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John Clark
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Canberra
ACT
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I won't go much into the details of the game rather than how some variants worked.

Races were:

Arborec
Muat
Nekro
L1Z1X
Mentak

Most of the usual variants were applied from my previous games (reports here on BGG). The big difference in this game was (a) we played Age of Empires (b) we played with NO secret or preliminary objectives, with the game finishing at 8 points.

In addition, we omitted Voice of the Council - I think that was a good idea.

After usual early expansion, Arborec, to my left, did a sneaky strike which took my (Muat) home planet. I got it back on the next round, but it did hold me up a bit.

Mentak, to my right, was not an experienced player and he generally wasted too much effort on building and moving his fleet.

The other two races, Nekro and L1Z1X, were generally at war and kept each other occupied.

Arborec took MR first, but later I scared him off with a big force and took it unopposed and with three mechs there I held it for the rest of the game.

L1Z1X, like Mentak, was not focussed enough on VPs and was never really in the running. Nekro was harried from both sides, but managed to sneak in an attack on me through a wormhole to secure the War Sun tech and from then he was stronger and he scored objectives pretty fast.

Arborec took the early objective lead and mostly held the lead until the end. I was close behind most of the way. Arborec has SC 1 for what appeared to be the final round, with him on 7 points, playing to 8, but with no clear way to get the 8th. It was obvious that he would try a 50/50 attack in the hope of winning.

Meanwhile, I left the carrot there for his attack - a War Sun and a couple of fighters for the one point for winning a space battle against at least three ships. My plan was to claim an objective with Bureaucracy early (I did) and then grab an artefact held by Arborec on Malice, which I was pretty sure everyone had forgotten about (they had).

The attack came as a complete shock - I got a carrier, 4 fighters and a cruiser against two cruisers. On the planet were 2 GFs. I was also carrying 2 mechs, so I figured I would win. Arborec played "Target their Flagship" and rolled a 7 to shoot my carrier, also destroying the fighters and GFs, so the attack failed PLUS Arborec destroyed three ships and could now claim the VP.

Interestingly, Arborec also attacked with his fleet of carriers and many fighters against my War Sun and two fighters, and I played Experimental Weaponry, which meant my War Sun hits had to be applied to the carriers so his stuff all died, so both battles went against expectations. The second battle meant I could also claim the same objective, so we both got to 8 points but Arborec won the game with the Initiative 1 SC.

I thought that the game went pretty well, and it was fast. I don't think we missed the Secret Objectives at all and I am inclined to play future games without them.

One thing that caused some problems in this game was the Leaders. I like leaders in general but so often players forget about them, such that half way through a battle someone will say, "Oh, my leader would have changed the result but I forgot". I guess a lot of gamers would take a hard line on that - if you forget then its your fault. I try to be sympathetic - there is a LOT to remember in TI3 and if the move can be reasonably re-played without too much drama then that is ok. The problem with Leader is that they are so easily to forget about and because of that I am inclined to ditch them for the next game.

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Brian Petersen
United States
Texas
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Fighter Capacity isn't checked during the Space Battle step, so both of those battles should have had the opposite outcome. Since you still couldn't land, the outcome of the game was unaffected.

If either of you guys still had an Agent to sacrifice (I know Muatt has one), you may have used it as a Sabotage to win the battle using that House Rule (intentional or not).

I really like playing with Leaders, but they're too much for a new player to take in. They're much easier to remember the more you play with them, but they can also influence your strategy to the point where you're worse without them. It's like using Tech II, Trade III, ISC II, or Dip II in the base game set. You become reliant on receiving something earlier than usual, and when it's taken away, it's tough to deal with.

 
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John Clark
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Twilight Imperium (Third Edition): Shards of the Throne » Forums » Sessions
Re: Arborec wins 5 player in 4.5 hours
TomBoombs wrote:
Fighter Capacity isn't checked during the Space Battle step, so both of those battles should have had the opposite outcome. Since you still couldn't land, the outcome of the game was unaffected.

If either of you guys still had an Agent to sacrifice (I know Muatt has one), you may have used it as a Sabotage to win the battle using that House Rule (intentional or not).



Arrrrrgh! That was my 22nd game of TI3 and I have played the fighter rule wrong since the first game!

Muat does not have an agent - it has a scientist, diplomat and general.
 
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Brian Petersen
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It's one of those rules that you really have to look for. It took us 15 games to realize Diplomacy II secondary can annex neutral or empty enemy planets, but not Mecatol Rex or home planets.
 
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