Recommend
 
 Thumb up
 Hide
3 Posts

Twilight Imperium (Third Edition)» Forums » Sessions

Subject: Session Report rss

Your Tags: Add tags
Popular Tags: [View All]
Neil Sorenson
United States
Springfield
VT: VERMONT
flag msg tools
badge
Avatar
mb
Three of us (2 vets and TI newbie) put together a small game this last sunday to take a crack at determining the new emperor of the galaxy.

Rules used for the game included the following variants and house-rules: 2 shot dreadnauts, 1 res. cost fighters, Ancient Throne and Letnev power reverted to +2 ground combat.

To create a "tighter" 3-player galaxy, the 4 best combo hexes were removed from the mix before play (along with the 2nd asteroid field) which left fewer resources available and pushed the likelihood of more scuffles over the remaining rich worlds. Player races were not drawn until after the galaxy was created with a fairly balanced mix of worlds and hazards that slightly favored the "north" end of space (although that region was also riddled with interconnecting wormholes).

Inhabiting the north region of space were the Hacan, the Solarians, with the modified Letnev setting up shop in the economically-challenged backwater of the galaxy. The Letnev were further hindered by having no inner ring planets to use as a staging area for approaches to Mecatol Rex and the presence of a supernova on the eastern flank of their homeworld.

The first turn began with an aggressive move by the Sol player - in developing XRD and jumping a boatload of soldiers through a handy wormhole and setting up shop on a rich world practically next door to the Hacan. Letnev also incurred Hacan animosity by sneaking up along the side (using Warfare to double jump a freighter convoy) and claiming a world close to Mecatol and within the perceived territory of the Hacan.

The Hacan wasted little time in ditching efforts at peaceful negotiation and immediately lauched a 2-front war to dislodge both intruders from its space. The Hacan dismissed trading opportunities (at first) and attempted to use military force to knock the invaders loose.

The Letnev held on to Wellon (the world in question) tenaciously while they dropped a tiny force onto Mecatol with the intention of collecting the modified ISC bonus and were successful for several turns in a row; building a network of PDS on Wellon (and nearby) and a modest force of warships to protect the Hacan bordered flank. Meanwhile, Sol was finally dislodged from Hacan space and began to expand within its own territory.

The Hacan had had enough of the Letnev squatters and arrived with a massive force of 4 dreadnauts supplemented by cruisers and blasted through the defenders, leaving the Letnev military in complete shambles (bad rolls with the PDS cannons making them near-useless up until now). Bombardment followed and then invasion but the Letnev repulsed the Hacan and held the world.

Interestingly, all of this carnage was taking place over a 1-resource value world while sever 2 and 3 point worlds still remained unclaimed in the northern edge of space. The Hacan were acting on principle and in a spirit of stubborn vengence... but so it goes.

Eventually, after both the Hacan and the Letnev had lost the majority of their fleets in constant warfare, a truce was realized and the Hacan turned back to pushing away the forces of the Solarians who were nipping and nibbling at the northern edges of their space.

During this entire time, the Letnev had managed to score the modified ISC 3 times in a row and had combined those points with a variety of Level 1 public tech objectives to be much farther ahead than the other two races - at the 8 point mark as the Level 2 objectives began to appear.

Control of the galaxy seemed imminent as the Letnev used their influence (and a few choice veto and modifier cards) to control the political thrust of the game to their advantage and further push their agenda as the rightful heirs to power.

Warsuns were researched by all for a final battle over Mecatol Rex that eventually scored Sol their secret objective but it was too late - the Letnev had already raced too far ahead and collected the last few points needed to win - even after having been in the economic doghouse throughout the entire game.

The Letnev probably had the unfocused aggression of the Hacan and the semi-truce attitude of Sol to thank for being able to sneak into the Throne.

......

Observations: Ancient Throne is totally the way to go... nobody felt like any of the VPs were earned in a bogus manner.

1 point fighters seemed like a fine change to the structure of the game although 2-shot dreadnauts now seemed overpowered.

Reverting the Letnev back to +2 ground didn't have a major impact on the game as there was only one single battle where the bonus really had an effect worth noting... it did not make them overpowered within the constraints of that particular game.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Steve Malczak
United States
Fairfax
Virginia
flag msg tools
badge
Avatar
mbmbmbmbmb
Re:Session Report
kakupacal (#453049),

Nice report! It seems the Hacan player would have been better off as the Bugs, but I suppose thats to be expected in a 3 player game...lotsa fighting!

And yep, as I mentioned over at FFG in the 'Dreadnought' thread and in the 'Fixing Fighters' thread, there is no need to implement both 1 cost Fighters and 2 shot DNs.

Use 2 shot DNs if you like the 'Fighter dominance' of the original rules but want to make DNs worth actually building for support of the Carriers.

Use the 1 cost Fighters to totally fix the unit balance in the game. Now everything seems more attractive to build and real fleet strategies can emerge.

You can use both together if you want to get that 'Star Destroyer' feel from Dreadnoughts. They'll definately seem like powerful capital ships. They might be a bit over the top in that case, but everyone has 'em, so it just makes for a different feel.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Neil Sorenson
United States
Springfield
VT: VERMONT
flag msg tools
badge
Avatar
mb
Re:Session Report
Yep... with 1 res fighters, I think we'll go back to 1-shot dreadnauts. There were battles with massive devastation all going down in a single round as players would often have multiple dreadnauts firing multiple shots (often augmented with action cards). I watched a fleet of 1 dreadnaut, 2 cruiser, two carriers, 4 fighters and a destroyer get blown away in the first round of action by a host of 4 dreadnauts with some cruiser support.

Yikes!
 
 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.