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THE YSSARIL TRIBES
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Special abilities: may skip actions, draws 1 extra action card, have no hand size and may look at opponents action cards.
Home system: (2/3), (1/2) 3 resources, 5 influence
Trade agreement: 2 resources, 1 resource
Starting tech: Antimass Deflectors, XRD Transporters
Starting units: 1 sd, 5 gf, 1 pds, 2 carrier, 1 cruiser, 2 fighters
Special techs: Shuttle Logistics (3 Resources): Allows movment of ground forces in status phase, Mageon Implants (4 resources): Steal 1 action card each turn
Flag ship: May move throug systems with enemy ships

Positive: Can expand fast in the beginning of the game due to the 2 carriers and 5 ground forces and given that Yssaril have XRD Transporters this can give them some good planets right from the start of the game.
Yssarils special ability to skip an action gives them the advange of timing.

Negative: Low production in the home system and weak trade agreements.

Strategy: Yssarils sould be played very sneacky, skip a lot and then suddendly strike hard to scoure 5 VP in one round ending the game. To be able to pull this off you will have to have a lot of mobility. This can be achived with carriers so building a huge carrier fleets seams to be a good idea and you will probably want to have cybernetics to strengthen your fighters. Part of being sneaky is also not to have the most VP and not the biggest fleet, people tend to attack opponents that they think have a huge potential of winning the game. Action cards are your best friend so getting Mageon Implants early will give you your opponents best action cards before they are used against you.
Tech Strategy: You will want to have Gravity drive, Mageon Implants and cybernetics.

THE BARONY OF LETNEV
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Special abilities: +1 Fleet supply, 2 Trade goods gives ships +1 and ground forces +2 in combat.
Home system: (4/0), (2/1) 6 resources, 1 influence
Trade agreement: 1 resources, 1 resource
Starting tech: Hylar V Assult Laser, Antimass Deflectors
Starting units: 1 sd, 3 gf, 1 carrier, 1 dreadnought, 1 destroyer.
Special techs: Noneuclidean shielding (4 Resources): All sustained damage prevents 2 casualties. L4 Disruptors (6 resources): You may use your race's special ability to give +2 to ground forces for free.
Flag ship: May bombard PDS planets. Repaired at start of each combat round.

Positive: Best starting system. Out of all special techs, Noneuclidean shielding is the best. Best flagship. All this can be combined to give the barony of letnev the strongest fleet in the game.

Negative: Few ground forces, no fighters and only one carrier to start with. Very weak trade agreements.

Strategy: To win with the barony you will have to build up your fleet with ships with sustain damage. Build your flag ship and don't loose your dreadnoughts in the early game.
Tech Strategy: You will have to get the following techs: Deep Space Cannon, Duranium Armor, Noneuclidean shielding, Gravity Drive.

THE EMBERS OF MUAAT
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Special abilities: May spend 1 CC to build 2 fighters or 1 destroyer.
Home system: (4/1), 4 resources, 1 influence
Trade agreement: 2 resources, 2 resources
Starting tech: Enviro Compensator, Sarween Tools, War Sun
Starting units: 1 sd, 4 gf, 1 war sun
Special techs: Magmus reactor (5 Resources): War suns get +1 movement, Nova Seed (4 resources): May transform a system to a supernova.
Flag ship: May spend 1 CC to build 1 cruiser.

Positive: Good trade agreements that can give you a good income in combination with Micro technology.

Negative: You don't have any carriers in the beginning so you will have a slow start. Quite bad special technologies. Almost no influence from the start.

Strategy: Pick leadership often to recive 3-6 CC, you will need them to build fighters around the war sun. Remember that your hope lies in the fear of your war sun so keep it well defended with fighters. If you have resources build a second War Sun.
Tech Strategy: You want to aim for Nano Technolgy so start by researching micro technology to be able to pick it on the secound research opportunity then aim for Deep Space Cannon to improve the speed of war suns.

THE MENTAK COALITION
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Special abilities: +1 CC, may fire before battle with 2 cruisers or destroyers, may steal trade goods.
Home system: (4/1), 4 resources, 1 influence
Trade agreement: 1 resources, 1 resources
Starting tech: Hylar V Assault Laser, Enviro Compensator
Starting units: 1 sd, 4 gf, 1 pds, 1 carrier, 3 cruisers
Special techs: Mirror computing (4 Resources): each trade goods counts as twice as much, Salvage operations (4 resources): Gain 2 trade goods in each space battle and build one ship.
Flag ship: Opposing ships may not use the sustain damage ability in this system.

