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Game two wasn't as thrilling...


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#1 adamwehn

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Posted 29 March 2012 - 04:10 PM

...because it was only three players.  I was the Sardak, I stayed in the game up until the last round, I wanted the Imperial card for the win, but the Xxcha had the Public Disgrace card which prevented me from taking it.  They wound up the winner of the game, I got tag teamed by the Xxcha and Hacan.



#2 adamwehn

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Posted 29 March 2012 - 04:42 PM

We got 6 or 7 rounds of game play in.



#3 BigKahuna

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Posted 29 March 2012 - 07:57 PM

Twilight Imperium with 3 players is like a strip club without alcohol, technically its still a strip club, but it just ain't right!



#4 Fnoffen

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Posted 29 March 2012 - 11:29 PM

BigKahuna said:

Twilight Imperium with 3 players is like a strip club without alcohol, technically its still a strip club, but it just ain't right!

+1

Word!

Ruleswise it is possible but there is so much less player interaction. 5-7 is the best amount imho since there is player interaction a plenty and with 5-7 players there is always the tension about which SC(s) will be unpicked. With 4 or 8 players there is still interaction but all the SC's will be picked every round. Slightly less interresting. At least to me.


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#5 adamwehn

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Posted 30 March 2012 - 11:26 AM

I made some mistakes as the Sardak yesterday.  I wasted resources building Dreadnoughts when I should have been building Cruisers.  I also was not raiding the other players fleets to try and keep them in check.  I need to think swarm mentality when playing them.



#6 Mighty Maltim

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Posted 31 March 2012 - 02:23 AM

 I know how you feel. Three player games are pretty much all I ever get to play anymore. We used to have more players, but they decided the game was a bit too long for their taste. I still enjoy myself when playing, but it's just not the same as with a larger group. It always boils down to the other two players teaming up against whoever's pulling out in the lead.

We played tonight actually. L1Z1X, Necro, and Creuss were the races chosen, myself playing Creuss. I managed to snag Imperial II when on the verge of completing several different objectives, including my Secret Objective, and scored myself a landslide victory. It was close too. One more turn and Nekro would have invaded my home planet, leaving me unable to complete objectives.



#7 Shadow

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Posted 31 March 2012 - 07:22 AM

5 or 6 player game is the best you can hope for twilight 3.

Although, I do like 8 player games. 

In an 8 player game, no alliance of players can take over the game and there is usually 3 small unrelated wars going on all the time.

In the final rounds, several players send their biggest fleets to take Mecatol Rex only to be wiped out by the next player.

Those battles are Epic.  Bring the popcorn out, moments.     

But in 8 player games, usually 2 players slow the game down to a crawl, leading to other players slow down, eventually killing the game.

 

I am more impressed with a player who says he wins 8 player games then a 5 player games.

The fundamental problem with a twilight game is if 3 friends are in a 5 or 6 player game, those players usually make sure that 1 of them will be the winner.

Having a 3 player alliance formed before even the galaxy is made........is game breaking in a 5 or 6 player game.

In a large 8 player game, a 3 player alliance is not game breaking. 

 

But 8 player games are not done now.   Good 8 player games are just legends of the past in Twilight.3 , just myths.

 

 

 

 

 

 



#8 adamwehn

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Posted 31 March 2012 - 11:07 AM

I should probably be able to manage an eight player game with my Saturday D&D group.



#9 Mighty Maltim

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Posted 31 March 2012 - 12:42 PM

adamwehn said:

I should probably be able to manage an eight player game with my Saturday D&D group.

I am jealous, lol



#10 adamwehn

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Posted 31 March 2012 - 01:01 PM

Mighty Maltim said:

adamwehn said:

 

I should probably be able to manage an eight player game with my Saturday D&D group.

 

 

I am jealous, lol

My D&D group wants to play Twilight Imperium every third Saturday.



#11 adamwehn

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Posted 01 April 2012 - 02:26 AM

Is my general idea of how to play the Sardakk a good plan?  Focus on Cruisers, Destroyers, and Carriers, and using a swarm mentality with them?



#12 Fnoffen

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Posted 01 April 2012 - 04:14 AM

Seems like a valid tactic as long as you keep focus on hindering other players from obtaining VPs and obtaining them yourself at the same time.


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#13 adamwehn

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Posted 01 April 2012 - 05:00 AM

Fnoffen said:

Seems like a valid tactic as long as you keep focus on hindering other players from obtaining VPs and obtaining them yourself at the same time.

Okay



#14 Shadow

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Posted 01 April 2012 - 05:24 AM

Norr requires patience, waiting 1 turn, to have a large fleet battle is better then attacking quickly with a small fleet battle.

 

Example:

3 Norr fighters vs 3 opponents fighters is an even battle.   Lucky dice rolling prevails

9 Norr fighters vs 9 opponent fighters is an uneven battle. Norr should win every time with his +1 advantage.

Norr requires patience, waiting 1 turn, to have a bigger force, before attacking, to prevent even battles seems to be the best strategy.

 

Do not forget, Norr starts with Deep Space cannons.

Capture a disputed planet and put 2 pds there.  Your opponent cannot do the 1 crusier, 1 ground troop move with 2 pds shooting at him.

It will slow his expansion alot.

Also, put a small double planet system next to Mecatol Rex and eventually put 4 pds there.

When you capure Mecatol Rex, land 2 pds there and lots of ground troops.

The pds prevents bombing by Dreads and 6 pds next to Mecatol Rex means no one can easily score a Secret Mecatol Rex objective but you.

