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===Regions=== |
===Regions=== |
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− | Regions are sorted here by number of control points, and when equal, by alphabetic order. |
+ | Regions are sorted here by continents, number of control points, and when equal, by alphabetic order. |
+ | |||
+ | ====Eastern Kingdoms==== |
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+ | ====Kalimdor==== |
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+ | ====Northrend==== |
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====[[Alterac Mountains]]==== |
====[[Alterac Mountains]]==== |
Revision as of 05:42, 23 August 2008
WoW RISK | |
---|---|
Name | WoW RISK |
Map designer(s) | Priwin |
Type | Risk |
Download | http://gwydia.com/showthread.php?t=2893 |
Version | 2.80 |
Update status | Active |
The map contains non-Blizzard information, and events are not official.
It should not be taken as representing official lore!
WoW Risk, is a RISK styled map based off the features of World of Warcraft. Different games offer diverse experiences, but it all comes down to working on a system not dissimilar to that of the RISK board game.
Games
The over-arching goal of all games is to conquer every control point on the entire map. As of version 2.80, there are 210 Control Points. When a player (or a team) captures all of them, they win. Income is influenced solely by the capture of entire regions, as opposed to in the board game where a player would receive income based on number of control points and regions controlled. This offers more strategic game play, focusing more on controlling an area rather than just a chain of bases, and necessitates a more logical unit positioning. Allies may choose to split up land by region, rather than just by having an even number of bases.
WoW RISK
Standard Risk. Players build various units related to the control point. For instance, footmen can be trained at Stormwind City, because it is a city controlled by Humans. Players need to wisely choose units from local bases to overpower enemies.
Alliance Vs. Horde
The most heavily revised mode, as of 2.80, it is on its third complete revision. This is a 'mission' mode, where the races of the Alliance fight the races of the Horde. When a player captures a zone owned be another player, they receive only half the income they would normally, the other half going to the original owner. This way, if a player can escape, they can continue to aid their allies.
Risk Revolution 3.1
In Risk Revolution 3.1, it is the mode most like the board game RISK. Each player trains their units from 'Military Bases', which produce nine different units, split between range, melee, and tank classes. There are two healers among the nine possible units.
WoW Risk Exodus
In Exodus mode, the first five turns are spent solely on the Eastern Kingdoms. After this point, depending on how they fare, players may choose to stay or flee. Upon fleeing, players will lose all their control points and gold, get a boat that can transform (permanently) into 5 Native Scouts and 3 Wagons at any port on Kalimdor or Northrend, and are given 16 gold. After 15 minutes, Northrend and Kalimdor will become unblocked and ships will be available at ports, making the players who fled vulnerable.
WoW Risk Race Mod
In Race Mod, each player may choose a race (if they have not selected in 45 seconds, they will be randomly assigned one). There may be no duplicates. Each race has its own unit set, though some units may be used by more than one race. Each race has its own unique hero and capital, and its own strengths and weaknesses. As of version 2.80, there are 20 races: Forsaken, Blood Elves & Naga, Burning Legion, Scarlet Crusade, Scourge, Northrend Creeps, Dwarves & Gnomes & Draenei, Dalaran, Kul Tiras, Dark Horde, Dark Iron Dwarves, Illidari, Stormwind, Goblins & Ogres & Trolls, Tauren & Trolls, Orcs & Trolls, Old Gods, Night Elves, Shattered Sun Offensive, and Theramore. Each race has a number of units to build, having unique stats based off of that team's weaknesses or strength. Unlike normal Risk, in Race Mod, when a player captures a Control Point, it transforms into one of their bases. They can only train units from their selected race.
WoW Risk Race Mod + Exodus
Simply put, the rules of both Race Mode and Exodus apply.
RiskTest
This is a recently added test mode game. Not recommended for gameplay because it sets food to unlimited, gives all players 100000 gold, and creates devices to test units on the battlefield. This mode was created to allow users to test for unit imbalance.
Modes
Various alliance settings that may be used for the game.
