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Subject: How best to use crimean faction rss

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rob taylor
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I'd really like some Tips on how best to use the crimean faction.
There's no immediate access to wood to get the mine in play early.
The faction ability seems weak.
I tried building a mech and moving to inactive home bases to grab the encounters before the Poland faction grabbed them.
I seemed rather in a position where I was unsure what sort of tactic to adopt.

2. Does anyone find this factions ability weaker than the others?
 
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Joe Pilkus
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Rob,

While this is not specific to the Crimean faction...I would suggest utilizing the Trade action to garner much-needed wood if you desire a Mine.

Cheers,
Joe
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rob taylor
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The Professor wrote:
Rob,

While this is not specific to the Crimean faction...I would suggest utilizing the Trade action to garner much-needed wood if you desire a Mine.

Cheers,
Joe

Yeh I get that cheers.
Still 4 turns and 2 coins to get it.
 
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keighleyrob wrote:
The Professor wrote:
Rob,

While this is not specific to the Crimean faction...I would suggest utilizing the Trade action to garner much-needed wood if you desire a Mine.

Cheers,
Joe

Yeh I get that cheers.
Still 4 turns and 2 coins to get it.


That would depend on your action board the actual cost and what is is paired with. You can always see if a riverwarlking mech or a build / mine action is cheaper quicker.

In low player counts using the home base ability to grab land which is hard to take or drop of workers on to new resources is pretty good. I imagine in higher player counts it is not as strong.
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Per Fischer
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I find the Crimean faction ability super powerful, and use it all the time when possible. It's critical to have a steady flow of combat cards, so in my last game I enlisted the card bonus early and took more cards with the recruit token. I also made sure to build up my power so I always was a threat in combat (I had Saxony right next to me).

The only thing I didn't really do was going after encounters (other than two, I think). Instead I produced food (lots!) and enlisted all 4 as quickly as possible.

I won that 3-player game with 83 coins. The Saxony player ended the game when I was on 5 stars and ready to close by producing my last worker. I managed to get in the high popularity row, and also had the most hexes, incl. the factory hex).
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Craig Liken
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There is a good post on strategy for this faction - it was posted about a week or so ago.

Of the 5 games of Scythe I have had, 3 have been as Crimeans. The game I won (a 4 player) was as Industrial. From memory I hit upgrade pretty hard, also did any early enlist (getting combat cards but revealing the deploy bonus). The other two were with Patriotic and I seemed to struggle with that combo.
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Mathue Faulk
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liken@xtra.co.nz wrote:
There is a good post on strategy for this faction - it was posted about a week or so ago.

Of the 5 games of Scythe I have had, 3 have been as Crimeans. The game I won (a 4 player) was as Industrial. From memory I hit upgrade pretty hard, also did any early enlist (getting combat cards but revealing the deploy bonus). The other two were with Patriotic and I seemed to struggle with that combo.

http://boardgamegeek.com/thread/1611257/faction-discussion-c...
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Thomas Büttner-Zimmermann
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The Professor wrote:
I would suggest utilizing the Trade action to garner much-needed wood if you desire a Mine.

Agreed!
I find, that Trade is a very, very powerful action in the early game, since you have not much workers, and getting more workers AND moving them AND producing again - is much more actions, than simply getting those resources with the "Trade" action...
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Gutripper
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pfischer wrote:
I find the Crimean faction ability super powerful, and use it all the time when possible. It's critical to have a steady flow of combat cards, so in my last game I enlisted the card bonus early and took more cards with the recruit token. I also made sure to build up my power so I always was a threat in combat (I had Saxony right next to me).

The only thing I didn't really do was going after encounters (other than two, I think). Instead I produced food (lots!) and enlisted all 4 as quickly as possible.

I won that 3-player game with 83 coins. The Saxony player ended the game when I was on 5 stars and ready to close by producing my last worker. I managed to get in the high popularity row, and also had the most hexes, incl. the factory hex).


We played our first 5 player game after unboxing and Crimea won in pretty much the exact same way as you describe here.
 
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J Kaemmer
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mfaulk80 wrote:
liken@xtra.co.nz wrote:
There is a good post on strategy for this faction - it was posted about a week or so ago.

Of the 5 games of Scythe I have had, 3 have been as Crimeans. The game I won (a 4 player) was as Industrial. From memory I hit upgrade pretty hard, also did any early enlist (getting combat cards but revealing the deploy bonus). The other two were with Patriotic and I seemed to struggle with that combo.

http://boardgamegeek.com/thread/1611257/faction-discussion-c...


Thank you Mathue, I was going to shamelessly plug my own discussion but now I don't have to!