 

Delaying your opponent 2 or 3 turns is big in twilight.

 

 



#15 adamwehn

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Posted 01 April 2012 - 11:08 AM

Shadow said:

Norr requires patience, waiting 1 turn, to have a large fleet battle is better then attacking quickly with a small fleet battle.

 

Example:

3 Norr fighters vs 3 opponents fighters is an even battle.   Lucky dice rolling prevails

9 Norr fighters vs 9 opponent fighters is an uneven battle. Norr should win every time with his +1 advantage.

Norr requires patience, waiting 1 turn, to have a bigger force, before attacking, to prevent even battles seems to be the best strategy.

 

Do not forget, Norr starts with Deep Space cannons.

Capture a disputed planet and put 2 pds there.  Your opponent cannot do the 1 crusier, 1 ground troop move with 2 pds shooting at him.

It will slow his expansion alot.

Also, put a small double planet system next to Mecatol Rex and eventually put 4 pds there.

When you capure Mecatol Rex, land 2 pds there and lots of ground troops.

The pds prevents bombing by Dreads and 6 pds next to Mecatol Rex means no one can easily score a Secret Mecatol Rex objective but you.

 

Delaying your opponent 2 or 3 turns is big in twilight.

 

 

The thing with Cruisers and Destroyers as raiding groups is the +1 from Hylar V, and the +1 racial.  The units are cheap to replace and have high probability of achieving hits.



#16 BigKahuna

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Posted 03 April 2012 - 01:36 AM

The problem with the N'orr isn't their military strategy its that military strategy is generally pretty worthless at helping you win the game.  I think I can describe most gaming groups when I say the Tactic to playing the Sardek N'orr is house ruling their racial ability :)



#17 adamwehn

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Posted 03 April 2012 - 01:48 AM

BigKahuna said:

The problem with the N'orr isn't their military strategy its that military strategy is generally pretty worthless at helping you win the game.  I think I can describe most gaming groups when I say the Tactic to playing the Sardek N'orr is house ruling their racial ability :)

What house rule or rules do you implement?



#18 BigKahuna

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Posted 03 April 2012 - 11:41 PM

I made a homebrew expansion that actually became kind of our gaming bible after a while, but of all the things we changed the Sardek N'orr racial ability is the one we always loved the most.

In any case its a racial ability addition.

"When you control a player home system (The System and All Planets) during the status phase you earn 1 victory point.  If you also control Mecatol Rex you earn 2 victory points during the status phase instead".

Generally speaking this has made the Sardek N'orr extremly playable, in fact its kind of almost become a top tier race now.  While at the same time you don't really make any adjustments to your style of play with the race, they are an aggressive, war race, but you are now rewarded for being such with it potentially leading to a win.  The general strategy is to claim someones homeworld and hold on to it for as long as possible to earn those extra points.  Each status phase you get one and if you can manage Mecatol Rex at the same time you can concievably pull a conquest victory.  Still war is tough and unpopular, thus far no one has managed a win with them despite the change, but certainly everyone in my group agrees that its possible.  It is not easy to win with any race afterall.



#19 adamwehn

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Posted 04 April 2012 - 12:44 AM

BigKahuna said:

I made a homebrew expansion that actually became kind of our gaming bible after a while, but of all the things we changed the Sardek N'orr racial ability is the one we always loved the most.

In any case its a racial ability addition.

"When you control a player home system (The System and All Planets) during the status phase you earn 1 victory point.  If you also control Mecatol Rex you earn 2 victory points during the status phase instead".

Generally speaking this has made the Sardek N'orr extremly playable, in fact its kind of almost become a top tier race now.  While at the same time you don't really make any adjustments to your style of play with the race, they are an aggressive, war race, but you are now rewarded for being such with it potentially leading to a win.  The general strategy is to claim someones homeworld and hold on to it for as long as possible to earn those extra points.  Each status phase you get one and if you can manage Mecatol Rex at the same time you can concievably pull a conquest victory.  Still war is tough and unpopular, thus far no one has managed a win with them despite the change, but certainly everyone in my group agrees that its possible.  It is not easy to win with any race afterall.

Okay, sounds interesting, in my three player game I nearly won with the Sardakk N'orr.  It was the last strategy phase, and I had 8 points, I went for the Imperial card but the Xxcha player played his Public Disgrace card and made me give it back.



#20 adamwehn

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Posted 04 April 2012 - 12:56 AM

BigKahuna said:

I made a homebrew expansion that actually became kind of our gaming bible after a while, but of all the things we changed the Sardek N'orr racial ability is the one we always loved the most.

In any case its a racial ability addition.

"When you control a player home system (The System and All Planets) during the status phase you earn 1 victory point.  If you also control Mecatol Rex you earn 2 victory points during the status phase instead".

Generally speaking this has made the Sardek N'orr extremly playable, in fact its kind of almost become a top tier race now.  While at the same time you don't really make any adjustments to your style of play with the race, they are an aggressive, war race, but you are now rewarded for being such with it potentially leading to a win.  The general strategy is to claim someones homeworld and hold on to it for as long as possible to earn those extra points.  Each status phase you get one and if you can manage Mecatol Rex at the same time you can concievably pull a conquest victory.  Still war is tough and unpopular, thus far no one has managed a win with them despite the change, but certainly everyone in my group agrees that its possible.  It is not easy to win with any race afterall.

If someone controls both Mecatol Rex and a player home system, they only earn 2 points?  Or do they earn 3 points?






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