General Strategies, Codes and Threat Assessment
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  1. ISO #1
    Oberyn
    Guest

    Exclamation General Strategies, Codes and Threat Assessment

    So based on the role list and setup, I believe if the scum can avoid killing each other off in the beginning, the town won't stand a chance. So it is imperative that we shut down the town and cult first. Then the opposing mafia.


    General day time behavior.

    Simply put, you have to find the happy medium between not standing out and not being invisible. Don't just post to boost your post count with spam since when scum do that too often they get pinned. Try to interrogate or question any statement that doesn't make sense. Or try pry more information from those that claim night action results. Ask people their opinions or add in your two cents on the current discussion.

    If you see a lynch going against one of us, don't directly defend us.. in fact don't directly defend anyone unless the accusation is complete BS and makes no sense. Let the person under fire defend himself. But don't be afraid to support defending arguments by other people while forming your opinion on the accusation.

    Don't be the one directly ignoring the current topic by starting a new argument as that will only be seen as diverting attention. Wait until the current topic slows down or starts to go off topic before starting a new one.

    If someone starts to question you, try to think why you are being questioned.. is it because of something you said (or didn't say) or is it because of a night action that you are not aware of. Random pressure coming for unknown reasons usually comes from PRs who saw you do something at night, try to diffuse them without claiming. Only claim when the town starts supporting the random pressure or if a PR claims what he saw against you.

    Don't be too late joining a band wagon against your fellow mafia if the situation starts to look hopeless (like if a PR makes a solid accusation against one of us). But don't be too eager to jump on any band wagons either, even ones not against us.

    If you state an opinion, don't randomly change that opinion or change sides mid day without a solid reason or until your questions against a certain reasoning have been answered.

    Don't make a post with only the tally. I don't mind if you update the tally with your vote if the tally hasn't been updated in some time.

    Every time you vote or unvote, you should include the reasons you support this decision. Don't be the blind sheep that everyone hates.

    Don't push the limits of the rules... especially the COM name claiming part. The last thing we need is for one of us to be modkilled.

    Things you should reveal to the public:
    -If you were bus driven. (the bus driver will expose you if a lynch goes bad because you didn't share this info)
    -If you were attacked and healed. (the doctors know and will include it in their last will) (I won't be because of my immunity)
    -Jailing (ask the jailor if he wants you to reveal this info, [assuming he lets you out])
    -Being roleblocked. (we don't know where it came from.. might help to witch to know who our consort is)

    Things you should only reveal to the public if directly questioned about it:
    -If you were given an Item (we don't need the advertise what the smiths are up to... maybe the witch forced him to give it to you)
    -Your night actions. (or fake night actions depending on what you claim)
    -If you were smited.
    -If you were visited by a mason trying to recruit you.

    Do NOT reveal being Witched. You may gain his favor if you keep his actions secret.

    Due to our low number in our mafia team and the type of roles we have, I don't recommend any gambits as they will easily be exposed by any detecting role and it will create unwanted attention when things go wrong. And since the GM would obviously stop any truthful wifom action that would involve exposing our team, naming fake people trying to throw people off our trail seems pointless since the game would not be halted and everyone should know that.


    Codes: (Awaiting GM Approval)
    Based off our roles for our mafia, there shouldn't be much need for codes during the day chats. We don't have any investigating role. The one exception to this is if Tywin is informed that he was identified, we should have a code phrase to warn the rest of us to stay away from him (not to defend him) as this would only lead the rest of us being affiliated with him.
    Here is my suggestion for that code that can easily blend in:
    In Tywin's first post of the day, if he says:
    Code:
    Did I miss anything while I was away?
    It means he was spotted.

    We should also create a code system to inform our team of any night actions that happened to us the previous night in the event that the lynch is headed against one of us. I would recommend that code be in our last will in the event we cannot inform our team the following night. The information we need is to help us determine the role list. Because of the timing when the code will be revealed (after that person is lynched an revealed as mafia) this code can be very simple and even obvious. Please copy this into your notes as you may not have access to it if you are jailed.
    At the end of your last will, include the following corresponding number(s) that describes any PM(s) sent to you that night:
    Code:
     1 - Means you did not receive any PMs informing you of any actions.
     2 - Means you were Witched.
     3 - Means you were Attacked and Healed.
     4 - Means you were Roleblocked.
     5 - Means you were Bus driven.
     6 - Means you were Jailed.
     7 - Means you received a Gun. 
     8 - Means you received a Vest.
     9 - Means the Ghost controlled your account that day.
    10 - Means you were Smited.
    11 - Means the masons tried to recruit you.

