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Subject: first 2 turn (creuss) rss

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Bikini Cowboy
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I would like to build my FS on the second turn. What should be my priorities during the first 2 turns. We are playing with DS counters and i would like to have a 2nd carrier at the first turn althought i would ignore tech completly, ect. Please advise.
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Justin Rio
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expand based on resources?? Take Trade?
 
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Bikini Cowboy
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I think the HS is 4/1. Just enough to get the carrier+ first turn. Creuss are one space away from the board so i might get 2 or 3 planets if i'm lucky first turn. As such the 10 ressources needed for the FS will probably be all i have.
 
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Necessary Evil
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Glen Arm
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why build that so early? i think you are wasting time that you need to establish a viable economy. The ghosts are already behind the curve due to starting 1 space away.

What advantage does it give you having it early?

-M
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Bikini Cowboy
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malloc wrote:
why build that so early? i think you are wasting time that you need to establish a viable economy. The ghosts are already behind the curve due to starting 1 space away.

What advantage does it give you having it early?

-M


With the Ghost being 1 away from the board and the speed of 1, i thought i would need the FS ASAP. You can then reinforce it from the HS, in the next 2-3 turns. We will be playing with a 3 rings system, so trying to get to M Rex would take 5 turns. What would you do?

P.s. during setup i'll try to put a double planet with at least 3 ressources next to my D portal.
 
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PeanutButter Jelly
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gravity drive before FS, then it can move two upon creation. Wait for FS until turn 3 and try to put blue tech near HS along with other wormholes. The nexus is as important to you as Mecatol in most cases.
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Jonathan Challis
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SUPERFLYPIMP wrote:
gravity drive before FS, then it can move two upon creation. Wait for FS until turn 3 and try to put blue tech near HS along with other wormholes. The nexus is as important to you as Mecatol in most cases.


More!
 
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Bikini Cowboy
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Kelanen wrote:
SUPERFLYPIMP wrote:
gravity drive before FS, then it can move two upon creation. Wait for FS until turn 3 and try to put blue tech near HS along with other wormholes. The nexus is as important to you as Mecatol in most cases.


More!


I would love to hear more about the importance of the Nexus. We will not be playing the single one planet with a A/B waormhole. We will be playing the random nexus with wormholes at each end with two system between them. PLease advise about the importance of Nexus (more so then the MRex)

Edit: I will now probably get gravity drive as first or second tech depending, instead of FS.

P.s. I know that I will be getting enviro compensators, but should I be getting Sarween tools? I think I would like to push more of fighters productionand eventually advanced fighters ( in our group, nobody ever researched this tech), How essential is Sarween tools? I'm hoping to place a good 2 planet system near my D wormhole and place my 2 other SD there.
 
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Ying-Kit Yeung
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Well, in that case, you might want to research Slave Wormhole Generator, one of their racial techs. This not only allows you access to the wormholes from anywhere, but also gets you +1 movement for all fleets adjacent to or in the system with the wormhole token, once you've got Gravity Drive researched.

Remember, others can't move into systems you control using A or B wormholes, so getting Malice (the wormhole nexus) gives you an impenetrable outpost.
 
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Bikini Cowboy
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squared_circle wrote:
Well, in that case, you might want to research Slave Wormhole Generator, one of their racial techs. This not only allows you access to the wormholes from anywhere, but also gets you +1 movement for all fleets adjacent to or in the system with the wormhole token, once you've got Gravity Drive researched.

Remember, others can't move into systems you control using A or B wormholes, so getting Malice (the wormhole nexus) gives you an impenetrable outpost.


We won't be playing with malice. We'll be playing with a nexus like this:

Wormhole A
Planetary system - Planetary system
Wormhole B


Is this Nexus as crucial? I guess I can see as how I can leave small destroyers on the actual wormholes and not much on the planets themselves. At that point what should I look out for? Any other recommendation.

To recap: Tech card within turn 1 or 2. Get Gravity Drive & Enviro compensators. Future → get racial slave wormholes.
Build a fully stocked second carrier with 4 GFs and 2 fighters + escort (1-2 destroyers & 1 cruiser) - 10 units and 10 resources, so 2 turns, but at least they move at 3 right? with Gravity Drive?

Has there been consensus on the Gravity drive thru wormholes? If you are on a wormhole are you adjacent (for the purpose of Gravity Drive) to the linked wormhole?

