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Twilight Imperium (Fourth Edition)» Forums » Strategy

Subject: Round 1 Strategy Card Analysis - the Barony of Letnev rss

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Simon Delespaul
Belgium
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Home System: 4/0 + 2/1
Starting Units: Carrier, Dreadnought, Destroyer, 3 Infantry, Fighter
Starting Tech: Plasma Scoring + Antimass Deflectors
Racial Techs: Non-Euclidean Shielding (2 Red) + L4 Disruptors (1 Yellow)

I. General Strategy


The Letnev are usually referred to as “the capital ship” race, but interestingly enough, there’s actually only one race characteristic that pushes in that direction. It’s a big one though: Non-Euclidean Shielding is one of the better racial techs in the game. Of course, it’s only useful if you have a decent number of ships with Sustain Damage, which will take some time to build up, so you’re not in a hurry to research NES.

Since there is no unit upgrade that needs both Red and Blue prerequisites, your starting techs somewhat pull you in different directions. This means that the Letnev are interested in a lot of tech, but they won’t be able to get everything they want.

Upgraded Dreadnoughts cluster (Sarween Tools + Gravity Drive > Dreadnought II)


I expect this to be the most common initial tech path for the Letnev, mostly because Sarween Tools and Gravity Drive are useful techs in their own right, and the Dreadnought upgrade is the most natural way to provide your fleets with some extra mobility. This cluster aims to balance tech purchases, building units and scoring early-game VPs where possible, i.e. to play a fairly standard game. Once you have those upgraded Dreadnoughts on the board, you can then go for Non-Euclidean Shielding to make them even more durable (hopefully via a Red Tech specialty, since Magen Defense Grid will be almost useless to you). Note that the order in which you get the prerequisite techs is not set into stone (see below).

Carrier/Fighter cluster (Neural Motivator > Fighter II + Gravity Drive > Carrier II)

This strategy may be a bit counter-intuitive for the Letnev, but the reason it’s interesting is the Letnev home system. If you build a second Space Dock on Wren Terra, your home system has a Production value of 10, which allows you to keep churning out fully-loaded Carriers. There have been reports of a Carrier/Fighter strategy not being very effective for the races that more overtly specialize in it (Sol & Naalu), the reason being the limited Production capacity of those races’ home systems, which is why it might be a good idea to try it out with the best Production system in the game.

The Letnev’s Flagship seems to synergize nicely with this strategy, providing amazing Bombardment power, so that you don’t need to bring as many Infantry, and it will be able to keep up with your Carrier fleets with Gravity Drive.

In this cluster as well, the order in which you get your tech is up in the air. If you know you will need Neural Motivator at some point, it’s usually best to get it at the earliest opportunity, but I could also see getting the Blue techs first and then Fighter II later, perhaps via a Green Tech specialty.

In the late game, you can follow up with the high-end Blue techs to make power plays for the last VPs you need.

War Sun cluster


The Letnev have some incentive to go for War Suns. They start with one prerequisite already, and their good racial Tech is on the way to War Sun as well. I don’t have enough experience with the game yet to really know how cost-effective War Suns can be, so it’s hard to give much advice on this strategy.

Delayed Tech / Unit Rush

Another strategy that I’m personally very interested in seeing in action is one where you don’t get any Tech for the first few rounds, and instead focus on pumping out all of your Dreadnoughts and your Flagship as soon as possible. Around R3, you then go for Non-Euclidean Shielding (ideally via Red Tech specialty) and you have (in theory at least) a fleet that’s a lot stronger than anything your opponents can muster at this point in the game.

