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fng fng
Indonesia

Virgin Islands
i believe we can't build a figure on a capital square, can we?
since the capital can only have total 9 battle unit ,+3 hand size and +1 if governend by fundamentalism and with computer tech(if you has 10 coins or more). then how can we defend against a big army?

lets say that the enemy has 6 stacking limit, that means 3+2+2+2+2+2 = 13 hand size. has built 2 academy and have 1 general (+12, equal to our capital defending)

without considering the other effect of tech card, the outcome of the battle decided by the amount of the units.

is there any way to increase our hand size? if no, then its a total defeat right?

let say i have 13 units, the same as the enemy, since i can only use 9 of them in my capital, the only way to survive is confront the enemy before it reached our capital in order to reduce their units and armies. am i right?
 
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Daniel Hammond
United States
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ts33naird wrote:
i believe we can't build a figure on a capital square, can we?
since the capital can only have total 9 battle unit ,+3 hand size and +1 if governend by fundamentalism and with computer tech(if you has 10 coins or more). then how can we defend against a big army?

lets say that the enemy has 6 stacking limit, that means 3+2+2+2+2+2 = 13 hand size. has built 2 academy and have 1 general (+12, equal to our capital defending)

without considering the other effect of tech card, the outcome of the battle decided by the amount of the units.

is there any way to increase our hand size? if no, then its a total defeat right?

let say i have 13 units, the same as the enemy, since i can only use 9 of them in my capital, the only way to survive is confront the enemy before it reached our capital in order to reduce their units and armies. am i right?


You can attack him before he reaches your capital or my favorite is get Communism and lock down his stack with spies.
 
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Calavera Hermosa
United States
Tucson
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My personal favorite is to play a culture strategy and hoard those defection cards that kill figures, even allowing you to interrupt their movement. Suddenly that stack of three or four figures (allowing your opponent to draw extra cards) isn't so tough if you kill a few of those figures.
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Paulo Santoro
Brazil
São Paulo
São Paulo
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It's also good you react before he can produce/move/research/move/group to get all this...
 
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El-ad David Amir
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Adding to the previous notes- your opponent will need to build these Army figures, build the matching units, get the Military Academies, get a Great General, research Replaceable Part, form a stack of six flags, and get to your Capital...

Doing all of that will take a lot of turns. As a rule of thumb, the game should be over by turn 9-11; turn 14 at most, if playing with a group of beginners. Someone else should win before your opponent achieves that.

(Also, remember you can get your own Academies and Great General; also, you can have superior unit upgrades, Culture cards, etc.)
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Cameron McKenzie
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ts33naird wrote:

lets say that the enemy has 6 stacking limit, that means 3+2+2+2+2+2 = 13 hand size. has built 2 academy and have 1 general (+12, equal to our capital defending)

without considering the other effect of tech card, the outcome of the battle decided by the amount of the units.


If it were easy to stop someone who has basically every possible military bonus and a maximum army, they might as well just remove military victory from the rulebook.
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fng fng
Indonesia

Virgin Islands
thanks for the quick reply

there's an opinion in our group that battle is a bad choice, since we can only build 1 army or unit per city and once per turn (without having the hanging garden),

we lost the units that are killed in a battle plus an army every 2 units lost. without the proper preparation, winning the military victory will put you in a disadvantage. considering that condition, there's none of us that already achieving victory through military.

 
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El-ad David Amir
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ts33naird wrote:
there's an opinion in our group that battle is a bad choice, since we can only build 1 army or unit per city and once per turn (without having the hanging garden),

we lost the units that are killed in a battle plus an army every 2 units lost. without the proper preparation, winning the military victory will put you in a disadvantage. considering that condition, there's none of us that already achieving victory through military.

The key statement here, and I'm glad you made it, is "without the proper preparation". You do not want to go into battle unprepared. Heck, you do not even want to attack a neutral Village unless you have the required infrastructure set up.