FFA
Free-for-all. No players are allowed to ally.
Free Alliance
Players may ally and unally freely via the Allies tab (F11).
Teams of 2
Every two players are on a team. (Players 1 & 2, 3 & 4, etc)
Teams of 3
Every three players are on a team. (Players 1 & 2 & 3, 4 & 5 & 6, etc)
Fixed Alliance
Players are stuck to the alliances set via the team numbers set in the room before starting the game.
Domination
If a player loses his capital region to another player, they are forced into allying and serving their conqueror. FFA otherwise.
Other Options
Options are listed after descriptions; default options are bolded.
Max Spawn Support
Max Spawn Support is the maximum number of turns you can stockpile the support units you get for owning an entire region. After the limit is reached, you will not receive more until some die.
No support, 5 Turns, 10 Turns, 15 Turns
Turn Time
At the end of each turn, players get income based on the zones they control and will also receive spawn support for controlling entire regions. This time indicates how long each turn lasts.
60 Seconds, 90 Seconds, 120 Seconds
Fog of War
Fog of War is the same Fog of War that appears in melee games if you explored a region, but no longer have units there. Night fog will only have Fog of War on at night.
Fog Off, Fog On, Night Fog
Bounty
When bounty is turned on, you will receive 1/4th of the value of each unit you kill. Ergo: kill four footmen (cost: 1 gold), get one gold, kill two destroyers (cost: 6 gold), get three gold.
Bounty Off, Bounty On
Multiboard
The Multiboard in the top right hand corner displays facts about the game. Depending on the setting, it will display more or less information about the players. Normal displays player names, incomes, kills, deaths, control point count, status (alive, dead, or left), turn time remaining, turns taken, the game mode, and notifies players when a region is completely captured by a player. Maximum displays all of that, and also all players' current gold. Minimum displays only player names, income, status, turn time remaining, and turns taken.
Minimum Multiboard, Normal Multiboard, Maximum Multiboard
Ship Routes
Ship Routes work like way gates and are stationed on various coasts to teleport units quickly from one land mass to another.
Ship Routes On, Ship Routes Off
Heroes
Heroes are particularly powerful units with abilities that cost much, much more than the average unit. All heroes cost 75 and 1 food. They have a passive and an active ability. In the Race Mod, a player can only use his race's hero. Normally, with heroes on, you can only have one hero at a time, but Unlimited Heroes allows the player to have as many as they want (and can afford to train).
Heroes On, Heroes Off, Unlimited Heroes
Fill Player Slots
If observers are playing in Active Players Only, observers will not receive land. With Fill Player Slots on, they will receive land. This gives land to the observers.
Active Players Only, Fill Player Slots
Tower Evolution
Each base is equipped with a tower to supplement its defensive power. Normally, they stay at the same weak state all game. Activating tower evolution will upgrade all towers every 5 turns.
No Tower Evolution, Evolving Towers
Gameplay
Once the mode has been selected (and races chosen, if in Race Mod), the game begins. The game itself revolves around the capture of Control Points and regions, and unit strength Vs. cost. This section will analyze zone size vs. income, unit support provided, region adjacency, as well as unit cost vs. efficiency, strengths and weaknesses, and placement. The income of each region is equal to the number of control points.
Regions
Regions are sorted here by continents, number of control points, and when equal, by alphabetic order.
Eastern Kingdoms
Kalimdor
Northrend
Alterac Mountains
Control Points: 2
Support: Ogre Magi
Adjacent Regions: Western Plaguelands, Hillsbrad Foothills, Silverpine Forest
Sea Access: No
Capital: None
Races: Syndicate, Ogres
Analysis: Alterac is a central zone. It has a high ground and bridge advantage against Western Plaguelands and Silverpine Forest, and is even with Hillsbrad Foothills. Ogre magi are a two gold caster unit. Because it is an an area relatively far from a capital, Alterac Mountains isn't often captured early, but rather picked up by someone who already has captured a few zones. It is an early choice for players who want to capture small areas for easy money.