Positive: They have strong special abilities and special techs.

Negative: Mentak have very weak trade agreements and only 1 carrier, this can give them a slow start.

Strategy: Build cruisers, research stasis capsules to improve mobility and mirror computing to get the economy running.
Tech Strategy: Stasis capsules, Mirror computing, Transfabrication, Salvage operations

THE LIZIX MINDNET
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Special abilities: +1 CC, Dreadnought costs 4 and gets +1 in battle, ground forces get +1 when invading.
Home system: (5/0), 5 resources, 0 influence
Trade agreement: 1 resources, 1 resources
Starting tech: Hylar V Assault Laser, Enviro Compensator, Stasis capsules
Starting units: 1 sd, 5 gf, 1 pds, 1 carrier, 1 dreadnought, 3 fighters
Special techs: Dreadnought invasion pod (2 Resources): Dreadnought may carry on addiotional ground fource. Inheritance systems (5 resources): My researche any technology for 2 more.
Flag ship: When this ship is present, all hits from your Flagship must be taken by opposing non-Fighter ships (if able).

Positive: Many starting technologies, cheeper dreadnoughts and a great home system. Having a planet with 5 resources and no influence can be of great benifit when executing secondary assembly.

Negative: Weak trade agreements and poor influence on there home world.

Strategy: Build dreadnoughts, cruisers and destroyers.
Tech Strategy: Almost all good technologies can be achieved easy so there is no need to invest in Lizix's special technologies.

THE GHOSTS OF CREUSS
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Special abilities: A,B wormholes are adjacent, other players may not use wormholes leading to your systems.
Home system: (4/2), 4 resources, 2 influence
Trade agreement: 2 resources, 2 resources
Starting tech: Antimass Deflectors, XRD Transporters
Starting units: 1 sd, 4 gf, 1 carrier, 2 fighters, 2 destroyers
Special techs: Dimensional Splicer (3 Resources): Assign 1 hit before space battle in wormhole systems. Slave Wormhole Generator (5 resources): You may place your extra A,B wormholes.
Flag ship: You may treat this ship’s destination system as if it had a “D” wormhole in it. When this ship is moving, treat its destination system as if it had the wormhole.

Positive: Good trade agreements, good special ability.

Negative: Slow start due to that your home system is so far away and you only have one carrier. Not so many starting technologies. Hard to master.

Strategy: Building carriers with fighters seams to be a given path since you have XRD Transporters form the start. Se to that you build a spacedock out side your home system as son as posible. Building your flagship will be a key to unlock your home system.
Tech Strategy: To take control of all wormhole systems you will need both of your special technologies: Slave Wormhole Generator and Dimensional Splicer. But first research Gravity Drive to enable your carriers to move out fast.


THE XXCHA KINGDOM
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Special abilities: May spend one CC from SA to veto a political agenda.
You may execute the Primary of Diplomacy SC when using the Secondary.
Enemy receives -1 in first round of space combat.
Homesystem: (2/3), (1/1) 3 resources, 4 influence
Trade agreement: 2 resources, 2 resources
Starting tech: Antimass Deflectors, Enviro Compensator
Starting units: 1 sd, 2 gf, 1 pds, 1 carrier, 3 fighters, 2 cruisers
Special techs: Diplomats (5 Resources): You may spend one CC from SA to veto an enemy action (once per round). Instinct Training (4 Resources): Once per game turn, you may spend 1 CC from your SA to cancel an AC just played by your opponent.
Flag ship: You may attack with this ship as if it were 2 PDS units with Deep Space Cannon.

Positive: Good trade agreements, good special ability.

Negative: They have a very slow start due to that they only get 2 ground foces and only one carrier. There starting technologies and home system are also quite bad.

Strategy: There flag ship can give them an edge with PDS fire so if they manage to place a system with 3 planets in front of there home system they can place up to 6 PDS units and the flag ship there. This will give them up to 8 PDS hits before any space combat and remember that you can bribe others to activate a system if someone dare to move there fleet close to that system.
Tech Strategy: Sarween Tools, Micro technology, Hylar V Assault Laser, Deep Space Cannon, Gravitation Laser System, Gravity Drive.