Just to explore what’s possible, consider this sequence:

-R1 Trade or Diplomacy SC (= 3-5 extra Resources, in addition to the 6 from your home system)
Build 2xDreadnought+2I+2F (=10 Res)
Claim 3 planets with your initial fleet, possibly 1 or 2 extra if galaxy setup and Warfare timing go in your favor (so you have about 12-14 Res worth of planets for next Round)
-R2 Politics SC (= guarantee Warfare or Tech next round)
Build Flagship+Dreadnought+2I+2F (=14 Res)
Claim any additional planets you can get your hands on
-R3 either Tech (for Magen Defense Grid > Non-Euclidean Shielding, or Gravity Drive + NES if you have a Red Tech specialty, or GD + Dreadnought II if you have a Yellow Tech specialty), or Warfare (for extra mobility - ideally you also get NES via a Tech specialty), then go nuts attacking in multiple places (MR probably being one of them)

It’s hard to judge how effective such an extreme strategy would be without trying it in practice, but some factors that could contribute to its success or failure could be:

-You need a good set of planets adjacent to your home system, since you won’t have the mobility to quickly reach farther away systems. A 2/2/1 distribution would be ideal (so you can claim everything R1 with a Carrier and 3 Dreadnoughts). If it’s a 2/2/0 distribution, you could try to build-and-move your Flagship R1 and use its Capacity 3 to claim the 2nd double-planet system.
-The objectives need to work in your favor, e.g. delaying all research is not a great idea if there are multiple Tech objectives.
-Planets with Tech specialties can really help (esp. the Red and Yellow ones).

Tech specialties


As described above, the Letnev can potentially make good use of any color of Tech specialty. This means that you should probably adapt your strategy to which color(s) are close to your home system. Conversely, if you play under setup rules where you can choose your starting location, you could place your home system near a Tech specialty that works well with your intended strategy.

II. R1 Strategy Card selection

0. Galaxy Layout

More than perhaps any other race, the Letnev should carefully study the galaxy layout before deciding on their 1st SC and on their general strategy. There are two reasons for this; a) your starting unit composition is slightly awkward, i.e. sufficient to take a double-planet system and a single-planet system, but not 2 double-planet systems and b) since you start with a Blue Tech, you have the option to research Gravity Drive R1 in order to reach systems two hexes away.

MR

B
N1 C C N2
D A D
A A
HS

If the A-systems (adjacent to your home system) have 2, 2 and 1 planets, respectively, you don’t need Gravity Drive R1, but you would very much like to use the Warfare secondary in order to be able to claim everything R1.

If there’s a 2/2/2 distribution (lucky you!), you have an even bigger incentive to make sure of Warfare R1 (e.g. by taking it for yourself), and you have to decide if there’s a 1-planet B, C or D system you want badly enough so that researching Gravity Drive is worth it (since sending your Dreadnought to claim only 1 planet in a double system is CC-inefficient). You’ll probably be fine without GD, though.

A 2/1/0 distribution means you won’t be able to take more than 3 planets without either the Warfare SC or R1 Gravity Drive + Warfare secondary. If the 3 planets you do get are really good, you may not need to bother, but you probably prefer to research GD if given the opportunity.

Finally, with a 2/2/0 distribution, you’re probably more interested in a build-and-move than in Gravity Drive R1, since GD only lets you claim one extra planet.

Then there’s to consider if there are any particularly good systems among B, C or D. For example, if a C system is one of the single planets with a Tech specialty you plan to use R2, it could be a good idea to go for Gravity Drive R1 (even if that means missing out on a build-and-move). Same thing if the B system is e.g. Arinam/Meer (which provides 6 total influence), because then you can claim MR R2 and pay for the Custodians token. In the latter case, you should probably make sure you have a single-planet system among A, so your starting Dreadnought can claim that without efficiency loss. Conversely, if the B and C systems are empty or bad and the D systems are inaccessible due to anomalies (or you don’t want to risk open conflict with your neighbors), you won’t have much use for GD R1.

A complicating factor is that, in order to actually use Gravity Drive for one or more of your R1 tactical actions, you now have to consider the timing of the Tech SC in addition to that of the Warfare SC. The easiest way to do that is to select one of those SCs yourself, and that’s probably a good idea in most cases, but if both SCs are taken, you should, before picking your own SC, carefully consider when the holders of Warfare and Tech are likely to activate their SC and what the implications are for your own actions.