Burning Steppes
Control Points: 2
Support: Ogre Magi
Adjacent Regions: Blackrock Mountain, Redridge Mountains
Sea Access: No
Capital: None
Races: Fel Orcs, Ogres
Analysis: Burning Steppes is often picked up by players in central Eastern Kingdoms rather quickly. It's right next to Blackrock Mountain, the capital of both the Dark Iron Dwarves and the Blackrock Orcs. It provides Ogre Magi, which are two gold caster units.
Duskwood
Control Points: 2
Support: Captain
Adjacent Regions: Westfall, Elwynn Forest, Redridge Mountains, Swamp of Sorrows, Stranglethorn Vale
Sea Access: No
Capital: None
Races: Human, Undead, Worgen (Burning Legion)
Analysis: Duskwood is a 'transition' zone. It holds bridge advantages over Westfall, Elwynn Forest, and Redridge Mountains, but it suffers a height disadvantage to the Swamp of Sorrows. Its high number of adjacent zones makes it a common battleground for players starting in southern Eastern Kingdoms. Your support unit is the captain, which is a two gold melee unit with defend. You should utilize this skill, because three adjacent zones provide ranged units, and two provide magic.
Moonglade
Control Points: 2
Support: Skilled Archer
Adjacent Regions: Felwood, Winterspring
Sea Access: No
Capital: None
Races: Night Elf, Tauren
Analysis: Moonglade, like Felwood and Winterspring, are a bit out of the way. Most players in Northern Kalimdor will focus on the regions from the islands of Teldrassil, Bloodmyst Isle, and Azuremyst Isle to Azshara. Skilled Archers are two gold ranged units with critical strike. It's not a common first choice, except by players just grabbing it for the extra gold at the beginning.
Isle of Quel'Danas
Control Points: 2
Support: Blood Elf Soldier
Adjacent Regions: Eversong Forest
Sea Access: No
Capital: Sunwell Plateau, Burning Legion
Races: Demons, Blood Elves, Naga, Wretched, Draenei, Naaru
Analysis: The Isle of Quel'danas is a very common first zone choice. It only has two control points, so it is relatively easy to capture. The extra gold bonus will provide an advantage when expanding to its only adjacent region, Eversong Forest, or when expanding elsewhere (if only captured for the gold bonus). Its capital of Sunwell Plateau makes it a common choice for the Burning Legion, despite the race being more end-game oriented. Blood Elf Soldiers are two gold units melee units.
Searing Gorge
Control Points: 2
Support: Dark Iron Dwarf
Adjacent Regions: Badlands, Blackrock Mountain
Sea Access: No
Capital: None
Races: Dark Iron Dwarves
Analysis: Searing Gorge is a poor choice of zone. Its spawns are nothing special, and it suffers from a height disadvantage to Blackrock Mountain, and partially to the Badlands. It even has a height disadvantage to itself should you lose Thorium Point. Could be taken in a land grab, usually just taken when conquering all the regions in Khaz Modan. Dark Iron Dwarves are two gold melee units. If trying to stop a land-push (on either side), do not try to hold out here. Your casters and ranged units will be almost useless defending either side. Just fall back to your next area.
Zul'drak
Control Points: 2
Support: Ice Troll Berserker
Adjacent Regions: Grizzly Hills, Storm Peaks
Sea Access: No
Capital: None
Races: Troll
Analysis: Zul'drak is an uncommon first choice, but a surprisingly good one. It's not near any capitals, the closest being two zones away (Dalaran or Scourge), and it doesn't offer much diversity, but the Troll unit selection is diverse and will cover any needs, and the unit provided for support is a four gold ranged unit!
