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Race for the Galaxy» Forums » General

Subject: Maximal military opening? rss

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Dave J McWeasely
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New Sparta (Mil 2)
Turn 1: Explore, Develop (Alpha-Cent picks Settle, Trade)
Explore: Dropships (Mil +3 = 5)
Settle: Lost Alien Warship (Mil +2 = 7)

End of turn 1: Military 7 and an alien good available.

Is that the optimal start?
 
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Wei-Hwa Huang
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Instead of Drop Ship and three random cards, I would rather have New Military Tactics, Expedition Force, Lost Alien Battle Fleet, and Rebel Outpost.

That way, at the end of turn 1, I have Expedition Force, Lost Alien Battle Fleet, and Rebel Outpost, and Military 4, and an Alien Technology good. On turn 2 I play Develop/Consume:Trade, plopping out the Expedition Force, ready to put out Rebel Outpost if my opponent chooses Settle, and sell the good. The extra Explore +1 on the Expedition Force will help me with the occasional Explore I need to get the nice 6s.
 
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Alex Rockwell
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I'd rather have Alien Robot sentry, and 3 good cards, play the sentry turn 1, sell it for 5.
 
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Dave J McWeasely
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I can see the strength in that; however, with mil-7 you don't really need money much anymore.
 
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