However, if you invest correctly in military (and the challenge here is to invest correctly), it can become a very efficient engine. Loot is extremely precious. Even killing an opponent's flag yields you the equivalent of a city action while setting them back dramatically. Destroying a city usually earns you a technology- the equivalent of a full turn! And needless to say, killing a capital wins you the game.

The trick is to aim for the weakest link, that is, the player who invested least in military. With a Great General and two Barracks, you already have a huge advantage over enemy flags and a slight advantage over enemy cities. That would be a good point for opportunistic attacks; your goal is twofold: get some loot to feed into your engine, and destroy your opponent's units.

Because, you see, when you attack your opponent's capital, you will not be facing a battle hand of six units. Heck, his battle hand won't even have four units. By the time you face the capital, you would have killed two of his flags and one of his cities. His battle hand will be nearly depleted, his economy crippled, his tech behind and he will have half of your number of city actions.

And then, after shattering his hopes and dreams, you will move into his capital with your +8 bonus and two flags. Sure, he has +12; maybe even +16, if he's the Chinese. But he will have two cards in hand, barely upgraded. You will play your five cards, and even if they're all base 1s and his two are base 3s, after upgrades your total will be 23, and his will be 18-22.

As you walk down the main street of his conquered capital, you will laugh, and laugh, and laugh, at the destruction surrounding you; and then you will truly understand the strength of military: make the minimum investment in order to exploit the weak and the unprepared.
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Jan Siwanowicz
United States

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I present a different opinion. SMC is a game that, like real life civilizations is first and formost a game of attempting a military victory. Then, either someone does not play the game and loses a capital, or, more likely, everyone playes the game of having a strong military and then has to come up with an alternate way to win and break the standoff.

In my group I am known for intimidating others simply by having a single flag with sufficient movement, backed up by enough bonuses or technologies. A 4 strength unit that can heal wounds wins against any starting hand of units, killing 1. Throw in a barracks and you will win the battle. Suddenly, opponents have to pull back their flags or risk depleting their battle hand. You take two thirds of the villages on the board. You get gold on Code of Laws. You fall back right as they build up their military to defend themselves and coast to a culture victory.

Or they don't pull back. You kill their flags, and brutally slow them down. Kill their second or third city and take a tech, while crippling their trade and ability to build up defenses. If they try to build up a defense, pull back. If not, start doing math to take their capital.

Do this to both your neighbors. Countries with military strategies love to visit others. Heck, just sit within striking range of their wagons' favorite hangout spots. Two turn's movements worth is close enough, you can just time your attack for when you move twice in a row because of start of turn marker swapping hands. Let them know what you are planning, let them run and spend many actions on putting up feeble defenses.

Make your opponents cry. You don't need to even attack them, just make their lives miserable. I have to start bringing a flashlight to my civ games, so I can get the shadow from my flags to fall on any target I wish, even if I intend to move back with the flag.

You are playing the military strategy. You are not a president, not a premier, you are a warlord. The whole board is your territory, others' starting tiles are your future colonies. If others agree, they get to be not attacked. For a turn. If they beg to differ, well, you upgraded Cavalry because of that juicy 3 strength horseman that was dealt to you at game start. Animal husbandry helped you have 5 flags running around the board. Time to make other countries know fear.
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Nate Centybear
United States
Essex Junction
Vermont
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I believe one of the governments increases your hand size.

Other options are to use spies with communism to stop his stack or defection cards to kill his figures. If you don't have spies or defection cards, another player probably does and you can probably convince them to trade you one to prevent the aggressive player from winning.
 
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Daniel Hammond
United States
League City
Texas
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gibolas wrote:
I believe one of the governments increases your hand size.

Other options are to use spies with communism to stop his stack or defection cards to kill his figures. If you don't have spies or defection cards, another player probably does and you can probably convince them to trade you one to prevent the aggressive player from winning.


Monarchy can kill units (good if you are teaming up against them) and Writing with spies can stop the building of new ones.
 
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