Recommend
71 
 Thumb up
 Hide
4 Posts

Eclipse» Forums » Strategy

Subject: An Eclipse Military Primer rss

Your Tags: Add tags
Popular Tags: [View All]
Peter O
United States
Oakland
California
flag msg tools
Avatar
mbmbmbmbmb
This is my basic way of fighting. I am no Eclipse expert, but I do well enough in my own playgroup plus plenty of experience in other fighting games to offer what is below. It is in no way definitive or necessarily the best. There are many styles of combat and they can sometimes develop a roshambo interaction. This is my primary way and is based on basic maneuver warfare doctrine.

Why should you fight?

A) You may be losing the turtle game. If your opponents get Monoliths and you don't, its best to get them to spend resources on something other than 3vp structures.

B) Getting in more fights improves your Destiny Draw odds. I average 12 points in Destiny draws with moderate combat. (with a 4 space destiny chit race)

C) Taking a single 3 VP hex from the right person can be the 6VP swing needed to win.

D) Taking the Galactic center is big points, even if you didn't get there first.

E) You get to be proactive instead of reactive. I find this to be more fun. You usually do better when you have more fun.

Who should you learn to fight with?
Not the Orions or even the Eridani. The Mechena are the best race to learn how to fight with. Reason being is their cheaper build costs lead you towards not caring as much about specific battle outcomes. Sending in 2 interceptors is only 4 resources and a couple of actions. No big deal. Plus they allow for attrition warfare which seems to be easier for many people to learn and understand while also more popular due to games like Starcraft. However, don't stay just in attrition. Learning maneuver warfare will help you greatly.

NOTE: Be careful about becoming too reliant on the Mechena build costs. Ideally you use them to get a better sense of combat odds and tactics so when you use a race that needs better material management you're not losing as many ships.


How should you fight?

1) Talk to people. People see a single diplomacy mechanic in a game and seem to think that is all the diplomacy there is. This is very, very, wrong. Setting up your attack on another person diplomatically can prove more valuable than a surprise attack. Simply by announcing your intention to attack a particular player who is in the "lead" may provide enough cover for you so your other neighbor won't attack you and entice others to join in on the spoils. There are many other diplomacy tricks as well. Games like Eclipse go to the people who can best convince the other players about the "true" state of affairs.

2) Don't let choke-points form. A well connected map favors people who know maneuver warfare. You're not in total control of this, but do your best to link to your neighbors. The more links the better, BUT don't get spread out. On defense, good (short) inner lines of communication means you can direct your forces quickly and easily to the needed position.

3) Build up your money economy or a money reserve. Resources are needed to create a fleet, but money is required to use the build action, move actions and upgrades. Your odds improve if you can out-action your opponent on a critical term. Even better, simply being ABLE to out action them can result in them "not bothering to waste actions" allowing you to not have to dip into the reserve while maintaining military superiority.

4) Pick the techs that match your economy. Engines are great for races that don't have a money advantage. A good drive lets you threaten and defend more space per action. Nanobots are good for races with material advantage. Also pick techs that synergize with what you already have. Mechena can make better use early on of Fusion sources because of their starting computer.

5) Pick the class of ship that matches your race and economy. Terrans get three moves per move action. Build a more numerous fleet to push this advantage. Aliens should skew towards dreadnaughts and cruisers, except for the Mechena who pop out hoards of interceptors like (insert colorful inappropriate anology here). Stick to two, maximum three classes. Unnecessary upgrades cost money that could be better spent elsewhere. If you have fully upgraded all 4 classes of ships by the end of the game, you've wasted actions. If you can diversify the builds on your ship classes you can pose match-up problems for your opponents builds.

6) Start early enough. You only have about 6 turns of relevant combat time. Waiting until turn 9 greatly helps the turtles.

7) Probe. Don't be afraid to intentionally lose a few interceptors in order to probe your enemy. This helps you learn how they plan to defend. If you can keep an initiative advantage these probes can even inflict a little damage before being repulsed. This is particularly useful against the common tactic of "Virtual Forces" where they intend to respond to an attack by building where you attack. If they rely on this and don't leave a substantial enough picket ring to pin your ships, send in a few interceptors across their space to the far side of where you are coming from. Any defenses they build will be away from your border.

8) The turn you plan to go in big, lead with another probe. Force them to defend everywhere, and in doing that they defend nowhere. Spread their forces out the best you can according to the map, and if you have a money reserve you can attack late with the main force putting them in a bind, and you get to choose the target.

9) Divide and Conquer. The probing and moving is meant to divide a superior force into smaller, beatable chunks. Choose the biggest chunk you can get away with, and go all in. The hex is often irrelevant compared to demolishing the fleet. Once the fleet is gone, the systems are yours for the taking. Certain hexes can become more important based upon the specifics of a certain layout, but that is beyond our scope.

You will only get better trying, and the best way to try is to not be worried about failure. Play, get beat, learn, win.


91 
 Thumb up
3.75
 tip
 Hide
  • [+] Dice rolls
Purple Paladin

California
msg tools
Avatar
mbmbmbmbmb
GREAT post!

Seriously, people who are complaining about turtles should really find this useful.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
stu ma
Germany
HD
flag msg tools
mbmbmb
One thing is missing, the pre-emptive strike:

http://www.boardgamegeek.com/article/8243596#8243596

6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Peter O
United States
Oakland
California
flag msg tools
Avatar
mbmbmbmbmb
Aselan wrote:
One thing is missing, the pre-emptive strike:

http://www.boardgamegeek.com/article/8243596#8243596

:)


An excellent example of non-brute-force combat!
 
 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.