Turtle strategy in action:
 
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Steve Fowler
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The Tribes
Even with a crappy FS they are an elite race.
A beginner at TI3 will be able to compete because the skip ability is
easy to use and plan with. No nuance here.
With no combat racial ability they will need to rely on that fat hand of action cards to make the skip ability pay off.

Get any and all tech that improves the AC situation.
Of primary concern are the 4 Sabotage cards which can negate your strategy if played on you at a crucial moment.
Either acquire all four by theft or trade or get them spent and out of players hands /and hopefully the game. After all you have two agents just waiting to sabotage the enemies' ACs if need be.
No other player's overall strategy can be affected more than the Y's by sabotage.

Blue techs give you the speed and range to make use of your skips. By waiting till others have passed the board is yours to rule if your objectives are within range.

As you will be cash strapped as compared to other players, be feared, but don't start prolonged wars. A wise Y will figure out how he can use the Hacan's AC trading ability to make cash off ACs the Y wont use.
Any extra TGs can be the boon to sustain your empire and allow you to take advantage of being the only one left with CCs to play.

Cybernetics is a correct path but Advanced Fighters is the goal. You have a mini ability to spam out of the home system so FTRs will be a main weapon for you.

Never pass up Tech as it saves those precious few TGS and Leadership is a great way to build up you CCs for later.

The Ys- easy to play, hard to kill, action cards are great fun and any competent player of any experience will always have a real shot at a win.
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Michael Laudani
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My two cents on your strategy guides:

Yssaril Tribes:

Skip. True they start with GF, two carriers, and XRD, but they seriously lack in the starting fleet department. Skip. Two fighters and one lonely cruiser will not easily defend the two carriers laden with GF. Skip. They most likely will want production(4) on the first turn to round out the starting fleet with a few more fighters and ships. Skip. Oh god, does it feel good to start with two carriers with XRD! Skip. Action card. Skip. Action card. Skip. Action card. Skip. Pass.

Embers of Muat:

Weak starting fleet without carriers?!? They start with a GD war sun! Build a few fighters and one other ship (destroyers or cruisers, your choice) and they are set, slow at one movement, but set. Keep. The. War. Sun. Alive.

Mentak Coalition:

Pirates never trade, they take! What's yours is mine! No one will ever trade with the Mentak, unless they're stupid or like giving away money since the pirates will just take TG's away. They want their race techs A.S.A.P., both of them. Pronto. Skirmish, attack everywhere and be rewarded. No one can mix it up like the Mentak can.

LIZIX Mindnet:

Oh wow, do you really think the race tech for these guys are bad? Grab technology(7) once, pay four resources and ignore the tech tree completely! Have you always wanted to try out X-89 and become the bringer of death? Have you always wanted to use fleet logistics with war suns? The Rebel Alliance had time to react to the death star before it "got in range." Your death star can now teleport in range *cough*the way they should have entered the system in the first place*cough* and blow up Luke, Leia, and Han Solo before they can even muster a defense!

Ghosts of Creuss:

Again, here is your idea that a very good starting race is somehow a bad starting race. What was the reason again? "Slow start due to that your home system is so far away?" What?! They start with XRD which makes them able to move at two. How is having the home system one more tile away from the board going to slow them down? They also start with a very solid mobile fleet, the only thing one can complain about is the lack of a second carrier but XRD makes up for that big time.
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Laudani wrote:
Pirates never trade, they take! What's yours is mine! No one will ever trade with the Mentak, unless they're stupid or like giving away money since the pirates will just take TG's away.

I almost never see the Mentak able to use their steal ability, because when they are in play, unless there's a REALLY good reason to save TGs, players usually spend all their TGs before passing, or use them to claim an objective.
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Martin Larouche
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I'm of the opinion that Twilight Imperium 3 is a game where no true "strategy guide" can apply.

Playing the Xxcha, you'd think that peaceful negotations and political maneuvering would be the way to go...
And then you stumble upon the "take over another player's homeworld" secret objective.

Or you play Jol Nar, where a big tech grab seems to be a good idea. And then all the objectives that turn up are of the "spend resources" variety, leaving nothing to buy your extra techs...

Or playing the Naalu, it would seem obvious to buy tons of fighters... until you figure out your two neighbors have anti-fighter tech and tons of destroyers in play.