Any other advise?

I ask because i'm a slow player. I have found that playing the first 2-3 turn as a player is best for me so to not slow down the others. And usually the first 2-3 turns are usually rapid expansion.
 
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David Damerell
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p4r4d1s wrote:
PLease advise about the importance of Nexus (more so then the MRex)


It's simple; unless someone uses ACs to somehow destroy your forces, you are completely unassailable there. It's not _that_ good, because it's not like if you are swept off the board you can win with the Nexus alone, but it's worth having... and potentially you can win with the Nexus alone, if you're ahead on VPs and Imperium Rex is imminent, where another player might be eliminated by the concerted efforts of players tied for second place.
 
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Rodrigo Varela
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p4r4d1s wrote:
We won't be playing with malice. We'll be playing with a nexus like this:

Wormhole A
Planetary system - Planetary system
Wormhole B


Is this Nexus as crucial? I guess I can see as how I can leave small destroyers on the actual wormholes and not much on the planets themselves. At that point what should I look out for? Any other recommendation.


I'd say it's even more important than mallice, since there's greater value in there for a similar cost.

Ellaborating: The wormhole nexus is good for you because you can easily keep it uncontested. If you simply get the planet and keep a destroyer right there, you have control of the system and no one can attack you because of your racial. It actually doesn't have that much of a strategic value, because your other racial overrides it's necessity (it's stategic value would be it's denial to your opponents that are used to it, i guess?).
With a bigger nexus, you'd get way better value than a 0/3 planet at the cost of keeping one additional destroyer there. Also, since the board will only have Lodor and Quann, you'll be denying all of your opponents any and ALL use of wormholes for their movement.
Thinking about that, how easy will it be for you to access the nexus? Can you make sure to get there in only couple of moves? Can you sneak in before your opponents notice, so that they don't put up a fight before you conquer both sides of the nexus?

Now, my group doesn't have shards, and I've never played the creuss. This is all theory for me, but I'd say: get that nexus soon. I can't be sure how that compares to other opening moves, and what to do next...
Maybe, since you're denying everyone else of wormhole use, you can use the Slave Wormhole Racial to offer some "transport services"? Just a crazy idea. It will definitely help you move around the map afterwards.
Anyway, that's my two cents. Good luck and happy gaming!

tl;dr: This custom nexus is an even sweeter deal than mallice for the creuss. I'd take it ASAP, then get 'Slave Wormhole Generator' Racial to move wherever you want.
 
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Bikini Cowboy
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Viceps wrote:
p4r4d1s wrote:
We won't be playing with malice. We'll be playing with a nexus like this:

Wormhole A
Planetary system - Planetary system
Wormhole B


Is this Nexus as crucial? I guess I can see as how I can leave small destroyers on the actual wormholes and not much on the planets themselves. At that point what should I look out for? Any other recommendation.


I'd say it's even more important than mallice, since there's greater value in there for a similar cost.

Ellaborating: The wormhole nexus is good for you because you can easily keep it uncontested. If you simply get the planet and keep a destroyer right there, you have control of the system and no one can attack you because of your racial. It actually doesn't have that much of a strategic value, because your other racial overrides it's necessity (it's stategic value would be it's denial to your opponents that are used to it, i guess?).
With a bigger nexus, you'd get way better value than a 0/3 planet at the cost of keeping one additional destroyer there. Also, since the board will only have Lodor and Quann, you'll be denying all of your opponents any and ALL use of wormholes for their movement.
Thinking about that, how easy will it be for you to access the nexus? Can you make sure to get there in only couple of moves? Can you sneak in before your opponents notice, so that they don't put up a fight before you conquer both sides of the nexus?

Now, my group doesn't have shards, and I've never played the creuss. This is all theory for me, but I'd say: get that nexus soon. I can't be sure how that compares to other opening moves, and what to do next...
Maybe, since you're denying everyone else of wormhole use, you can use the Slave Wormhole Racial to offer some "transport services"? Just a crazy idea. It will definitely help you move around the map afterwards.
Anyway, that's my two cents. Good luck and happy gaming!

tl;dr: This custom nexus is an even sweeter deal than mallice for the creuss. I'd take it ASAP, then get 'Slave Wormhole Generator' Racial to move wherever you want.


Noted.
any other ideas of how I should play in the early game?
 