A final thing to consider is that your Dreadnought (equipped with Plasma Scoring) is actually a pretty fearsome fighting force in the very early game, so you should be on the lookout for opportunities to use it not just as a glorified Carrier, but to actually conquer territory from one of your neighbors. For example, say the system to the left of your home system is a 2-planet system, and between that system and your neighbor’s home system is another 2-planet system. It could be a good idea to move your entire starting fleet to the left and create a strong threat to the next system. If your neighbor takes that system with a small force, you have the option of attacking with your initial units plus any 2-Movement ships you built at home R1, which combined with your Dreadnought’s Bombardment and 3 Infantry will give you good odds of capturing both planets (maybe try to get your hands on 2 TGs to use your reroll ability and increase the odds even more), or you could simply extract some concession and move on. Your neighbor might not even occupy the system out of fear, and then you just take it without a fight.

1. Leadership

Since you effectively start the game with +2 CCs anyway (due to the Armada ability), and your strategy is not particularly CC-hungry, the Leadership primary doesn’t address any urgent needs. More importantly, no extra money means that you normally won’t be able to both buy Tech and build a 2nd Carrier + 2I.

Nevertheless, the “1” SC gives you some perks:
-It comes before Construction in initiative order, so you’ll always be able to claim a system before it comes up. That’s only a benefit if you’re planning to put your 2nd Space Dock outside of your home system, though.
-The extra CCs make you immune to getting stalled out of the Warfare secondary, although that may involve you wasting a CC on a pure stall action. This makes Leadership a decent choice if the galaxy is set up 2/2/1, since paying an extra CC is probably worth it if it lets you claim 2 extra planets R1 (and if you’re lucky, you may not even need that extra CC).
-The extra CCs also allow you to play up to 4 secondaries during R1, which may be useful if Warfare, Tech, Construction and Diplomacy are all in play (Construction to build a Space Dock outside of your home system and Diplomacy to give you the money to use both Warfare and Tech).

2. Diplomacy


As always, the utility of Diplomacy depends on the quality of the systems you can claim R1. Since your “magic number” is 8 (Tech secondary + Carrier + 2I) and you start with 6, it will be a very rare galaxy setup where Diplomacy leaves you short on resources. Of course, you have plenty of Production capacity, so more money will equal more units.

You will miss out on a Warfare build-and-move if it’s delayed until the holder’s T4, and you won’t be able to research and use Gravity Drive for your initial units if Tech is kept back until the holder’s T3. This is particularly bad for you in a 2/2/0 galaxy setup, so if you anticipate this happening (most likely if two 2-Carrier races hold the relevant SCs), it’s probably best to avoid Diplomacy.

Note that if your best newly claimed system has 3 or less total Res, you can sometimes squeeze a little bit of extra value out of the refresh ability by using it on your home system instead for +4 Res (use the Tech secondary by exhausting Arc Prime, then refresh it with the Diplomacy primary, or build for 6 with the Warfare secondary, refresh and then use Arc Prime for Tech). Make sure not do this when there’s a chance that Warfare and Tech will be activated consecutively, since then you’ll screw yourself out of Tech. Instead, activate your SC during your T2 on the system you claimed T1.

3. Politics

Politics doesn’t earn you money and can be stalled out of the Warfare secondary if you don’t get a stalling AC (which will happen about 2/3 of the time). It still has some things going for it, though. First of all, it’s sort of an insurance policy: if something goes wrong R1 and you miss out on an important secondary, you can usually catch up by taking the appropriate SC R2 (Warfare, Tech or even Construction). It also allows some specific strategies that may be appropriate if game circumstances are favorable:
-If you need 3 Techs asap (e.g. Sarween Tools + Gravity Drive > Dreadnought II, or GD > Carrier II + Fighter II (with a Green skip), or even ST + Magen Defense Grid > War Sun (with a Red skip)), Politics is the fastest way to get there. However, I don’t think giving up so much early building money will usually be worth it.
-If you want to go for a MR rush, R1 Politics (+Tech secondary for GD) guarantees R2 Leadership and the Custodians VP if it looks like someone else will try to beat you in the race, or R2 Imperial for a 2nd VP if no one else is interested.
-More in general, the ACs + the Speaker token give you some flexibility to react to whatever happens on the board.

