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.
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.