Or playing the Ghost, trying to reach wormholes might seem like a very good idea... but for the fact that no actual wormholes is getting you any closer to claiming an objective.

If you try to apply a "strategy guide" to any game of TI3, there's a higher chance you will lose against a flexible player who formulate his strategy based on any given situations and not on a premade fixed strategy. That's because the objectives are unknown from the start and are only slowly being revealed. As such, TI3 favors those who can adapt to a situation over those who can plan a long term strategy. It favors the opportunists over the long-term planners.
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Michael Laudani
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Quote:
I almost never see the Mentak able to use their steal ability, because when they are in play, unless there's a REALLY good reason to save TGs, players usually spend all their TGs before passing, or use them to claim an objective.


Depends if the race for war suns / flagships is involved. Or if an public objective requires TG or something.

Oh yeah, if Hacan are playing, the Mentak will mostly always have a target to steal from. Mostly.

Just playing the Mentak also influences players by making them not want to save up TG, or keep only one or two around.

Mentak also takes two potential trade agreements away from the trade table, it actualy HELPS the Mentak if they to refuse to trade. They aren't weak so they don't need to rely on the trade agreements to protect them.

If you never take trade(5) from the strategy cards, it has a better chance of not getting chosen for the round. That means less TG to the Mentak's enemies and, for a bonus, no one ever takes the TG for the bonus counters that accumulate. It also makes choosing strategy cards easier!

Now I know what you're thinking. Less TG on the board means less for the Mentak to steal, but every TG the Mentak deny equals one TG of ships they don't have to face, or one less CC an opponent can buy, etc.

Yeah... Mentak is complicated.
 
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Laudani wrote:
Depends if the race for war suns / flagships is involved. Or if an public objective requires TG or something.

Sometimes; even when the big guns come out, that's even MORE reason for people to be spending all their money. When they do save TG, they save only 2 so that they don't get stolen from (saving 3 instead of 2 is just stupid, because you're going to end up with 2 anyway! )

Quote:
Oh yeah, if Hacan are playing, the Mentak will mostly always have a target to steal from. Mostly.

I've played several games where both the Hacan and Mentak are in play; the Mentak don't have any easier time, because Hacan spends the TGs just as much as anyone (and just buys a lot more!)

Quote:
Just playing the Mentak also influences players by making them not want to save up TG, or keep only one or two around.

Sometimes. It makes doing so more pointed, but even with games without the Mentak, players rarely save their TGs - there are enough ways a player could lose them to keep them for too long


That's not to say the Mentak are bad (although before Shards, they were mediocre at best - Mirror Computing made them BEASTS, especially coupled with Salvage Operations!) It's just my experience that the "steal" ability is not used very often - it's the 2-shots-before-combat that gets used FAR more often (and the extra starting fleet supply and ship doesn't hurt, either)
 
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Michael Laudani
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Quote:
Sometimes; even when the big guns come out, that's even MORE reason for people to be spending all their money. When they do save TG, they save only 2 so that they don't get stolen from (saving 3 instead of 2 is just stupid, because you're going to end up with 2 anyway! )

Something magical happens when the Mentak play.

Unless the non-Mentak players don't care about a TG being stolen from them, everyone won't be able to stockpile TGs and spend them all at once on important things.

Be it on a war sun, two war suns, two techs at once, or 5 dreadnoughts. Everything becomes harder to pump out because the non-Mentak players must spend the TG right away or else they risk a TG becoming stolen.

Quote:
I've played several games where both the Hacan and Mentak are in play; the Mentak don't have any easier time, because Hacan spends the TGs just as much as anyone (and just buys a lot more!)

The Hacan bring two unbreakable trade agreements (3) to the table that will ALWAYS be traded out and they will ALWAYS have some one else's trade agreements and bank +1 TG on each active agreement.

There will always be more TG going around when the Hacan are playing, thus making the Mentak's ability stand a better chance of triggering. I'm not saying it will trigger, I'm saying it has a better chance.
 
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Laudani wrote:
Quote:
Sometimes; even when the big guns come out, that's even MORE reason for people to be spending all their money. When they do save TG, they save only 2 so that they don't get stolen from (saving 3 instead of 2 is just stupid, because you're going to end up with 2 anyway! )

Something magical happens when the Mentak play.