4. Construction


If you plan to go for the Carrier/Fighter unit composition, you definitely want a 2nd Space Dock in your home system. If you plan to focus more on capital ships, it’s debatable where the best spot for your second Dock is (or if you even need one) - Wren Terra is the most efficient location in terms of CCs, but a more central location will allow your slow ships to reach the front more quickly.

The main attraction of Construction is that it allows you to put a second Space Dock in your home system right away, which you can’t count on doing with the secondary, since the Construction holder should activate the SC as either their first or second action, which will likely be a very inconvenient time for you to block your home system with a CC.

That 2nd Space Dock won’t provide any immediate benefit, since you won’t have the resources for a build large enough to need the extra Production capacity, so in a way R2 would be the ideal round to take the Construction SC. Since there’s no guarantee you will get it then, however, there’s definitely merit to just taking it R1 if you have the chance. If you can follow up with the Warfare SC R2, you could do a huge build-and-move for 2 upgraded and fully-loaded Carriers that can reach every system in your half of the galaxy.

5. Trade


Trade is very similar to Diplomacy in terms of R1 value to the Letnev. Both SCs give you extra money, so you have enough for both Tech and a 2nd Carrier + crew, but both are at risk of getting stalled out of a Warfare build-and-move. You will fairly often not end up with any neighbors R1, and even if you do, you only have 2 commodities, so on average you can probably expect Trade to earn you 4 TGs, which is similar to the average value of Diplomacy.

One thing to keep in mind is that, since Trade comes after Construction in initiative order, you won’t have the option to build a Space Dock in a newly claimed system if Construction is activated right away, which could be annoying in particular for the “Delayed Tech” strategy.

6. Warfare


Warfare will be a very good R1 pick for the Letnev (as it will be for most races), but playing it correctly may be a little bit trickier than usual. You’ll have to decide whether to build-and-move or to move-and-move, and in the latter case, which fleet. You might have an awkward galaxy setup where you have 2 double-planet systems (or 2 single-planet systems) within reach, but not adjacent to each other. Or you may need to wait until Tech is played and spend 4 Res on Gravity Drive to reach all the systems you want.

For example: there’s a 2/2/0 setup around your home system, and there’s a 1-planet system you want two hexes away. If you build-and-move, you can’t reach all those systems since you won’t have money for Tech (barring transaction or Diplomacy secondary). So you want to use your Carrier to claim the 1st system T1, activate Warfare T2, and move the Carrier again to claim the 2nd system T3. When your T4 comes around, Tech may not have been played yet (e.g. because the holder has built a 3rd fleet via the Warfare secondary and moved 3 times). If you put the Warfare CC back into the Tactics pool, you have 2 left there, so you could spend one on an empty activation (or maybe move your Destroyer to establish a trade route), and then you could finally take the 1-planet system on your T5.

A few more minor or situational benefits of the Warfare SC are as follows:
-Thanks to your Armada ability, you could actually build in your home system as your 1st action. This could be relevant if Construction is in play and you plan to put a Space Dock in your home system. If Construction is activated between your T1 and your T2 (i.e. the holder’s T2), you use the secondary and don’t have to put a 2nd CC in your home system (rule 23.3). On your T2, you then use Warfare and you have 3 fleets available to move. If you planned to build-and-move anyway, there’s not much downside to playing like this, since the only thing you could lose is the option to put a Dock in a newly claimed system. The upside is that you got your Dock where you wanted it without having to take Construction, which is hard to do otherwise.
-If you combine a move-and-move primary with a Gravity Drive purchase, you can reach a neighbor’s home system R1, which would be a major coup if you catch them with their pants down (i.e. they tried to get away with a Tech-instead-of-units strategy).
-Don’t forget that the primary also lets you redistribute your CCs, and that you will probably have Fleet Supply to spare thanks to Armada. You can take advantage of this to take 3 or even 4 secondaries in the round while still having enough for 4 (or 5) system activations.

