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My thoughts on Sol tech choices...


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#1 adamwehn

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Posted 27 March 2012 - 04:41 AM

...are the following in order.  Are these good choices for Sol?

 

XRD Transporters

Gen Synthesis

Micro Technology

Neural Motivator

Type IV Drive

Advanced Fighters

Dacxive Animators

Graviton Negator



#2 Shadow

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Posted 27 March 2012 - 06:10 AM

Sol usually goes straight for XRD and then Hypermetabolism for most games.  Then his Racial tech, if he can afford it.

1.  XRD to grab as many distant planets as possible

2. Hypermetabolism to get 4 counters at status.   Every player is starving for counters because so many planets needs to be taken for the first 3 turns.

Sol player likes spending strategy counters to get 2 ground troops.  So getting 4 counters every turn really helps

3. Sol also wants his racial tech, the two hit carriers, so he does not as many escorts when he is grabbing planets.

 

 All other tech choices depends on the game. 

What secret objective you have, map setup, what races the other players are playing.

 

For example:  If your secret objective requires you to capture a homeworld.   Light wave deflectors and X 89 weapons are popular.

If you are going to take and hold Mecatol Rex, then Advanced Fighters would be better choice.

 

 



#3 adamwehn

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Posted 27 March 2012 - 06:50 AM

Shadow said:

Sol usually goes straight for XRD and then Hypermetabolism for most games.  Then his Racial tech, if he can afford it.

1.  XRD to grab as many distant planets as possible

2. Hypermetabolism to get 4 counters at status.   Every player is starving for counters because so many planets needs to be taken for the first 3 turns.

Sol player likes spending strategy counters to get 2 ground troops.  So getting 4 counters every turn really helps

3. Sol also wants his racial tech, the two hit carriers, so he does not as many escorts when he is grabbing planets.

 

 All other tech choices depends on the game. 

What secret objective you have, map setup, what races the other players are playing.

 

For example:  If your secret objective requires you to capture a homeworld.   Light wave deflectors and X 89 weapons are popular.

If you are going to take and hold Mecatol Rex, then Advanced Fighters would be better choice.

 

 

I only have the base game right now, so for that constraint are those good choices?



#4 Shadow

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Posted 27 March 2012 - 05:57 PM

Doesn't Micro tech require Stasis Capsules or Sarween tools?

6 to 8 rounds in the game, 8 techs

Actually you should only buy techs you absolutely need and put your resources into building more ships, but I cannot resist buying all the tech I can.

 

 

XRD                                                                                                

Enviro                                                                                            

Stasis Capsules (or Sarween tools and Microtech) (These techs will pay for themselves but it add one more tech you need to buy Neural motivator)

Neural motivator

Type IV drive

Advanced fighters

OR

XRD

Hylar V

Deep Space Cannons

Magen Defense Grid

Light wave Deflectors (Being able to fly through enemy fleets is incredibly powerful)

Or

if you have some really good resource planets and want to go nuts

XRD

Enviro

Sarween Tools

Hylar V

Deep Space Cannons

Warsuns  (A well escorted Warsun will smash anything flat)

This is really not the path Sol should do, but each one of these techs are great techs.

 

If you do decide to build a Warsun, remember, all the players are going to pay very close attention to where you park that thing.....

 

Many hardcore Sol players go down the Assault Cannons and Type IV drives and build Dreads.

When Dreads move 2 and get a preshot, they can take out a medium fleet with ease because the killed ships cannot fire back if they are destroyed with the preshot.  

 

So pick what you like, Advanced fighters, Lightwave Deflectors, Assault Cannons or Warsuns.

Any of these advance techs will give you plenty endgame punch.

 

 

 

 

 

 

 



#5 BigKahuna

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Posted 27 March 2012 - 07:40 PM

I did an article on the Sol on my blog just last week as part of a series I'm writing but I disagree that Hyper Metabolism is high on the list, if it even makes it with the Sol at all.  Command counters are generally not a problem for the Sol, your far better off taking one of the command token aquisition strategy cards one time to get 3+ tokens than you are spending 3+ rounds aquiring them using the tech, which first requires a cost that includes getting two additional techs on a technology tree that leads to techs that are not pre-requisites for anything (Hyper Metabolism) (which either costs resources or requires you to take a the technology tech 2 times).  The extra tokens are great and the Sol do run a command token heavy strategy but its not nescessary and simply taking Logistics or Leadership is a far better trade off.

As for building War Suns, I'm not sure you can say the Sol don't need them and the problem with them is that you are 5 techs out from the get go so you have to make a decesion pretty early if you have any hope of ever getting them if you do end up needing them.  The golden rule for me is if the two players sitting next to you start moving towards War Suns you have no choice and must do it.  There is no strategy, fleet makeup or action you can ever take that will allow you to defend yourself in the late against two players with War Suns who are trying to stop you from winning, they will do it every time.  Your only real defense is War Suns of your own to ensure that when they come (and they will if you are in contention for the win) you have a  defense that has a hope in hell in stoping them or at least delaying them long enough to pull off a win.  And really with Carriers capable of running 8 fighters and a suistain damage ability thanks to their racial tech a single fleet supply ship (the carrier with 8 fighters) can take 10 hits.  The sol with a Warsun full of fighters,  a Carrier full of fighters and some cruisers and destroyer support is a powerful combination and the cost of that setup is very managable for the Sol thanks to their all around great statistics.