Unless the non-Mentak players don't care about a TG being stolen from them, everyone won't be able to stockpile TGs and spend them all at once on important things.

Be it on a war sun, two war suns, two techs at once, or 5 dreadnoughts. Everything becomes harder to pump out because the non-Mentak players must spend the TG right away or else they risk a TG becoming stolen.

I guess my point was, having the Mentak doesn't change things much; having a stockpile of TGs is dangerous even without them because there are other ways (and far WORSE ways) to lose giant stockpiles. There's rarely a need to stockpile anyway - building a big ship can usually be done in a single turn; the only reason I typically see people stockpile is to claim the stage 2 objectives that require tons of spending. And having the Mentak in play won't affect that much - it MIGHT let them steal one or two in the late stages of the game is all.

Quote:
Quote:
I've played several games where both the Hacan and Mentak are in play; the Mentak don't have any easier time, because Hacan spends the TGs just as much as anyone (and just buys a lot more!)

The Hacan bring two unbreakable trade agreements (3) to the table that will ALWAYS be traded out and they will ALWAYS have some one else's trade agreements and bank +1 TG on each active agreement.

There will always be more TG going around when the Hacan are playing, thus making the Mentak's ability stand a better chance of triggering. I'm not saying it will trigger, I'm saying it has a better chance.

Better chance, perhaps, but still very low Obviously, I can only speak for my personal experience, but people tend to spend TGs just as quickly as resources - spend all you can, build up your fleet NOW, rather than waiting till later. There are exceptions of course, but I haven't seen the Hacan or Mentak's presense affect the frequency of stockpiling very much
 
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I have seen games where several players have a stack of 12-15 trade goods. But playing with Mentak makes people think twice before stacking up a lot of resources between rounds. Usually they only prevent players from stacking up but that can also be good.

Laudani wrote:
Have you always wanted to try out X-89 and become the bringer of death?


No. There are so may other techs that are better. Gravity drive and Duridium armor for example. You seam to want to over do technology. I think that you should have a purpose with all of your techs, if not why spend resources that could be of more use to you in form of ships and VP:s? So even if you can research some technologies you should not. 3 mechanized units are much more efficient in destroying ground forces if you know what you are doing.

Laudani wrote:
Ghosts of Creuss: Again, here is your idea that a very good starting race is somehow a bad starting race...


I never said that they are bad, but from my experience by playing them and seen other people playing them they always seams to have a slow start. I personally would not say that they are one of the top 5 races to pick. They are fun to play but not that powerful as some of the other races, especially if not playing with the 4:th ring.

deedob wrote:
If you try to apply a "strategy guide" to any game of TI3


The intention for the guide is to give new players an idea of what is good if playing a certain race. Of course you have to be flexible but given that you will probably only get about 4-7 techs during a game it can be a good idea to have a plan of what you should get.
 
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JohanCarstensen wrote:
I have seen games where several players have a stack of 12-15 trade goods.

I like playing against people foolish enough to do this, because if I can get my hands on Privateers, they will be making ME rich
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Martin Larouche
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JohanCarstensen wrote:
deedob wrote:
If you try to apply a "strategy guide" to any game of TI3


The intention for the guide is to give new players an idea of what is good if playing a certain race. Of course you have to be flexible but given that you will probably only get about 4-7 techs during a game it can be a good idea to have a plan of what you should get.


You are entitled to your opinion of course...

But that's exactly what i'm saying you should *not* do.
Don't plan ahead in TI3... seriously don't.

What's the use of planning 4-7 techs in advance when the objectives that turn up are of the "get techs of a specific color"? Then you'd be much better off not getting those 4-7 techs and getting other ones that would get you closer to claiming an objective.

Similarly, if 0 objectives requiring techs come up... DON'T go for 7 new techs as it's going to be mostly a waste of resources. Keep your resources for other objectives. Spending 10 resources on an objective is much more helpful to get ahead in TI3 than ANY technology you could acquire (unless it gives you a direct VP in the process with another objective).

Where i can agree on a "plan" is maybe before a game check the tech tree a bit and look at a "general direction" of where you could go for this game.
In my experience, these pre-game "plans" NEVER go as you want them to. It starts as soon as you get your preliminary/secret objective, then changes each time an objective is turned up, or another player makes a move that can threathen you (militarily or politically).