7. Technology

Tech is the best R1 SC for Letnev if going for a “default” strategy, as it offers the best balance between Tech progress, additional units and expansion. Your plan is to research Gravity Drive (or Sarween Tools/Neural Motivator if you don’t need the R1 mobility), use the Warfare secondary to build Carrier+Destroyer+2I+2F and claim 5 planets over 3 systems up to 2 hexes away, which leaves you in a rock-solid position going into R2. Since you can’t be stalled out of the Warfare secondary, there’s not really anything that can go badly wrong (except of course things like an early attack by a neighbor with Warfare and getting unlucky with dice rolls).

There’s also an alternative, much more risky plan, which is to research GD+Carrier II on your T1 (paying 6 Res from your home planets). This puts both of your neighbors’ home systems within reach of your Carrier (assuming no blocking anomalies). Depending on what their starting units were, what their 1st action was and when Warfare gets activated, they may be completely helpless against an invasion (unlikely except if they’re the Winnu), or be incentivized to agree to a one-sided transaction (a bit more likely), or at least have to make some awkward moves to avoid leaving their home system undefended. If this means they expand to fewer or worse planets than they otherwise would, that’s already a small victory for you. Buying a 2nd Tech leaves you without any money for extra units, so I wouldn’t try to pull this off unless Diplomacy is in play, since then you can just refresh your home system and still build-and-move with the Warfare secondary (dependent on Diplomacy happening before Warfare, which is fairly likely but of course far from certain). If the timings work out, you could end up with an even better outcome than the “default” plan, since you got a free Tech (and maybe a promissory note or something).

And just because it’s fun to think about, here’s an even more extreme “Magical Christmas Land”-scenario:

T1 Claim Torkan (0/3) / Tequ’ran (2/0)
Diplomacy secondary → Refresh Torkan + Tequ’ran
T2 Tech → Gravity Drive
Leadership secondary → Exhaust Torkan for 1 CC (Tactics pool)
Warfare secondary → Build 2 Carriers+4I (HS+Tequ’ran = 8 Res)
T3 Claim 1-planet system
T4 Claim 2nd 2-planet system
T5 Claim 3rd 2-planet system

Voilà, 7 planets R1, with probably 15-16 Res (incl. Arc Prime/Wren Terra), so a ridiculous build coming up R2. Of course, this leaves you spread very thinly and likely with a big target on your back, so it might not even be a good idea to do this if it doesn’t directly score you an objective.

8. Imperial


As always, Imperial is a very weak choice R1. It does guarantee a build-and-move via the Warfare secondary, but the situations where that is absolutely crucial will be quite rare.

III. Final Ranking of R1 SCs for Letnev


1. Technology
2. Warfare
3. Construction
4. Diplomacy
5. Trade
6. Politics
7. Leadership
8. Imperial
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Necessary Evil
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Glen Arm
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You have politics way too low.

My rank:

Technology - (always good early, its +4 resources and a Strat counter plus the possibility of a 2nd tech)

Politics - So you can Tech rnd 2 and begin to control the speaker (maybe pass counterclockwise with an agreement on getting tech. stuff like that)

Warfare - (because its overpowered and means more expansion toward an early rex claim)

Diplomacy - for the planet refresh

Trade - for cash to pay for tech

leadership - (get it out of the way now and really have an advantage by taking your fleet dow to 2 or even 1 for the next turn)


Imperial - Having an extra secret on the 1st turn is not bad, i doubt there are any objectives you could pull off turn one, but i dont think people realize how powerful the secrets you score as actions are. I for one will be digging for them as much as possible, they allow you to totally take control of the end game.

construction - I dont like extra SD early, and never use PDS.

 
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Matt Martens
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Once again, incredibly exhaustive.
You'll have to excuse me if I borrow some of your points (from this and Mentak) when we cover these races in our episodes. I'll certainly give you credit where it's due!
 
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Alwin Derijck
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malloc wrote:
(maybe pass counterclockwise with an agreement on getting tech. stuff like that)


Is this in the rules or on the SC ?
 
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Nick Naz
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Alwin wrote:
malloc wrote:
(maybe pass counterclockwise with an agreement on getting tech. stuff like that)


Is this in the rules or on the SC ?