You also have to consider the benefits of the track to War Suns for the Sol.  Two yellow techs that improve your production and Two Red Techs that improve your combat ability and defense.  The great aspect of that track is that of the 8 potential techs you are getting none are wasted and all of them support the general defensive and production heavy strategy the Sol run as well as qualify you for several potential technology driven victory points.

XRD's is definitly the best first tech, Type IV and Advanced Fighters is a great late game tech for the Sol since you should be building up a large fleet supply over time with them as part of your strategy but generally I have found that by end game Sol really does better with less tech and more of everything else.  Strictly speaking once you have their racial technology, XRD transporters you are already forming a comprable defensive component to your military.  But a defensive component is rarely sufficient in TI3 games unless your playing with a very docile group and its definitily insuffience to hold out against one or more oppoenents with War Suns.

The trick to the Sol is to minimize your expenditures in resources and maximize your building each round, get techs with the tech card not the secondary.  Get command tokens with Leadership and Logisitics, not with the secondaries unless you have high influence planets.   Generally speaking when I run the Sol I have the largest fleet at the table, you want to discourage anyone even thinking about crossing the border and again in TI3 nothing says "stay the hell out", like a couple of Warsuns.



#6 Shadow

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Posted 28 March 2012 - 03:35 AM

I totally agree with you and I would add this....

Until you produce the 1st Warsun, you are vulnerable to being attacked because you spent alot of resources on tech to get the Warsun tech.

In the original twilight 3 game, the correct strategy is to build lots and lots of fighters instead of buying tech.

If Sol has 3 carriers holding 8 fighters, that means Sol can absorb 24 hits before you get to capital ships.

Thats 12 resources.  That is the same price of 1 Warsun or 24 fighters. 

If you do not buy the tech for Warsuns, those resources could be used to buy the 3 carriers to hold the 24 fighters.

The strategy counters that you do not use for buying tech could be moved into Fleet supply instead.

 

Is it better to have......

1 Warsun and a fleet supply of 3 or

3 carriers with 24 fighters with a fleet supply of 8? 

 

For Sol, consider this:

XRD, Hylar V  and Sol's racial tech.  Build all your carriers and fill them with fighters and have a real large fleet supply

 

If you want lots of tech....

Go for Advanced fighters if you do not have alot of resource planets.

Go for Type IV Drives and Assault cannons and build Dreads if you have ok resource planets.

Go for Warsuns if you have alot of rich resource planets.

 

Many players have put out strategies for what units and techs to buy for each race.  It would be worth your time to google it and read what they suggest.

Many players find certain races work well for their playing style and try to find best ways to make their favorite races even stronger.

 

Beware, buying unneeded tech is an addiction in twilight 3.   Very few players can resist the temptation......

 



#7 BigKahuna

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Posted 28 March 2012 - 08:44 PM

Ya I realized as Im writing my racial articles that while I'm focusing on the race itself I'm making a lot of assumptions about the knowledge of the player about general strategies for Twilight Imperium as a whole.  Like any other race with the Sol you do have to practice good general TI3 strategy and that is always assumed here.

Some of the basics like not going over board on techs, or a steady build up of fleet supply just to name a couple are pretty much standard strategies that you always implement.  I mean techs are a dangerous thing in Twilight for which the happy medium changes in each game depending on what races are in play, what people are and are not buying.  Its dangerous to have to few and dangerous to over spend and end up with lots of techs and no homeworld. But more important is that you have to be flexible.  We can discuss "good techs for a race" and on paper this is good to work out in advance so you have something to go on, going into a game with a certain race.  But you have to be reactive.  If everyone is going for Warsuns, you may need to adjust your plans, if they people are pushing fighter fleets and action card based techs, you may need to respond to that as well. 

The rule of thumb is that the people who should have the most influence on you in terms of your response to the aquisition of technology are your two closes neighberhoors and anyone else who might have quick access to your homeworld via a wormhole or something.  These are the players you should be watching a little closer than anyone else because when you start to bump uglies, its most likely going to be with either or both of those players.

In as a whole though I think the advice above here is all fairly accurate and good advice.  Its really hard to give a definitive final answer to any question about how to play Twilight Imperium well, because it has so many moving parts that everything really is very circumstantial.  Experiance is really the greatest teacher, but above and beyond that as a newbie what you can do to improve your game is read... read and read.  There are many great expert players lurking in these and other forums and most of what I have learned about how to play well has come from these resources with a mixture of personal experiance.






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