Op: You really should check it out, because imo Crimea is easily 1st or 2nd best faction in the game. They require a different approach, but once you figure it out they seem almost TOO good.

Cheers!
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Two of your actions can always be chained to get a Upgrade or an Enlist on turn two. This is because Bolster counts as a wild card resource for Crimea. These actions can be used to secure Crimea's Combat Card supply for the rest of the game. In general you can think of Bolster as a weaker Trade whose bottom row action is more profitable (+3 or +2 coins instead of always +0).

You're right about the limited wood supply though. Crimea's the only faction for which I'll prioritize the Riverwalk mech to get off the island (instead of the alternate movement ability or a mine).

As an example, consider the following opening with Mechanical Crimea: Trade (Metal) - Bolster+Deploy (Speed Mech) - Move (all units to encounter) - Produce (Metal) - Bolster+Deploy (Riverwalk Mech). That's two mechs, 2 coins, and an encounter in five turns, and you're in position for another encounter on turn 6. In terms of acceleration, Crimea's probably pretty close to Rusviet; you just have to plan around your weak (but profitable) fake-Trade as above, instead of just spamming whatever your favorite action is.
 
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Per Fischer
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tankbard wrote:


You're right about the limited wood supply though. Crimea's the only faction for which I'll prioritize the Riverwalk mech to get off the island (instead of the alternate movement ability or a mine).


Precisely.
 
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Danwarr
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keighleyrob wrote:
I'd really like some Tips on how best to use the crimean faction.
There's no immediate access to wood to get the mine in play early.
The faction ability seems weak.
I tried building a mech and moving to inactive home bases to grab the encounters before the Poland faction grabbed them.
I seemed rather in a position where I was unsure what sort of tactic to adopt.

2. Does anyone find this factions ability weaker than the others?


I believe I read somewhere that Crimea was the strongest faction in testing. Converting any combat card into a resource is a very strong ability and their starting position is very good being on a both a village and a farm, with the opportunity to move to a mountain very quickly.

Typically, I will rush the first Recruit to get 2 early combat cards, but also unlock the Combat card on the Enlist action. This should give you a steady flow of combat cards while you are also working on getting your 4 Recruit star.

Additionally, I generally go with Riverwalk over Wayfare to start depending on how badly I want to get to The Factory. If that isn't overly necessary, then simply getting all 4 of your mechs in your opening territory is perfectly viable. This will allow you to move capture lots of territory in a very short amount of time, or simply get resources that you need.

Avoid fighting until you have Scout unlocked. This ability can be downright crippling when used effectively.
 
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Robert VG
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Get all your workers out and enlist a ton and get an easy star. Use your faction ability to use resources more efficiently in combination with trade.
 
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Donald Walsh
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Make maximum use of the 2-pronged special abilities for combat cards.


Steal cards to win combats, or shore up your economy.
Make use of that early power edge.

My base strategy is to use combat and combat-related stuff to get 5 of the 6 stars, and I found Crimea fit well with that.
 
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Trevor Schadt
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havoc110 wrote:
My base strategy is to use combat and combat-related stuff to get 5 of the 6 stars
Given that only 2 stars can come from combat, what "combat-related stuff" are you referring to for the other 3?
 
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Mathue Faulk
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ryudoowaru wrote:
havoc110 wrote:
My base strategy is to use combat and combat-related stuff to get 5 of the 6 stars
Given that only 2 stars can come from combat, what "combat-related stuff" are you referring to for the other 3?

Guessing Mechs, max Power, and...Objective (if applicable)
 
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Matthias Reitberger
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Max Power while doing a lot of combats and concentrating on gaining cards when bolstering?
 
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Donald Walsh
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mfaulk80 wrote:
ryudoowaru wrote:
havoc110 wrote:
My base strategy is to use combat and combat-related stuff to get 5 of the 6 stars
Given that only 2 stars can come from combat, what "combat-related stuff" are you referring to for the other 3?

Guessing Mechs, max Power, and...Objective (if applicable)


Yes, this is a fallacy that only 2 stars come from combat.
Per the earlier answer, in relative order.

deploy mechs
16 power
win combat
win combat
objective (control "x")

You don't need to gain cards when bolstering, you steal them, at least until you place the 16 power star.

Note that you start closer to the 16 power star than any other faction, also you might be able to win combats early in the game with very little expenditure of power.

 
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Danwarr wrote:
I believe I read somewhere that Crimea was the strongest faction in testing.
That wouldn't surprise me...
Danwarr wrote:
Converting any combat card into a resource is a very strong ability
You could say that!

I've now seen (Patriotic) Crimea in action twice, and their ability is incredibly good because you get to use it almost every turn.
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