I think he means "enter into a non-binding agreement with the player who picks the technology strategy card, in order to have it played at a time favorable to yourself". If you can get any sort of agreements like this for ANY of the strategy cards it could drastically alter the "best pick" for yourself.
 
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Brian Huhtala
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GamerdadMich wrote:
Alwin wrote:
malloc wrote:
(maybe pass counterclockwise with an agreement on getting tech. stuff like that)


Is this in the rules or on the SC ?


I think he means "enter into a non-binding agreement with the player who picks the technology strategy card, in order to have it played at a time favorable to yourself". If you can get any sort of agreements like this for ANY of the strategy cards it could drastically alter the "best pick" for yourself.


RAW, you can't make any deals with players who aren't your neighbors. Round 1, you don't have any neighbors, so your only option for trades during the Round 1 strategy phase is if that counter-clockwise player is Hacan.
 
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Peter Walsh
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Brian1981 wrote:
RAW, you can't make any deals with players who aren't your neighbors. Round 1, you don't have any neighbors, so your only option for trades during the Round 1 strategy phase is if that counter-clockwise player is Hacan.


You can make a deal with anyone at anytime (see 27.1). What you cannot do is make a transaction involving the exchange of Commodities, TGs or PNs.
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Brian Huhtala
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Pete Walsh wrote:
You can make a deal with anyone at anytime (see 27.1). What you cannot do is make a transaction involving the exchange of Commodities, TGs or PNs.


Ah... My mistake. There are a lot of rules...
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One thing - if I remember correctly, you can't use tech planets to bypass requirements for unit upgrades. Other than that, the guide is pretty interesting. Letnev is one of my favourite races and I'll definitely use some of your advice next time I get to play them.
 
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Casey Harmon
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Nyarlathotep90 wrote:
One thing - if I remember correctly, you can't use tech planets to bypass requirements for unit upgrades. Other than that, the guide is pretty interesting. Letnev is one of my favourite races and I'll definitely use some of your advice next time I get to play them.


I'm trying to find this in the rules, but can't.

You can use technology specialties for unit upgrade technologies.

Places I checked: Learn to Play p18: Researching Technology, Technology Specialties; Rules Reference pgs 26, 29: Technology (rule 79), Unit Upgrades (rule 86).
 
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Giles Faircloth
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86 - A unit upgrade is a type of technology card.

79.13 - When researching technology, a player can exhaust a planet
he controls that has a technology specialty to ignore one
prerequisite symbol of the matching type on the technology
card
he is researching.
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Yeah, I can't find it now either, but I remember seeing it somewhere. If it's possible, I messed up my last game - could've been flying around in a War Sun at round 2, with added Non-Euclidean Shielding at round 3... Damn.
 
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Arandor .
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What you were probably thinking of: Jol-Nar has an ability where they can ignore one prerequisite, but this racial ability does not apply to unit upgrade technologies.

It's racial (Jol-Nar specific).

It's not a general rule.
 
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Giles Faircloth
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Nyarlathotep90 wrote:
Yeah, I can't find it now either, but I remember seeing it somewhere. If it's possible, I messed up my last game - could've been flying around in a War Sun at round 2, with added Non-Euclidean Shielding at round 3... Damn.


The Letnev dream: two red technology planets within reach on turn one!
 
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sirgiles wrote:
Nyarlathotep90 wrote:
Yeah, I can't find it now either, but I remember seeing it somewhere. If it's possible, I messed up my last game - could've been flying around in a War Sun at round 2, with added Non-Euclidean Shielding at round 3... Damn.


The Letnev dream: two red technology planets within reach on turn one!


Yup, that's what I had. It still added up to a really funny game (Assault Cannon on round 2 - yum).
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Alwin Derijck
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Nyarlathotep90 wrote:


Yup, that's what I had. It still added up to a really funny game (Assault Cannon on round 2 - yum).


Taking these things into account during galaxy setup is strategically very interesting.
Hadn't thought of that until I read this.
 
