A safe 1st pick, (impossible to counter) with a 2 and 3 pick for expansion. Then 4 and 5 in another expansion area, with 6 ALWAYS countering 4 and 5 (for 3 picks, 6 should almost always counter 4 and/or 5 )
But here you have the problem, that your opponent may pick the same 1st and the you just got 50% to get your 1. If he gets it, you don't have any safe spot. 2-5 for expansion seems clear, also to split them in 2 groups. For the 6th I need some explanation… why "ALWAYS"
I think triple picks (or double picks for smaler Maps) to get a bigger bonus early are only a opportunity if there are more than 1 on the whole map - otherwise I would always suggest my opponent to counter them.
My problem with the other templates (as Battle Island, Strat Greece and French Brawl), they have no bottlenecks where you only have 1 or 2 borders - so I never played them even though I already got them in the list.
@The Last Kiss
Thank you - but before running into it I want to figure out some strats which I will try later. But when its this time I would love to try them with/against you :)
@[FCC] Aura Guardian
Your 1st post was already clear to me, but to see all possible pick combos is quite helpful.
It shows that you always get 4,5 or 6 (except you get all of your first 3 picks) - @TBest is this why you wrote it as "ALWAYS"?
Depending on your post - what do you think how many turns you should plan your expansion in advance?
The bonuses you mentioned with there bottleneck-territories are the reason I like the map(s) :)
In the example I totaly understand why they picked the territories they did - but also the picks of 89th have nothing in common with the strat TBest mentioned in the beginning for his picks 4-6
So you say its better to pick 1 and 2 close together?