Difference between revisions of "Far East Asia"

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==Far East Asia==
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{{#seo:
[[File:.jpg|.jpg]]
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|title=Far East Asia Risk Map | Play Risk Online
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|titlemode=replace
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|description=Play Risk Online Game Tips - Basic gameplay of Far East Asia Map of War and Strategy. Play Risk Online at Major Command Risk online.  
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}}
  
==Stats==
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[[Maps|'''Back to Maps Overview''']]<br />
  
Regions:42
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= Far East Asia Map =
Commands 87
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[[File:AsiaFarEast.png|830px]]
Special Features: [[Mapspecialfeatures|Inner Commands]], [[Mapspecialfeatures#Dead_Space|Dead Space]]
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[[File:FEA-brieftab.jpg|630px|thumb|right|Brief tab showing command bonuses]]
  
==Strategy and Tips==
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== Stats ==
  
Europe: the Cold War is a standard gameplay map, suitable for new and casual players.  There are 42 regions occupying seven bonus commands; Iberia, Scandinavia, and the Eastern Mediterranean commands were designed to be attractive starting locations.
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Regions: 42<br/>
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Commands: 8<br/>
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Special Features: [[Mapspecialfeatures#Inner_Commands|Inner Commands]], [[Mapspecialfeatures#Dead_Space|Dead Space]]<br/>
  
The most attractive start, at first glance, would be Iberia; it has only two borders to defend, and taking France means you only have to defend a single region.  But it has often been the case that a player finds himself unable to do much from that point; Western Europe is expansive and difficult to hold, and driving north into England and the North Sea command is no easy task.
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== Strategy and Tips ==
  
If a player does not open the game with much chance of grabbing one of the three smaller commands, there is some hope to be found in the middle of the map via the special rule controlling force size in East Germany and West Germany. If you hold one of these regions at the start of your turn and there are fewer than three troops in the region, the troop count will automatically be bumped up to three.  If played right this is a de-facto bonus of two (or one) troops per turn, and all a player has to turn is hold one region.
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With the Far East Asia map, we introduce a feature that may trip some players up: some of the bonus commands are nestled within larger commands. If you take a look at the Indian Subcontinent, you'll see that there are two levels of bonuses there. The +3 "India" bonus is awarded once you hold the five regions that make up the country of India - this is the 'nestled' command. If are also able to control the three regions of the same color with + symbols (Nepal, Sri Lanka, and Bangladesh) the bonus increases to +4.
  
The catch, of course, is that you need to leave the region at a strength of just one or two troops, making it vulnerable to attack.  West Germany is difficult to defend given the number of neighboring regions, but East Germany can be neatly protected by holding West Germany, Poland, and Czechoslovakia.  That's a +2 bonus for holding four regions with three borders - equivalent to holding Scandinavia.
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The same holds true for the islands; hold political Indonesia for a +2 bonus, but add East Malaysia and the Philippines to bump the bonus up to +4.
  
==History==
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The purpose of creating the nestled commands was to create a medium-sized map with both small commands that were attainable early in ''Major Command Risk'' game, and large commands that would allow a player to do some damage.  Players who go after Mongolia - the smallest and, in most ''Risk games'', the easiest bonus to attain - might be kicking themselves down the line when they are facing opponents who gradually picked up a +4.
  
This map was created by Shepherd, as one of the site's 'launch' maps.  We figured early on that as the site grew there would eventually be many maps depicting part of all of Europe, as there is a wealth of historical material from which to draw.  The Cold War seemed like an obvious place to start; most Cold War borders are still relevant today, the era is still fresh in the memories of many of our players, and the notion that there could be a war that engulfed the continent was a realistic one.
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Also, watch out for Taiwan, which is not a part of any command.
  
