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Rex: Final Days of an Empire» Forums » Strategy

Subject: Lazax & Hacan alliance in a 6 player game dominated. rss

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Troy Creamer
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Arlington Heights
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So we played our first game of Rex today and overall it was a positive experience and as a group we saw there is a lot to explore. However from the second turn Lazax and Hacan allied then Letnev and Xxcha allied and Jol nar and Sol allied. So for next 3 turns we could not stop the Lazax and Hacan influence train and they won the game in the 5 round. One mistake we made is spending a good amount of influence in the first round on strategy cards which seemed to fund the Lazx and Hacan alliance for the rest of the game. So my question is how do you stop this alliance after it forms since the two races can basically passing influence back and forth for deployment and strategy cards. Is it better to spread out on the board and cause lots of little battles to be faught by the those races to burn resources. I would say when we played there was a lot of bigger battles and people didn't spread out much at all. would love to hear peoples experience or how they combat this.
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Joseph Courtight
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I usually go with a stradegy to break up the two. Being allied with the Xxcha or the Jol'nor meaning with a few good cards you can kick their butts in combat. Prevent them from winning. Rig the bidding so they only get about one influence per card via a deal with the other allience. If the hacan or lazax bid let them win it some they fill their hands up and can not longer bid. Finally, never deploy into combat.
 
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Loïc Boué
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VITRY SUR SEINE
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You don't need to have a full hand of cards to be combat-effective with Xxcha and Jol-Nar, while Letnev got 2 cards for the price of one. Xxcha and its ally just need one card to be sure to protect its leader, or kill the opposing leader, while Jol-Nar and its ally need only two.

Meanwhile, even with a full hand of cards, Lazzax and Hacan can find themselves losing battles because they lack Xxcha and Jol-Nar powers. They can only regain 5 troops a turn, so they won't be able to recover from huge battles. And even if they can, buying back 4 troops, one leader and shipping them down to the planet again, will eventually wear their treasury down if the other factions are carefull with their spendings.

My advice would be that the opposing factions just bid 1 influence for cards, forcing Lazzax to pay his cards for 2 influence, and getting very few income in return. Hacan will get his cards for free, and you can't prevent him from getting income from shipping, but he can only give that influence back to Lazzax during the bidding phase. They could discard their cards during battles, even winning battles, but then they risk getting hands full of non-combat related cards and Jol-Nar will know this. So eventually they will have their hands full, and their opponents will get the few cards they need.

Don't give Hacan too much money by shipping troops into battle, let Sol do that for free. But premptively ship down in strongholds to increase the price to attack them, even for Haccan. In fact premptively ship down in empty spaces even if it doesn't seem necessary, so you can move those troops for free the next turn. Don't spend cards in battles you know you can't win, but let Lazzax/Hacan commit a lot of troops because they don't know that.

With Xxcha or Jol-Nar powers, there is usually one in the alliance with just the perfect cards to defeat either one of your opponents, make use of this. Each alliance should always have one of them collecting influence and the other one doing a massive battle against Lazzax or Hacan, if possible focusing on the weaker/overextended one. The Lazzax/Hacan can't prevent people from collecting influence and pursue victory at the same time.

If the other factions make use of their advantage in combat, and don't give away influence carelessly, the Lazzax/Hacan alliance should loose steam over time, not get stronger and stronger. Their best chance should be when the others factions are card-depleted and unable to ship a lot of troops down. If they allied themselves just at that moment, then indeed they are unstoppable, but that's the whole point of the game, to ally at the right time with the right partner.

There is no need to house-rule out such an alliance. An alliance of similar powers might seem formidable in one area, but will be weaker in another.
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Troy Creamer
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Thanks for the reply this is exactly what i was looking for and very helpful. One major rule we missed was you don't have to discard strategy cars during a win in battle. Another thing is I don't think everyone really understood everyone elses powers until late in the game. Even as this was our first game everyone said they would like to give it another try since they could tell there was a lot we didn't explore. Thanks for the info.
 
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Mike Oehler
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Generally what happens against an econ alliance is that people will try to avoid serious fights (possibly some raiding with disposable units to sap strength) on rounds after they buy a lot of cards, and then try to pick up cards when their alliance is close to maxed out.

What's often happened in our games is that Haccan or Lazzax will have a ton of money but can sort of cap out and then either lose or have pyrric victories against factions with more combat related abilities. Then they're limited heavily by the recovery cap and often have to spend their reserve buying guys back.

The big stacks that Lazzax and Haccan usually want to fight with can also be vulnerable to the fleet, Sol Offensives, having a shield blown up or other sort of high impact events.
 
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Castor Teo
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That's why you start harassing the Lazax/Hacan from turn 1 onwards, make them spend their influence. Won a game as JolNar/Sol against that alliance 2 days ago.

The way most new/not so competitive players will play the game is to turtle down and avoid combat...but that works in favor of the economic race.

If they choose to avoid combat, then just grab the influence on the table to balance it up. They can't keep running for long since the first player changes every turn.

Also, smart movement/deployment from the previous turn allows you to react to any situation. This game is something like game of thrones that you just need to be more tactical minded, and thinking a few turns ahead when moving your pieces.

Play to their weakness. Hacan can't fight for shit. Lazax has only brute force and expansive reinforcement.
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