given a set number of new Troops to deploy on Regions that player controls, or to the deployed Troops themselves.
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== Command ==
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[[File:Southamericacommand.jpg|468px|left]]
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At risk-like strategy games, certain groups of regions (like South America from the Classic Evolved map, +3 bonus) will give you a bonus when you hold them all at the same time. These region groups are called Commands, which on most maps are of the same color so that you can identify them as one command easier.  
  
'''Assault:''' Once the player has deployed all their Troops, the player can then Assault enemy Regions, hoping to overcome the defenders and conquer the Region.
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It's usually a good idea to try and grab one to give you a leg-up on your opponents. Command information can be found on the main map and in the Brief.
  
'''Reinforcement:''' After a player has ended their assaults, they have the option to move one or more Troops from one Region to another. The specifics of Reinforcement is covered in Game Settings, below.
 
  
'''Force:''' The strength of attacking and defending Troops. At the beginning of a single assault, each Troop involved in the assault (up to three assailants and up to two defenders) is randomly assigned a Force from one to six. Then the assaulting Troop with the highest Force is matched up with the defending troop with the highest Force, and the second-highest of each (if applicable) are matched up against each other. If the assaulting Force is higher than the defending Force, then one defending Troop is destroyed, but if the defending Force is equal to or higher than the assaulting Force, one assaulting Troop is destroyed.
 
  
'''Region:''' The basic unit of Majcom maps, a Region is a single area, often depicting a country, city, or other cohesive geographical element, controlled by a single player.
 
  
'''Region Bonus:''' At the beginning of each player's turn, they receive a Region Bonus that is equal to the number of Regions that player controls, divided by 3 (and rounded down), with a minimum bonus of three Troops.  
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== Deferred Troops ==
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At ''Major Command Risk like game'', when you miss a turn, the troops you would have been given are awarded to you (not including bonuses for any commands held) at the end of the next turn you take, although you will be given the amount of troops you are supposed to have on the turn you missed, the Deferred troops can only be deployed on one region with no risk for your strategy.
  
'''Command:''' A group of Regions that, when all held by a single player, give that player extra Troops above the Region Bonus.
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Note: When playing a game of No Reinforcements, there would be NO deferred troops given.
  
'''Reserves:''' In all but non-Reserves games, at the end of every turn in which you successfully conquered a Region, you receive a Reserve. There are three types of Reserves: Battalion, Regiment, and Brigade. Reserves can be called-up for a Troop bonus when a player has three of one or one of each, and the troop bonus received depends on the game settings. Each Reserve is also labeled with a Region name, and if you control that Region when you call up that Reserve, two Troops are automatically deployed on that Region.
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== [[Diplomacy]] ==
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While playing a ''risk-like game'' at Major Command often referred to as diplo, this refers to agreements and/or communication between players that take place in the [[Game_Interface#Info_Tabs|Diplomacy Tab]].
  
'''Game Page Tabs:''' Each tab at the bottom of the Game Page gives you additional information about the game.
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== Deployment ==
* Intel - Troop, Region, and Reserves counts, along with previous and next deployment amounts, for each player. Also, this is where your individual Reserves are listed
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Can be used to either refer to the first phase of a turn, when the player is given a set number of new Troops to deploy on Regions that player controls, or to the deployed Troops themselves.
* Chatter - where you chat with the other players. In singles games, you can make a private "Note to Self," in team games you can communicate privately with teammates
 
* Diplomacy - where you initiate and approve attempts at Diplomacy, and track the diplomatic entanglements of other players
 
* Record - the log listing every action in the game thus far: deployments, assaults, reserve call-ups, kills
 
* Brief - extra game and map information
 
  
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== Force ==
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One very important factor at risk strategy games is the strength of attacking and defending Troops. At the beginning of a single assault, each Troop involved in the assault (up to three assailants and up to two defenders) is randomly assigned a Force from one to six. Then the assaulting Troop with the highest Force is matched up with the defending troop with the highest Force, and the second-highest of each (if applicable) are matched up against each other. If the assaulting Force is higher than the defending Force, then one defending Troop is destroyed, but if the defending Force is equal to or higher than the assaulting Force, one assaulting Troop is destroyed. During fixed force games, one would be won by the attacker then the next by the defender (6v1, 1v6 etc).
  