    How to use our roles

    Butcher (Janitor):
    Investigation Pairings: Coroner/Janitor/Amnesiac/Survivor
    -- I recommend that you avoid claiming Coroner if any substantial pressure heads your way. The two later roles seem easy enough to claim (preferably survivor) and it wouldn't attract attention from any detectives wanting to confirm your role.

    -- Since we only have 2 cleans and we don't know if there is a coroner, timing on these cleans can be key. I suggest waiting until night 2 before attempting to clean anyone at all. That way, if there is a janitor on the red mafias team that cleans tonight, a coroner (if there is one) might be drawn out without us wasting a clean. The second clean should be kept until we identify a PR that might hold key information in his last will.


    Seductress (Consort):
    Investigation Pairings: Escort/Consort/Veteran/Student
    -- I think your best bet is to claim Escort if pressure mounts. If you claim student, you will be asked to pick a mentor by the town. And you'll get nailed by detectives if you claim Veteran.

    -- This is probably our most important role. A consort that can steal items can really help us down the road. I recommend not using this role to perform any kills unless absolutely necessary. If you can find some smiths, that would be a huge bonus. However, if a smith reveals himself during the day, don't target him, that would be an easy trap set by lookouts.


    Trapper:
    Investigation Pairings: Vigilante/Bus Driver/Jailer/Trapper
    -- You're screwed with your investigation pairings. DO NOT claim any roles in your pairing unless we cleaned the Vig. The is only 1 vig and he'll shoot you the moment you try to claim his role, if he dead in the graveyard then the town will know you are lying. Bus Driver and Jailor claims are also a dead end since they'll ask who you bussed or jailed which will lead to your death. Basically you have to avoid all investigators, if you are asked by a non detecting role like a jailor, you might get away with a role claim that does not inform it's target like a doctor or a neutral. Good luck with that.

    -- The two edge sword role, it will help us with KPN, but also comes with high risk. I think this role will be best served targeting our own mafia early on (other than me), preventing any roleblockers or detecting roles from messing us up. The key to using him is not targeting someone that attracts too much attention to get multiple people checking him. If Tywin is successful in killing someone during the night, none of us should help defend him the following day should any pressure be put on him as that could easily be used to identify his team mates. If the lynch starts to head his way after he killed during a night, I will not condemn anyone who helps accuse him to add some distance, but don't lead the lynch yourself. Pay close attention to who leads the lynch, since it would be that person who identified him during the night... meaning that he is a PR.


    GodMother:
    Investigation Pairings: Citizen/GF/Cult Leader/Jester
    -- I'll simply be claiming Citizen if any pressure amounts. Masons won't be able to check them all so I should be good with that.

    -- Being the only person who cannot be converted by Dracula, I should be the leading presence for strategies during the night. I am willing to listen to any input you guys have but I want to hear reasons behind your input. I've seen mafias change targets away from the cult leader too many times to make that mistake myself.
    Also being undetectable and invulnerable, I will not need the trapper to supervise me unless the two of us are the only remaining mafia.


    Threat Assessment

    The Red Mafia

    Richard The Flayer (GF):
    Priority = High
    Out of all the mafia roles, this should be the only one we need to identify. Since we will need help to take him down. Identifying him should not be easy so lets go over a few things to keep an eye out for:
    - Because he is immune to detection, he won't mind detecting roles checking him, meaning he might get careless with his posting habits. He is also the one that has the best chance of taking a leading role against someone and get away with it. Keep an eye out for people who just talk too much or even act like a fool. Also take note of any citizen claims.
    - Because he can soak up many PR actions without much consequence, look for someone making himself a target for PRs. Killers and Dracula would normally avoid people in the spot light because of the ease that person can be for lynch fodder.
    - Last but not least, look for any ties with his other mafia members if they get lynched.

    Trapper:
    Threat Priority = Low
    I don't think this role is much of a risk to us as long as we don't target the obvious. It will eventually benefit us if he kills anyone but us, increasing the KPN. Seeing as we have one ourselves, I think the chances they have one as well are slim. But still, if they do, don't rush to kill him off.