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PeanutButter Jelly
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First turn should be production or trade if possible and second carrier and at least 1xMU by production secondary or production to deal with the pesky DS counters. If you get production, build FTs as fodder to go with the carriers. If you have a solid two resource system to seize, bring you scientist along and land on a lucrative planet (ideal with tech) for 2nd turn spacedock discount.

2nd turn I would go for grav drive for sure along with a second spacedock where you dropped your scientist, and ideally in a two planet system ripe for a third spacedock now or later. Additionally, build a dread for your admiral to perch in, as you should pair your flagship with an Admiral dread, but it is probably either a third spacedock or the dreadnought, and base this decision on the relative threat of your neighbors, more threat=less spacedock. For moves, the main one I suggest is find a way to lock down the nexus. Probably takes two DD to close off, but since you treat A/B the same, you only need to close one side if you sit on or near the other. If you are not in position to take nexus, worry about it later.

Turn three, buy FS, but don's assume that you must move on Mecatol. Only go this route if your OBJ is Mecatol. I assume you are playing the prelim followed by distribution of secret on prelim completion, but either way, moving on Mecatol if it does not get you VP is a waste.

The only other techs you should consider in order of precedence are Hylar V and Cybernetics (depending on whether you prefer cruisers or FT), I prefer cruisers with fighter screen so I go Hylar. Any other techs are probably not worth the money, unless they get you points on tech public objectives or dovetail with preliminary OBJs (like defender). Not a huge fan of enviro, because I think you get more out of additional spacedocks than enviro (also, I prefer capital ships over fighters), especially if you are playing with facilities.

I would not stretch yourself to get slave wormhole generator early, if at all. This seems more of a round 6-7 purchase. Cons are: it is rather expensive, you place the wormhole in the status phase which telegraphs your move, and it is expensive. It is a powerful tool, but not as powerful as your flagship, and the ability only stacks if you have your flagship sitting on A/B wormholes.

Creuss is one of my favorite races as I prize mobility and Creuss have a lot of tricks up their sleeves of light...
 
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Bikini Cowboy
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SUPERFLYPIMP wrote:
First turn should be production or trade if possible and second carrier and at least 1xMU by production secondary or production to deal with the pesky DS counters. If you get production, build FTs as fodder to go with the carriers. If you have a solid two resource system to seize, bring you scientist along and land on a lucrative planet (ideal with tech) for 2nd turn spacedock discount.

2nd turn I would go for grav drive for sure along with a second spacedock where you dropped your scientist, and ideally in a two planet system ripe for a third spacedock now or later. Additionally, build a dread for your admiral to perch in, as you should pair your flagship with an Admiral dread, but it is probably either a third spacedock or the dreadnought, and base this decision on the relative threat of your neighbors, more threat=less spacedock. For moves, the main one I suggest is find a way to lock down the nexus. Probably takes two DD to close off, but since you treat A/B the same, you only need to close one side if you sit on or near the other. If you are not in position to take nexus, worry about it later.

Turn three, buy FS, but don's assume that you must move on Mecatol. Only go this route if your OBJ is Mecatol. I assume you are playing the prelim followed by distribution of secret on prelim completion, but either way, moving on Mecatol if it does not get you VP is a waste.

The only other techs you should consider in order of precedence are Hylar V and Cybernetics (depending on whether you prefer cruisers or FT), I prefer cruisers with fighter screen so I go Hylar. Any other techs are probably not worth the money, unless they get you points on tech public objectives or dovetail with preliminary OBJs (like defender). Not a huge fan of enviro, because I think you get more out of additional spacedocks than enviro (also, I prefer capital ships over fighters), especially if you are playing with facilities.

I would not stretch yourself to get slave wormhole generator early, if at all. This seems more of a round 6-7 purchase. Cons are: it is rather expensive, you place the wormhole in the status phase which telegraphs your move, and it is expensive. It is a powerful tool, but not as powerful as your flagship, and the ability only stacks if you have your flagship sitting on A/B wormholes.

Creuss is one of my favorite races as I prize mobility and Creuss have a lot of tricks up their sleeves of light...


Thanks lots of great pointers. I will apply to my game coming up. Because of the Epicness of this game we usually plan our dates 1-2 months in advance. Our is coming up on the 10th, Can't wait

I just made some plexi stands for ships. Can't wait to try them out.
 
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