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Twilight Imperium (Third Edition): Shards of the Throne» Forums » Strategy

Subject: Nekro Virus.... rss

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Heath Stockburn
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I have played with this race once and left the game feeling as confused about it as before starting....It seems Nekro are at a disadvantage unless playing an aggressive military game....an aggressive military game is in itself a disadvantage as your neighbours almost instantly turn on you. Also, if you are playing with pro's they will befriend their other neighbour just to turn on Nekro anyway knowing that Nekro is intrinsically unable to hold any allinace for a decent amounnt of time. On top of this it is nearly impossible to gain technology VP's without completely going to war!!!

In short:

Does anyone have any decent strategies to succesfully play with this race?

goo

 
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Martin Larouche
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heathandliz wrote:
I have played with this race once and left the game feeling as confused about it as before starting....It seems Nekro are at a disadvantage unless playing an aggressive military game....an aggressive military game is in itself a disadvantage as your neighbours almost instantly turn on you. Also, if you are playing with pro's they will befriend their other neighbour just to turn on Nekro anyway knowing that Nekro is intrinsically unable to hold any allinace for a decent amounnt of time. On top of this it is nearly impossible to gain technology VP's without completely going to war!!!

In short:

Does anyone have any decent strategies to succesfully play with this race?

goo



Produce lots of ships and go to war?

No really...

The Nekro is a race made to fight the other players and there's not a lot of subtlety to them.

What i can suggest:
- Build your flagship. It's a very powerful deterent against retaliations. Everybody fears the Nekro flagship.
- Fight small encounters. Don't wipe your opponents. Attack a lone destroyer here, a small lost cruiser in an empty system there. Nothing of real consequence.
- Don't necessarilly threathen your opponents with massive fleets right next to their home systems or close to them.

In short, try to minimize your impact with other players. The Nekro is at their best if they can attack all players to steal techs from all of them, yet still avoid open war with any of them.

For the Nekro, production is the best strategy cards (outside Bureaucracy of course). Tech is next to useless and assembly is more often than not just shooting yourself in the foot. Other players know you can't vote and it's easy to pass a law that screws the Nekro over the other players.

This, "harrass" but don't go to war philosophy is not that hard to maintain. Other players know the Nekro mainly only ever spends all his resources on ships and they are very hard to have better tech than them. It makes them a though opponent to deal with in an open war, unless both of them team up to bring the Nekro down. In a scenario like this, most players also realize that those not participating in the war are more likely to win the game.
IF they have an objective to fight an opponent, ANY other opponent is going to be easier to attack than the Nekro (outside maybe the Ghosts).

And then, if they go to open war against the Nekro, they'll have to risk losing their entire fleet to their flagship...

So the big open war against the Nekro is rarely a good idea for any other player, which works to the Nekro advantage.
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Heath Stockburn
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Thankyou!
 
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Steve Williams
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The beauty of the Nekro is that they CAN afford to go to war! War is a lot easier when you've always got ~6 more resources than everyone else each turn, and start with a pile of nice aggressive techs.

Also don't forget that the only rules official "Alliance" in TI3 is that of Trade Agreements, not a big loss and easily remade. As the Nekro, you can promise a neighbor to leave them alone as long as they feed you some destroyers.
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Martin Larouche
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heathandliz wrote:
Thankyou!


Of course all this *assumes* that every players understands that a long fight against the Nekro is usually a mutually assured destruction scenario.
 
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Brian Petersen
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The Nekro dramatically change the meta-game of the table. Jol-Nar and Hacan are actually hesitant to obtain Nano Technology because of how much it will help the Nekro. Most players stay very shallow in the tree and will buy less useful techs or PDS techs simply because they are less useful to Nekro. Hacan and Mentak are even hesitant to research their own racial techs because the Nekro will also be able to use them.

ADT hasn't been researched in any of the 3 Nekro games I've played, despite the Naalu and Saar going heavy fighters, simply because the Nekro would eliminate the rest of the table's fighter fodder.

The main thing with them is your goal is to send a lone destroyer to hit a couple fighters, then get destroyed by the rest of the fleet. The best relationship is one in which the Nekro lose 1 DD and 1 CC, and the opponent loses 1 FF. A PDS screen often turns the Nekro away, but a juicy enough tech will turn it into an all out war to obtain it.
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Heath Stockburn
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Good idea
 
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Scott M.
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Battle report with Hacan and Necro flagships.. In one massive battle.

Twilight Imperium Feb 25th (6-player)
 
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JohnnyC Waytobe
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I find that no one wants to tangle directly with the Nerko Virus. In order to exploit this to it's fullest extent, you need to be able to bluff a little bit (or actually be so combat-crazy that you honestly wouldn't mind sacrificing a chance at winning to take down a neighbor). Generally I've found that most players (desperate to avoid an all-out war with the Virus) are willing to make a "destroyer-per-turn" sacrifice to the Nekro Virus in order to secure peace on their boarder. I've found that this works particulalry well with the Jol-Nar. They grab Electro-Resonance Turbines and nab a handful of trade goods (not to mention peace from a powerful enemy) every time they sac a destroyer to the virus, and the virus picks up juice Jol-Nar tech. Of course, this only works if you look as though you can make good on your threats. Get your flagship out early, and then build up a sizeable fleet and park it near the middle of the board where you can threaten everyone equally.

Target the Ghosts or any other maneuverable race early and grab those +2/3 movement techs so you can strike fear into everyone's hearts, and then once you've got them running scared, allow them to buy your peace with tech.

Of course, don't forget to actually swing the hammer once your fleet is big/teched up enough, you'll need to actually acquire those VPs after all.
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Mike
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IncrediSteve wrote:
War is a lot easier when you've always got ~6 more resources than everyone else each turn,


What do you mean? 6 more resources? I can't find any reference to this?
 
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Scott Lewis
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thefounder wrote:
IncrediSteve wrote:
War is a lot easier when you've always got ~6 more resources than everyone else each turn,


What do you mean? 6 more resources? I can't find any reference to this?

I think he means that that since the Nekro Virus never have to spend resources to "buy" technology (which normally cost 6 resources), they essentially have those 6 resources to spend on other things like ships, which they can use to finance their wars.

IE, most races have to make a tradeoff between buying ships and buying tech. Nekro can just focus on buying ships, and get the tech for free by using those ships to attack.
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