    Illusionist:
    Priority = Low
    Same as the Trapper, as long as he doesn't kill one of us, he will benefit us. If identified, don't kill him off until he has disguised.

    Bloodmage (Graverobber):
    Threat Priority = Medium-High
    Based on the abilities that he can steal, I don't think he should be a problem for any of us. I have been informed that the abilities that he steals are not 1 shot (unless the ability itself was). Remember that he would mostly need to steal an ability of a freshly killed person to have most success since if the Coroner gets to the body first it will block him. Just keep in mind of the graveyard and we should be able to keep track of what abilities would be desirable for him to take. However if a smith dies, he would be stupid not to take that ability and then becomes a high priority target. We can't let him arm his fellow mafia with items.

    Seductress/Playboy:
    Threat Priority = Medium-low
    As with our Seductress, they should be using their consort to stop other PRs. I believe we can minimize the risk of it affecting our kill by having our Trapper follow the person performing the kill. It would also be unwise to allow the opposing mafia to discover the smiths and arming up before the end.

    Butcher:
    Threat Priority = Very Low
    Any cleans by the opposing mafia helps both our clans.

    Diabolist:
    Threat Priority = Very Low
    Any activity on his part other than framing me can't hurt us.

    Consigliere:
    Threat Priority = Medium-low
    As their information role, this will give them an edge during the day. But since investigation results contain 4 roles, he won't be able to determine someones alignment so fast. And I doubt he would push for any lynches unless he has something concrete to share.


    The Neutrals

    Count Dracula (Cult Leader)
    Threat Priority = Very High
    He is someone who can break the very unity of our mafia. As soon as one of us is culted, he will learn all our names and will continue to cult you if he looses control over our group. Seeing as I am the only one he can't cult, he is obviously a higher priority for me to eliminate since I can't win with him. Unless he is stopped early or slowed down by stopping his recruiting, the cult will be the dominant force at the end of the game and they will control the votes during the day to eliminate their foes.

    Cult Members:
    Threat Priority = High
    As with the cult leader himself, if the cult become numerous, we will loose the war. Especially if those roles were PRs that can block or change our actions.

    Witch:
    Threat Priority = unknown
    Their is only 1 warlock in this game and as always, he is a key role for all scum since his presence prevents PR role claiming. If we can identify him, we will have no way to communicate with him other than in day chat which poses a problem. A witch can be an detecting role if he randomly starts to control people and look for the night action claims, so if you are controlled by the witch and your night action becomes revealed (like someone claiming to be roleblocked) keep an eye out for anyone hinting to you that they were the one to control you. We do not want to kill the witch unless he is culted or poses a direct threat to us by revealing our team members to look good with the town.

    Student:
    Threat Priority = unknown
    Obviously it would be nice to have a student join us, but any hinting to a student will also attract attention of every other role. So I'd advise not to attract his attention. His threat priority will depend on who his mentor is.

    Jester:
    Threat Priority = None
    Results of having our actions randomized = little consequence. So I don't mind if he lynch a jester. In fact, I encourage lynching a jester as this only really hurts everyone else.

    Executioner:
    Threat Priority = None
    His target is always town, so we need not fear him unless he decides to help town win after he has completed his mission.

    Amnesiac:
    Threat Priority = Unknown
    Really depends what role he takes, based on experience, amnesiacs rarely join mafia... especially with our role set. So eliminating him before he joins town might be preferable.

    Ghost:
    Threat Priority = Low
    If we accidentally kill the ghost, he basically controls people he chooses during the day. He won't have any more info than a citizen and can't use night actions. Just beware of strange behavior if a ghost has died, you may not be talking to who you think you are talking to during the day.

    Survivor:
    Threat Priority = Low
    Ignore him. He knows nothing more than a citizen. Only oppose him during the day if he starts to lead a lynch against us. He is more of a threat to town than us.


    The Town

    Masons roles:
    Threat Priority = Very Low
    Both mason roles are pure anti-cult and pose next to 0 threat to the mafia. In fact, it is best if we keep these guys alive to help slow down the cult. The only thing they can do more than a citizen is that when one dies, they can determine PRs from cits by a failed recruitment which is another reason to keep them alive. If I see anyone trying to target a suspected mason, you will be suspected to be a cult member.