So planning is fine, as long as you don't plan more than a single turn in advance.
Players that formulate an elaborate multi-turn plan in advance tend to want to "stick" to that plan and forget to adapt to a given situation. It's harder than you'd think to abandon a plan you formulated for a long time to go in a completely different direction.

Ironically, i believe i am writting some small "strategy guide" here... saying to not plan too much ahead. See the gains that can be taken quick. Go for quick and easy objectives, not for techs and ships that might get you more VPs in the very long run... those almost never pay out.
A race's special abilities are bonuses that can benefit you IF a given situation calls for it and helps you progress. Those special abilities should not drive the way you play the game.
For example, playing the 'norr is not necessarily a sign that you NEED to attack everything that moves. Their +1 to combat ability is also a very good deterent against player attacking them. I have had more success playing a peaceful game with the 'norr than by attacking with them. You do your own thing while people don't even want to threaten you. This means less resources spent on ships and more spend towards objectives.
Of course, this also depends on the situation... If the objectives that turn up are of the "attacking someone" variety, then turltling with the 'norr is a bad idea...

Which brings me back to the fact that there's no good set of "pre-made plans" that would work in TI3.

 
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Michael Laudani
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Quote:
You seam to want to over do technology. I think that you should have a purpose with all of your techs, if not why spend resources that could be of more use to you in form of ships and VP:s?

My point is that the "space cyborgs" don't have to over do tech. They can pin point any tech that helps them get VP, bypassing any less useful tech.

As for the usefulness X-89, MUs do make that tech useless because they are immune to it. I'd only get it if an objective I'm aiming for was on a planet with a silly amount of GF on it. The Arborec hate X-89 too.

Quote:
I never said that they are bad, but from my experience by playing them and seen other people playing them they always seams to have a slow start.

I don't see why they would have a slow start at all. 2 movement carriers, a good number of fighters and GF, and ships to back everything up? Must be bad luck.
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deedob wrote:
Which brings me back to the fact that there's no good set of "pre-made plans" that would work in TI3.


I think there is certain paths in the tech tree that are better than others depending on your race and starting techs. But being flexible is always good. And buying techs does not lead to an instant victory. Sometimes people focus so much on the tech tree that they forget about what is happening on the board and this usual gives me the victory. Player elimination has been my thing the last games.

Laudani wrote:
I don't see why they would have a slow start at all. 2 movement carriers, a good number of fighters and GF, and ships to back everything up? Must be bad luck.


To take 2-3 systems the first turn they will have to build a new carrier(-s) and these new carriers can only move 1 step from there home system on the board.
 
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Brian Petersen
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You put the best systems adjacent to your HS, and after that, they can move 2. Gravity Drives makes it equivalent to other races that start with XRD, from home, and wicked fast otherwise. The only races that start with 2 CVs Hacan, Jol-Nar, and Yssaril. A few others can take multiple systems with Stasis Capsules, as in 3, in the absense of picking Tech yourself.

How often are people rich enough to take 3 systems (meaning they spent their HS on CVs and are completely out of CCs in CP) and not get ransacked the next round?
 
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That happens allot for me. I usually want to take at least 2 systems in the first round. If possible I will take 3. The first round often dictates your next round as well, so a good start is critical. It's like in all 4x games, doing well in the first round will make you get on top of things, and that my friend is the key to victory.
 
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Brian Petersen
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Do you use some sort of bidding variant? 2 CVs is 6 resources, and requires you to move out of your HS before Production is executed. In addition, GFs are in limited supply in the first round, as well as ships to escort your CV.

If neighbors are as bloodthirsty as you imply, wouldn't a lone CV be destroyed and at least one of the planets be taken?

In my playgroup, when somebody takes 3 systems in the first round, they are on everyone's radar, and usually get throttled back down before they get to spend any of the planets.
 
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Stockholm
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We are only playing with two house rules and one is that you get to "see" our secret objective before you draw it so that you can plan for it during the game. The other is that when drawing a race at random you get to discard that and to redraw(only 1 time). So no, we are not playing with any bidding of races or starting position. Extra resources in the beginning would only mean that everybody would be able to do technology and build massive fleets. It's enough that some players gets extra resources in a 5 player game.
 