== '''Game Settings''' ==
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== Region ==
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A region, put simply, is part of a map. For instance, the [[Maps#USA|'''USA''']] map is comprised of 48 regions, one for each of the 48 states of the continental United States. At the beginning of the game, regions are handed out randomly, with each player getting an equal amount, and any left over starting neutral. The more regions you control, the better, as holding many regions can net you, extra troops, to deploy at the beginning of your turn.
  
'''[http://www.majorcommand.com/wiki/Singles_Games Singles Games]'''
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== Region Bonus ==
* Standard - winner-take-all
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At the beginning of each player's turn, they receive a Region Bonus that is equal to the number of Regions that player controls, divided by 3 (and rounded down), with a minimum bonus of three Troops.
* Mercenary - a player gets points for eliminating another player
 
* Target - each player is randomly assigned a target, and the winner is whoever's target is eliminated, even if that is by a third party
 
  
'''[http://www.majorcommand.com/wiki/Team_Games Team Games]'''
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== Reinforcement ==
* Singles - free-for-all where each player is on their own
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After a player has ended their assaults, they may have the option to move Troops from one Region to another. The specifics of Reinforcement are covered on the [[Game_Options#Reinforcement|'''Game Options Page''']]
* Doubles/Triples/Quadruples - the player teams up with 1-3 other players against similarly-sized teams
 
** As One - a special feature for terminator and target team games with more than two teams, "As One" treats each team as a unique entity, such that an entire team would need to be eliminated to satisfy the objective requirements. Otherwise, the elimination of a single player from a team would satisfy the objective requirements.
 
  
'''[http://www.majorcommand.com/wiki/turnorder Turn Order]'''
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== [[Reserves]] ==
* [[Turnorder#Sequential|Sequential]] - players take their turns in the same predefined order in each turn
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In all but non-Reserves games, at the end of every turn in which you successfully conquered a Region, you receive a Reserve. There are three colors of Reserves: red, tan, and white. Reserves can be called-up for a Troop bonus when a player has three of one or one of each, the troop bonus amount depends on the [[Game Options]]. Each Reserve is also labeled with a Region name, and if you control that Region when you call up that Reserve, two Troops are automatically deployed on that Region and that's how it works at most similar to Risk games. For a more in-depth look at reserves, click [[Reserves|'''here''']].
* [[Turnorder#Campaign|Campaign]] - players submit their orders, and then turns are played out simultaneously
 
  
'''[http://www.majorcommand.com/wiki/reserves Reserves]'''
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== Troops ==
* [[Reserves#No Reserves|None]] - no reserves are awarded
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The basic (and really, only) player-controlled units are Troops, which you use to assault your opponents and which defend themselves against your opponents' assaults. You start off with three troops in every region, and every turn, you get more troops to deploy, depending on various factors.
* [[Reserves#Escalating Reserves|Escalating]] - reserve call-up strength grows for each set of reserves called-up: 4,6,8,10,12,15,20,25,30,...
 
* [[Reserves#Escalite Reserves|Escalite]] - reserve call-up strength grows, but at a slower rate than escalating: 4,5,6,7,8,...
 
* [[Reserves#Flat Rate Reserves|Flat Rate]] - reserve call-up strength is set at 6 troops
 
  
'''[http://www.majorcommand.com/wiki/reinforcements Reinforcements]'''
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Troop containers look like this: [[File:Armycontainer.jpg|25px]]. Or this: [[File:Armycontainer2.jpg‎]]. Or this: [[File:armycontainer3.jpg|20px]]. Troop containers have different shapes on each map, but the color is determined by you, and the number is how many troops are in that given region.
* Border - troops can only be reinforced between adjacent regions
 
* Path - troops can only be reinforced between regions that are connected by other regions that the player controls
 
* Anywhere - troops can be reinforced to any other region the player controls
 
* Number - No matter what the reinforcement setting, you can specify how many given Reinforcements a player can make per turn: one, three, or unlimited
 
