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Subject: Help control the cat population! Strategies versus the cats! rss

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Doug
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Played three games (3, 2, 3 players) and the cats won each game. What’s the best strategy to defeat the cats? The cats constant points from building is hard to deal with. Is tactic number one to attack sawmills first to starve the cats of wood?

Help defeat the cats!
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Chris W
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Cut off their supply lines. The cats need to rule where the wood is, where they are building, and a path of clearings in between.
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Andrés Santiago Pérez-Bergquist
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Mountain View
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Aggressively attack their front lines. They start with one warrior per clearing, but those are individually easy to defeat in battle, or just outnumber. Once they don’t rule the clearing, they can’t build there, and they’ll rapidly fill in build spots around the Keep, but then they’ll need to campaign heavily to keep expanding. Keep them bottled up.
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Anon Y. Mous
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Their starting position is intimidating, but a lot more vulnerable than it looks. The Eyrie can pretty easily take territory from them in the far corner, so this isn't a fight they want to have (usually, at least, an early alliance with the Vagabond to feed them cards for Field Hospitals to simultaneously slow Eyrie expansion and defend the keep could potentially support this? Pretty nonstandard opening but could be viable.) at which point they'll want to fall back. Once they're confined to a small area, they're forced to focus on protecting themselves rather than cranking out VP with sawmills. Unlike the other factions, the cats have no "safety net" mechanic so if they focus entirely on VP they put themselves at risk of complete elimination.
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Anthony Heitzinger
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New Mexico
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Eventually the cats run out of spots to build more things, so they have to start spreading out very thinly to continue building, which isn't a good idea because it makes them too vulnerable. It's at that point that cats in my games stop scoring points from building and must shift to scoring through crafting and battle.

I think so long as eyrie never turmoil, they can always beat cats.

Alliance can never beat cats 1 on 1,so they need assistance from vagabond or eyrie.

Vagabond vs. Cats is not a match I've seen yet, but i imagine it would be very difficult for the vagabond due to a slow buildup of items. Cats could also attack the raccoon every single turn he isn't in a forest.
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Anon Y. Mous
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Rachelisapoopy wrote:
I think so long as eyrie never turmoil, they can always beat cats.


If the Eyrie never turmoils, their opponents are idiots. The Eyrie's opponents should be actively trying to get them to break their decree, not just letting them build an engine uninterrupted like this is some kind of euro.
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David Fenton
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Ethereality wrote:
If the Eyrie never turmoils, their opponents are idiots. The Eyrie's opponents should be actively trying to get them to break their decree, not just letting them build an engine uninterrupted like this is some kind of euro.

The Eyrie have a decision to make. More bird cards make it easier to keep the decree, but they loose more VP if/when they turmoil. Fewer bird cards add more restrictions and make it easier to turmoil, but they loose less when they do.
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David Fenton
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Remember that the Eyrie win ties for rule against opponents and you only have to rule to build (you don't have to eliminate enemy warriors). You can move a single Eyrie warrior into a location with a single starting Cat warrior, claim "rule" and build a Roost. Even an undefended Roost or single warrior prevents a single cat from building there (it may not be hard for them to clear you out, but that wastes precious actions).

I did reasonably well with the Depot (Vizier in Move and Build) and no Battle Decree cards for the first 3-4 turns. Added to Recruit and Move to spread quickly and build up warriors.
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Anthony Heitzinger
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New Mexico
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Ethereality wrote:
Rachelisapoopy wrote:
I think so long as eyrie never turmoil, they can always beat cats.


If the Eyrie never turmoils, their opponents are idiots. The Eyrie's opponents should be actively trying to get them to break their decree, not just letting them build an engine uninterrupted like this is some kind of euro.


Well, if the eyrie are playing mostly bird cards and are very careful where they put non-bird cards, it's very possible to never turmoil. Of course, it's easy to mess them up if they get ganged up on, but I was only thinking of the 1v1 with all this.
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Nathan West
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Meta: I don't know how moderation on BGG works, but would it be possible to move this thread to the Strategy Board?
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Byron S
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Ventura
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I don't remember what I ate last night
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but I can spout off obscure rules to all sorts of games like nobody's business!
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Lucretiel wrote:
Meta: I don't know how moderation on BGG works, but would it be possible to move this thread to the Strategy Board?

At the top of the page under "Recommend", click the red X and select "Wrong Forum" for this thread. Eventually a mod will come by and determine if and where it should go.
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Stanley Laurel
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Rachelisapoopy wrote:
Alliance can never beat cats 1 on 1


Just 2 days ago I beat the cats one vs one as the alliance. Believe in the revolution
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