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Viktor Wurm
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I am still wondering why nobody mentions the tactic that can be applied by the Clan of Saar!? With their racial technology of entering asteroid fields they can basically become indestructible, and if that asteroid field is close enough to enemy territory it can be a serious threat.
The tactic is as follows. You fly with your SD's into an asteroid field now they are immune to everything noone can destroy them, bang you cannot be eliminated. OK OK your FS is just 3 in asteroid fields. Guess what!? You do not care! You can still, with your other racial tech, build 15 fighters that will still not count towards FS. And from here you can threaten everybody within 3 spaces with Warfare II or 4 spaces with Warfare I. Basically, easily keeping that section of space and planets. The only limitation to this maneuver is the close proximity of an asteroid field, and the racial techs. But can be done till round 2 if you chose technology twice in a row, and produce nothing. I know it is risky, however if the meta lets you do such things you will become a hated little wolf in your corner of the galaxy.

On limiting factor can be the presence of necro, who can steal you tech and kill your SD's.

I have only played once with Saar and with this tactic, and we had no Necro in the game. In fact, it was a 6 player game, and luckily both my neighbors faced more potent threats. So I was let loose. I schemed right in the beginning on this tactic, therefore put an asteroid field next to MR in close proximity of my HS. I had 2 indestructible SD next to MR in the end of the 2nd round, and 1 right next to it producing GF & PDS, then I started production, and won the game.
 
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Brian Petersen
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Your neighbors were much more forgiving, then. In my playgroup, the only way to get Tech twice in a row is for you to get it the first round, and the person next to you chooses Assembly and makes you Speaker to play one of their own laws.

Last time I played Saar, N'orr was BTHO'ing me, and I barely escaped into the Asteroid Field. I could only build 6 FFs with Sarween Tools resources, as all my planets had been taken, and they were fired upon by an equal number of PDS. Of course, most of that game was dictated by me choosing to attack N'orr (had played 3 times) instead of Jol-Nar (never played before), to try and get both my Preliminary of conquering a N'orr system, and the Public Objective of blockading a Space Dock in Round 2, when N'orr had also drawn Experimental Battle-Station.
 
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Viktor Wurm
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Yes, it was indeed an extreme situation, because I managed to convince the Assembly player siting right across the board to choose me as speaker, with giving him my first 2 TG from exploration. He was the Latnev player and thought he needed those 2 TG for his racial.

And one correction my 2nd SD was placed in the asteroid field only in the 3rd turn. Although I did not fulfill any objective until the 3rd round after that I was rockin' fulfilling at least one objective each turn.
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w1ck wrote:
..You can still, with your other racial tech, build 15 fighters that will still not count towards FS. And from here you can threaten everybody within 3 spaces with Warfare II or 4 spaces with Warfare I..


And... You will still not have the strongest fleet on the table. The Barony of Letnev's fleet are healing 4 damage each combat round so you will have a hard time killing them with just fighters. With out 2 War Suns I don't think the Barony would care about your fleet of fighters.

TomBoombs wrote:
..most of that game was dictated by me choosing to attack N'orr (had played 3 times) instead of Jol-Nar (never played before), to try and get both my Preliminary..


You are playing it wrong... alway attack the weakest power in the beginning and that would be Jol-Nar in this case. Jol-Nar have -1 on all combat rolls so they are a legal target.

w1ck wrote:
..I managed to convince the Assembly player siting right across the board to choose me as speaker..


Intresting strategy, this has not yet happend in my group that someone gives trade goods to become the speaker. Trade goods have been given by all to "not" have an action card played against them. But this is something new that has to be explioted.

 
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Viktor Wurm
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Twilight Imperium (Third Edition): Shards of the Throne » Forums » Strategy
Re: Strategy guide for some of the races
Well, giving away TG for the speaker token is not a usual thing here either, however, in this situation it came handy. I am usually reluctant to give away those precious TG but in this situation it was crucial to go first and chose Technology, which was worth the 2 TG.

About the 15 fighters. I agree that they are just fly on the windshield for a Latnev triple HP flying death. However, as it was a 6 player game, and everybody faced greater threats than my pack of flies, and have seen that they cannot do anything with it either way, they just simply avoided me. And this, gentlemen, is the mightiest force you can get hold on when playing TI, especially when paired up with some diplomatic skills. Having said that, after I have given the Latnev player those 2TGs he kind of considered me to be his ally, which made things much easier.
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