Recommend
 
 Thumb up
 Hide
10 Posts

Mare Nostrum: Empires» Forums » Strategy

Subject: 5 Heroes/Wonders dominant strategy? rss

Your Tags: Add tags
Popular Tags: [View All]
Christopher Beller
United States
Michigan
flag msg tools
mb
4 games played now, and every game ended with the winner doing tge 5 Heroes/Wonders victory.

Makes me think we are missing something.

What is a good strategy to counter it?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ian Madsen
United States
Kearns
Utah
flag msg tools
Trains!
badge
Houseplant?
Avatar
mbmbmbmbmb
You have to invade the territories of anyone getting close, and raze or occupy their buildings.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Roger Reisinger
msg tools
Avatar
mbmb
We've played 6 games with 2 wins by pyramids and 4 military victories
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
James Park
United States
Ohio
flag msg tools
Without knowing more details, this suggests to me that people aren't being aggressive enough. Economic games favor Carthage and Egypt. Especially if they don't have to spend a ton of money on legions, triremes, and fortresses.

Mare Nostrum's balancing element is other players. How many resources is that person producing? How many different kind of resources? How much gold (always assume +2).

Wars shouldn't be prolonged unless they have to be, but to stop economic victories, you must use measured military strikes.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
clovis chan
Singapore
flag msg tools
mb
5 H/W seem to be the most stable way to victory because you get abilities that make you stronger and steadily work towards victory and the 10 coins/resources is much much easier than 12 coins/resources.

The only weakness is you are extremely vulnerable on the turn you build a H/W because you are giving up 2~3 units that turn. A good opponent will build armies to weaken your economy.

But of course, that weakness is mitigated if you bought a defensive H/W or your neighbours are passive in nature...(which I find too many players in my group are guilty of and I'm going to try to stop being the "police" for them)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Thaddeus MacTaggart
Netherlands
Almere Buiten
Flevoland
flag msg tools
badge
Blood Rage fan - Raven Clan
Avatar
mbmbmbmbmb
We had pyramids 2 times and also 2 times 5 heroes/wonders.
As said before, it depends on how agressive people play. I think 5 heroes/wonders (or pyramids) either happens when players don't play agressive at all or when they play overy agressive (so other win conditions won't be met).

I think in my (~15) games thus far 4 capitals is the most common win condition. As the game only offers each empire 8 legions and 5 fortresses, it's impossible to defend all your provinces very well and usually people spread them out so their capital isn't always that well defended. Players fight among each other, weakening their defences. Especially with additional heroes that give you military advantages it's not impossible to conquer multiple capitals and legendary cities.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
J
United States
Alexandria
Virginia
flag msg tools
Avatar
mb
I see the 5 H/W win as being the time limit on the game. It is by far the win that requires the most time to hit yet it is the one that is most reliable to hit if the game goes long enough.

If players are playing in such a way that the other win conditions aren't perused or feasible you will hit a point where the 5 H/W point is hit and they will win that way.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Félix Beaudouin
France
flag msg tools
I would add Many heroes can be seen as specialised market or specialised armies...

Spartacus costs 7 and effectively produces 2 ressources per tur that can be used only to make a legion.

There is a lot more you can do with a Market... but it can be taken away from you and won't be a victory condition !

Ramses is nice to have... but would you not rather have 3 armies right there ?

I see Heroes and wonders most times as an investment that should be coherent with the rest of your strategy.

But some have special abilities that make complete new strategies available like Hamilcar who can help pull a surprise Pyramid win...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Steven Townshend
United States
Chicago
Illinois
flag msg tools
designer
Avatar
mbmbmbmbmb
Heroes/wonders is the victory condition that can't be taken away by other players. So each one is progress toward a win.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean D.
Canada
Langley
British Columbia
flag msg tools
badge
Avatar
mbmbmbmbmb
I find that pillaging a couple of territories is a good counter to 5 H/W. It gives me a temporary boost and takes some work for your opponent to rebuild the loss of resources.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.