The idea of having East and West Germany automatically reinforced to minimum troops levels evolved during the development of the map.  The mapmaker's original idea was to have a series of American bases across western Europe and in Turkey which gave some kind of bonus when held in conjunction. From there we went with a distinctly east vs. west theme, with western bases opposing Soviet tank divisions along the Eastern Bloc states.  The hope in all of these iterations was to give players a reason to pay attention early to the middle of the continent, unlike most maps on which players stake out a corner and build. The idea that East and West Germany would be resupplied and fortified by foreign powers was a natural evolution; think of it as a routine airlift of troops to hold a vital strategic position.
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<u>Recommended settings</u><br/>
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Singles: 3-6p<br/>
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Teams: 4-8p<br/>
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Reserves: Escalate<br/>
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Reinforcemtns: Path/Anywhere1/3
  
While the gameplay evolution was fairly smooth, the mapmaker had a hell of a time with the visuals on this one.  The cold war presented 40+ years of material from which to borrow, but the mapmaker has a soft spot for the 1950s - it just so happened that as he was working on this he was refurbishing a 1950s television cabinet and replacing the blown-out CRT set with a flat screen. Even after the television idea was agreed upon it didn't start in black & white - in fact it was at one point suggested that we take it full 1960s technicolor, a la the old Star Trek episodes.
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== History ==
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We didn't want to go too long without somehow representing Asia in an MC map, but it's such a vast continent with so much potential for a '''Major Command Risk''' map it was difficult to narrow it down to a specific area. The primary mapmaker - Shepherd - wanted to split the continent into chunks that had some sort of shared historical or cultural identity. The "Far East" is certainly a western term, but it evokes a sense of foreign mystery that we hope we've captured in this map.
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[https://www.majorcommand.com/user/Shepherd/ Shepherd] came up with the basic design of the map after going to an exhibit of Japanese woodblock prints; the outlines of the land, the bonus key, and "chop" signatures reflect such a look. After struggling with the color scheme, Badorties came up with the beautiful watercolor effects.
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The idea behind the nested commands is explained above, but it should also be noted that making Taiwan an independent region and not part of a command was based on the modern history of this island-country. Culturally it is most closely related to China, and China considers Taiwan to be one of its provinces. Politically the island remains fiercely independent from its mainland cousins. As it is not culturally or politically aligned with the Japanese islands to the north, nor with the Philippines and the Indonesian islands to the south, it seemed fitting to let Taiwan stand on its own.

Latest revision as of 01:55, 25 May 2020


Back to Maps Overview

Far East Asia Map

AsiaFarEast.png

Brief tab showing command bonuses

Stats

Regions: 42
Commands: 8
Special Features: Inner Commands, Dead Space

Strategy and Tips

With the Far East Asia map, we introduce a feature that may trip some players up: some of the bonus commands are nestled within larger commands. If you take a look at the Indian Subcontinent, you'll see that there are two levels of bonuses there. The +3 "India" bonus is awarded once you hold the five regions that make up the country of India - this is the 'nestled' command. If are also able to control the three regions of the same color with + symbols (Nepal, Sri Lanka, and Bangladesh) the bonus increases to +4.

The same holds true for the islands; hold political Indonesia for a +2 bonus, but add East Malaysia and the Philippines to bump the bonus up to +4.

The purpose of creating the nestled commands was to create a medium-sized map with both small commands that were attainable early in Major Command Risk game, and large commands that would allow a player to do some damage. Players who go after Mongolia - the smallest and, in most Risk games, the easiest bonus to attain - might be kicking themselves down the line when they are facing opponents who gradually picked up a +4.

Also, watch out for Taiwan, which is not a part of any command.

Recommended settings
Singles: 3-6p
Teams: 4-8p
Reserves: Escalate
Reinforcemtns: Path/Anywhere, 1/3

History

We didn't want to go too long without somehow representing Asia in an MC map, but it's such a vast continent with so much potential for a Major Command Risk map it was difficult to narrow it down to a specific area. The primary mapmaker - Shepherd - wanted to split the continent into chunks that had some sort of shared historical or cultural identity. The "Far East" is certainly a western term, but it evokes a sense of foreign mystery that we hope we've captured in this map.

Shepherd came up with the basic design of the map after going to an exhibit of Japanese woodblock prints; the outlines of the land, the bonus key, and "chop" signatures reflect such a look. After struggling with the color scheme, Badorties came up with the beautiful watercolor effects.

The idea behind the nested commands is explained above, but it should also be noted that making Taiwan an independent region and not part of a command was based on the modern history of this island-country. Culturally it is most closely related to China, and China considers Taiwan to be one of its provinces. Politically the island remains fiercely independent from its mainland cousins. As it is not culturally or politically aligned with the Japanese islands to the north, nor with the Philippines and the Indonesian islands to the south, it seemed fitting to let Taiwan stand on its own.