  
'''[http://www.majorcommand.com/wiki/visibility Visibility]'''
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=== [[AWOL]] ===
* [[Visibility#Sunny|Sunny]] - all regions and troops on the board are visible
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[[AWOL|'''AWOL''']] stands for '''Away Without Leave'''. A player can get "AWOLed" by the system upon various reasons - for example missing turns. Please go to [[AWOL|'''AWOL''']] for more info.
* [[Visibility#Fog of War|Fog of War]] - regions and troops that are not adjacent to a given player's regions are not visible and represented by a question mark
 
 
 
'''Turn Length'''
 
* Casual - each player has 24 hours to play their turn
 
* Speed - each player has only 5 minutes to play their turn
 
 
 
== '''Majcom Concepts''' ==
 
 
 
Map Packs
 
 
 
Ranks
 

Latest revision as of 14:25, 26 January 2016


Back to Wiki Main Page


Major Command Terminology

Assault

At Major Command Risk like games, once a player has deployed all their Troops, the player can then Assault enemy Regions, hoping to overcome the defenders and conquer the Region. Typical action for a risk-like war game.

Command

Southamericacommand.jpg

At risk-like strategy games, certain groups of regions (like South America from the Classic Evolved map, +3 bonus) will give you a bonus when you hold them all at the same time. These region groups are called Commands, which on most maps are of the same color so that you can identify them as one command easier.

It's usually a good idea to try and grab one to give you a leg-up on your opponents. Command information can be found on the main map and in the Brief.



Deferred Troops

At Major Command Risk like game, when you miss a turn, the troops you would have been given are awarded to you (not including bonuses for any commands held) at the end of the next turn you take, although you will be given the amount of troops you are supposed to have on the turn you missed, the Deferred troops can only be deployed on one region with no risk for your strategy.

Note: When playing a game of No Reinforcements, there would be NO deferred troops given.

Diplomacy

While playing a risk-like game at Major Command often referred to as diplo, this refers to agreements and/or communication between players that take place in the Diplomacy Tab.

Deployment

Can be used to either refer to the first phase of a turn, when the player is given a set number of new Troops to deploy on Regions that player controls, or to the deployed Troops themselves.

Force

One very important factor at risk strategy games is the strength of attacking and defending Troops. At the beginning of a single assault, each Troop involved in the assault (up to three assailants and up to two defenders) is randomly assigned a Force from one to six. Then the assaulting Troop with the highest Force is matched up with the defending troop with the highest Force, and the second-highest of each (if applicable) are matched up against each other. If the assaulting Force is higher than the defending Force, then one defending Troop is destroyed, but if the defending Force is equal to or higher than the assaulting Force, one assaulting Troop is destroyed. During fixed force games, one would be won by the attacker then the next by the defender (6v1, 1v6 etc).

Region

A region, put simply, is part of a map. For instance, the USA map is comprised of 48 regions, one for each of the 48 states of the continental United States. At the beginning of the game, regions are handed out randomly, with each player getting an equal amount, and any left over starting neutral. The more regions you control, the better, as holding many regions can net you, extra troops, to deploy at the beginning of your turn.

Region Bonus

At the beginning of each player's turn, they receive a Region Bonus that is equal to the number of Regions that player controls, divided by 3 (and rounded down), with a minimum bonus of three Troops.

Reinforcement

After a player has ended their assaults, they may have the option to move Troops from one Region to another. The specifics of Reinforcement are covered on the Game Options Page

Reserves

In all but non-Reserves games, at the end of every turn in which you successfully conquered a Region, you receive a Reserve. There are three colors of Reserves: red, tan, and white. Reserves can be called-up for a Troop bonus when a player has three of one or one of each, the troop bonus amount depends on the Game Options. Each Reserve is also labeled with a Region name, and if you control that Region when you call up that Reserve, two Troops are automatically deployed on that Region and that's how it works at most similar to Risk games. For a more in-depth look at reserves, click here.

Troops

The basic (and really, only) player-controlled units are Troops, which you use to assault your opponents and which defend themselves against your opponents' assaults. You start off with three troops in every region, and every turn, you get more troops to deploy, depending on various factors.

Troop containers look like this: Armycontainer.jpg. Or this: Armycontainer2.jpg. Or this: Armycontainer3.jpg. Troop containers have different shapes on each map, but the color is determined by you, and the number is how many troops are in that given region.

AWOL

AWOL stands for Away Without Leave. A player can get "AWOLed" by the system upon various reasons - for example missing turns. Please go to AWOL for more info.