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Enigma
09-27-2005, 05:39 PM
I posted this at BGG as well but I would like feedback from here too. Thanks.

Unlike many wargames, this game doesn't have any opening setups or established goals and so discussions about specific openings and set moves are difficult to do. In an attempt to start a discussion about the strategies for this game and to help new players learn this game more effectively, I am posting some of the strategic principles that I have found while playing this game.

1) Focus on money early and points late. Establishing control of the mines as a way to grow your army early is very important but in the late stages of the game, money becomes less important because often you will need 2 or 3 turns to get newly bought units to where they will be helpful and you don't have that time. Also, abandoning a mine in the late game to prevent an attack, and the subsequent points, from another player makes sense but it would be crippling early. The difference between early, mid, and late game is as follows: Early- Explore tokens are still present, Mid- Everything between Early and Late (I know, very creative), Late- From the first 5+ point turn to the end.

2) The Energize cards that come from the Monolith are very important. In our games, if someone has been allowed to control the Monolith for a large part of the game, they have won. If you can't be that one who is on the Monolith, make sure that the person on the Monolith rotates regularly.

3) Pay attention to the position of the open spaces. One of the more subtle parts of the exploration tiles is that they create mine spaces and empty spaces. While it is important to control and defend mines, paying attention to where the empty spaces is equally important. Using them as a buffer or a dead zone can be an effective way of getting points. Also, recognising that you don't necessarily need to defend those spaces can free up units to do other things.

4) Purchase fodder until everything is explored, than purchase large+fodder. While it is important to have lots of smaller units to mine and soak up hits, after the first three turns or so you need to be making a large unit every turn because the tiered battle system makes them necessary. It is also important to keep buying fodder as well so that your large units aren't at as much risk.

5) Play and purchase to set up your secret missions. This is the simplest, but most important, principle. If you have cards that require Leapers to kill something, buy Leapers. If you can get points for killing a Strider, lure a Strider into a dead zone and kill it. It also goes without saying that the more points that you can set up to qualify for in a single turn, the better.

Please comment and feel free to add anything that you feel needs it or agree or disagree as you feel appropriate.

StarvingWriter82
09-27-2005, 11:25 PM
I definitely agree that this could serve as a great beginners guide. If you're not following one of those basic principles and you start following it, your win percentage will go up.

However, I think there are a lot of tactical nuances as well:

1) Know who is the defender and who is the attacker. If you get a lot of mines and your opponents get rock striders, you will get smashed in the early game but be powerful in the late game. Don't give up early points by leaving mines open, or when you start to establish control, you will be too far behind in points to get a win. Alternatively, if you don't get many mines, pick up those points early before opponents can stop you, but don't lose your initial striders if you can help it, or you won't have enough left to get the last few points, as your opponent buys dragons while you only have enough for striders.

2) Control the center of the board. Not the monolith specifically, but the center squares. By placing a dragon next to the monolith, for example, you have a huge amount of control over where, when, and how people stage their attacks, or you force your opponents to constantly feed your patrolling army.

3) Don't give up points you don't have to. Mining is important, but not at the expense of giving victory points to your opponent. Make sure you have a successful counterattack ready (to keep up with the VPs) or pull your miners back to safer ground.

4) Do the math. Statistically speaking, four rock striders will only get one hit in 25% of battles, yet I see players frustrated every time 4 rock striders fails to wipe out 2-3 humans. You should be bringing far more into a battle than necessary, or have alternative plans if your battle doesn't go through.

That's about it for now. There's more geekish analysis involved as well, but these are tips anyone can use.

TrimChris
05-31-2006, 11:04 AM
Interesting points.