    Sheriff:
    Threat Priority = Very High
    There is 1 guarantied Sheriff in the setup, possibly more. Obviously a high priority target, especially if he gets the trust of the town. Taking them down is no easy task once they are revealed since they regularly receive protection and items. If we can pick up hints of that someone is the sheriff before he reveals, he should be killed and cleaned by the janitor asap.

    Investigator:
    Threat Priority = Medium High
    Being found by an investigator is easier than being found by a sheriff since we will have a few roles to claim as if put under pressure. Cleaning is still recommended to prevent the information from being spread to all. Also, we will gather valuable intel on his findings to determine our next targets.

    Detective:
    Threat Priority = High
    Being found by a detective can mean instant death. Especially since the all 3 of you have night actions that are very hard to slip out of with lies. The only one that might have a chance is Robb claiming Escort, but even then, blocking town PRs looks very bad.

    Lookout:
    Threat Priority = Extreme High
    Mafias nemesis, with these guys looking over the town PRs, we will have a hard time achieving our goal. If any of us are exposed by a lookout, you will have no chance to defend yourself and I highly recommend that other clan mates keep their distance. Lookouts must be killed asap.. but beware of doctors.

    Bus Drivers:
    Threat Priority = Low
    Bus Drivers mostly add confusion to the town more than anything. As long as we are not the other one being bussed, we shouldn't need to fear them.

    Doctor:
    Threat Priority = Medium
    Doctors are only a pain when they start to coordinate with the town given essential roles the protection they need. If we stay away from the obvious targets, we shouldn't run into doctor problems.

    Coroner:
    Threat Priority = Medium
    It is preferable to eliminate coroners before they undo the janitors work. Also keep in mind that they also see who we targeted if one of us dies... Hopefully he doesn't learn anything useful.

    Vigilante:
    Threat Priority = Low
    There is only 1 and he only has 2 shots. If he targets us then its because we should have been lynched during the day. He just speeds up the process. If he targets town, then it's our gain.

    Jailor:
    Threat Priority = Medium-High
    Depending on the circumstances that lead him to target one of us, he can be a pain in the ass. Perfectly role-blocking us every night or even killing us when we escape a lynch. Depending on what information he has available will determine how much you should lie to him. Beware of graverobbers taking this role if it is in the graveyard.

    Veteran:
    Threat Priority = Low
    He has a higher chance of killing town than he does killing scum. He can only go on alert 2 times, so I don't expect him to be a problem.

    Escort:
    Threat Priority = Medium-Low
    Unless they start blocking us constantly, then they pose little threat. Escorts are rarely trusted to be town anyways and are usually thought to be consorts. Keep an eye open to see if a roleblock that we did not perform gets reported.

    Gunsmith:
    Threat Priority = Low
    How many times does the gunsmith mess up and arm the wrong guys? Or how many times does the idiot who got the gun shoot the wrong person or not shoot at all? I'd be more afraid of him being culted or being graverobbed.

    Armorsmith:
    Threat Priority = Medium-Low
    Your delayed doctor... and not too many people actually wear the armor given to them. Can be a problem if all the protective roles start to coordinate.

    Citizen:
    Threat Priority = Extreme Low
    No explanation required.

  2. ISO #2
    Robb
    Guest

    Re: General Strategies, Codes and Threat Assessment

    Are the 1-11 codes meant to be used in day chat as well?

  3. ISO #3
    Eddard
    Guest

    Re: General Strategies, Codes and Threat Assessment

    Wow, very nice. I'll make sure to familiarize myself with everything you posted.

  4. ISO #4

  5. ISO #5
    Oberyn
    Guest

    Re: General Strategies, Codes and Threat Assessment

    Quote Originally Posted by Robb View Post
    Are the 1-11 codes meant to be used in day chat as well?
    Codes 1-11 should only be used in last wills when getting lynched. We don't need the public to see our codes and link us together as a team but if we are dead when they see the code, it won't matter. We are better off sharing the info in our night chats if we aren't getting lynched.

  6. ISO #6
    Oberyn
    Guest

    Re: General Strategies, Codes and Threat Assessment

    Addition to the code system:

    Code:
    12- Means the cult leader tried to recruit you and failed. (enforced or Oberyn)

 

 

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