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Max & Kate Porter
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Hey, I played a game using this analysis as a guide, to see how it would go. The Barony of Letnev is my favorite race, bar none. Here are some thoughts!

The game was 5-player. Starting from my left, they were:

Jol-Nar (2 TG)
Hacan
Mentak
Muaat (2 TG)
Barony of Letnev (4 TG)

Setup left a hugely rich half of the galaxy near Jol-Nar and Hacan, with a gradually less rich cluster of planets fading toward the Muaat side.

Mentak had a truly insane setup with two wormholes - one went adjacent to the Hacan home system, and the other to Jol-Nar!

I had some rich planets near me (thinking of Diplomacy already), a gravity rift forming a natural border on the Jol-Nar side and an asteroid field on the Muaat side.

Mentak won the roll for Speaker token and first-picked Warfare. Muaat chose Technology. That left me with some difficult choices. I decided I would be going with the standard cluster headed for NES, so I bypassed Construction and chose Diplomacy to hit my magic number of 8 production (and pass it, actually).

Jol-nar chose Trade, as he needed the resources to support his planned rush for War Suns. That left Leadership for Hacan, which was truly unusual for our games as a last pick!

Both Jol-nar and myself almost got stalled out of the Warfare secondary by Mentak, and had to bribe him not to do so. Fortunately, with that player across the galaxy from me, my promise of 2 TG when we shared a border would not be fulfilled until almost the end of the game.

Although I was able to use Diplomacy on the second-best system in the game (can't remember the names; Hacan had Tqu'ran and Tekraan), and on my second turn, it still benefited the whole table quite a bit. Jol-Nar commented that he could not have pursued his rush War Suns strategy without it.

I built a carrier+ground forces, as well as destroyers and a cruiser. These were planted over on the Muaat side to grab some planets and open a trade route, with my destroyer sitting in an asteroid field. While quite a decent first build, it would essentially sit there for the rest of the game as a deterrent and threat to Muaat.

With my dreadnought heading left to grab a singelton system with a green tech specialty, I was already eyeing Meer, a red-tech specialty planet in a two-planet system, just beyond. It was over the border in Jol-nar territory and adjacent to his home system. It was a solid start to the game!

Thus began a feud with Jol-Nar that would probably drag us both down a bit. I never used my green tech specialty or blue tech specialty planets, but Meer would come in extremely handy one time.

I found myself feeling quite strong, but not really unstoppable in the beginning, as Mentak got War Suns early thanks to a promissory note from Jol-nar. We had no less than 4 War Suns on the table, a new record.

However, I had a massive leap in power as I researched NES, and threatened my neighbors so effectively that they both gave me Support for the Throne.

Hacan ended up winning, with myself at 9 points, Mentak at 8, Muaat 3 and Jol-nar a distant 1 VP, having gone full kingmaker for Hacan by the end.

Absolutely no one could challenge my endgame fleet which ended on Mecatol -- if we had been playing the Long War, I feel it would definitely have been a duel between myself and Mentak, with Hacan most likely getting eliminated from the game.

For what it's worth, I really felt the lack of Construction early on - even though I wasn't going for the fighter cluster of techs, I really desperately needed the second space dock in my home system in order to build what I needed. I chose Construction in Round 3, but choosing it Round 2 or even Round 1 would have benefited me greatly.

Thanks for the guide! I really love it! Hope this feedback is of interest.
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Brian Petersen
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Alwin wrote:
malloc wrote:
(maybe pass counterclockwise with an agreement on getting tech. stuff like that)


Is this in the rules or on the SC ?

What he means is to sell the Speaker token to the player to his [b]right[\b], with a non-binding deal that that player not choose Technology so that it's available.

Edit: facepalm. Always attack left, trade right.
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Alwin Derijck
Netherlands
Utrecht
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TomBoombs wrote:
Alwin wrote:
malloc wrote:
(maybe pass counterclockwise with an agreement on getting tech. stuff like that)


Is this in the rules or on the SC ?

What he means is to sell the Speaker token to the player to his left, with a non-binding deal that that player not choose Technology so that it's available.


That makes sense. Thank you
 
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