Arathi Highlands
Control Points: 3
Support: Human Archer
Adjacent Regions: Hillsbrad Foothills, Wetlands
Sea Access: No
Capital: None
Races: Syndicate, Humans, Orcs
Analysis: Arathi Highlands is rarely captured early on. The closest capital's race is Kul Tiras, and the chain of islands to which it belongs is isolated. Arathi Highlands does however have a bridge advantage against the Wetlands, and a funnel in the form of a wall against the Hillsbrad Foothils. While the Foothills are adjacent, players usually capture the Hinterlands and Arathi Highlands together, because they are closer together, whereas Hillsbrad is more open. The support unit, Human Archer, is a two gold ranged unit that is very useful for this region, because all entrances are funnels for troops. When defending, mass range units with a line of melee units to hold the entrances.
Azjol'Nerub
Control Points: 3
Support: Crypt Fiend
Adjacent Regions: Icecrown Glacier, Dragonblight
Sea Access: No
Capital: None
Races: Nerubians & Faceless Ones (Old Gods), Scourge, Dwarves
Analysis: Azjol'Nerub should only be picked up on account of it being next to two capitals. Otherwise, its low income bonus and height disadvantage on both sides as well as to itself hurts it terribly. Crypt fiends, the support unit, are two gold ranged units.
Azshara
Control Points: 3
Support: ?
Adjacent Regions: Ashenvale, Borean Tundra (Shiproute)
Sea Access: Yes
Capital: None
Races: Night Elves, Naga
Analysis:
Badlands
Control Points: 3
Support: ?
Adjacent Regions: Loch Modan, Searing Gorge
Sea Access: Yes
Capital: None
Races: Orcs, Dark Iron Dwarves, Ogres, Troggs
Analysis:
Blasted Lands
Control Points: 3
Support: ?
Adjacent Regions: Swamp of Sorrows
Sea Access: No
Capital: None
Races: Illidari, Humans, Demons
Analysis:
Dragonblight
Control Points: 3
Support: ?
Adjacent Regions: Borean Tundra, Azjol'Nerub, Grizzly Hills
Sea Access: No
Capital: None
Races: Northrend Creeps, Humans, Tauren
Analysis:
Felwood
Control Points: 3
Support: ?
Adjacent Regions: Moonglade, Winterspring, Ashenvale
Sea Access: No
Capital: None
Races: Satyr, Night Elves
Analysis:
Hinterlands
Control Points: 3
Support: ?
Adjacent Regions: Hillsbrad Foothills
Sea Access: Yes
Capital: None
Races: Dwarves, Trolls, Humans
Analysis:
Mulgore
Control Points: 3
Support: ?
Adjacent Regions: Barrens
Sea Access: No
Capital: None
Races: Tauren
Analysis:
Redridge Mountains
Control Points: 3
Support: ?
Adjacent Regions: Burning Steppes, Elwynn Forest, Duskwood, Swamp of Sorrows
Sea Access: No
Capital: None
Races: Gnolls (Burning Legion), Fel Orcs, humans
Analysis:
Stonetalon Mountains
Control Points: 3
Support: ?
Adjacent Regions: Desolace, Barrens
Sea Access: No
Capital: None
Races: Night Elves, Goblins, Tauren
Analysis:
Storm Peaks
Control Points: 3
Support: ?
Adjacent Regions: Icecrown Citadel, Grizzly Hills
Sea Access: No
Capital: None
Races: Northrend Creeps
Analysis:
Thousand Needles
Control Points: 3
Support: ?
Adjacent Regions: Barrens, Feralas, Tanaris
Sea Access: No
Capital: None
Races: Tauren, Silithid, Goblins, Trolls, Orcs (only grunts)
Analysis:
Un'goro Crater
Control Points: 3
Support: ?
Adjacent Regions: Silithus, Tanaris
Sea Access: No
Capital: None
Races: Silithid, Humans (few), Goblins (only sappers), Elemental
Analysis:
Western Plaguelands
Control Points: 3
Support: Ice Troll Berserker
Adjacent Regions: Eastern Plaguelands, Tirisfal Glades, Alterac Mountains
Sea Access: No
Capital: None
Races: Scarlet Crusade, Undead
Analysis:
Westfall
Control Points: 3
Support: ?
Adjacent Regions: Elwynn Forest, Duskwood
Sea Access: Yes
Capital: None
Races: Human
Analysis: