Playing as Tyrell in a six person game is interesting, because you have no stars, a late turn (which doesn't matter for a few turns since no one really bothers with you, and a high Fiefdom start, only bettered by the Greyjoys. So play to your strengths, and play defensively. If you get too close to Martel you will be sent to the bottom of an influence track which will piss you off even more. Castles and power should be your first concern, since muster cards can come up, or you can bid for a star.
Opening moves: That said my starting move; would be to move all my units. From Highgarden the footman down to Oldtown, For the hope that the Muster card is played. The Dornish Marches footman to either Prince's Pass (although you are getting closer to Martel territory) or The Reach in the hope that the Muster card is played. Marching the boat from Redwyne Straights into the Oldtown Port (to farm power in the next turn.
The 7 castles I target are
- Highgarden (home)
- Oldtown (right below home)
- The Reach (right to home)
- Flint's Finger (steal for 7th castle)
If you want to attack Martel the other 3 will be Starfall, Yronwood, & Sunspear
If you want to attack Lannister the other 3 will be Lannisport, Starfall & Yronwood
If you want to attack Baratheon the other 3 will be King's Landing, Storms End/Yronwood and Starfall
Allies: depends on who are you playing with.
Greyjoy: Keeps Lannister off your back, but requires sunset sea to control Lannister, and that can be dangerous
Lannister: Keeps Greyjoy far away from you and is really only concerned with the castles in the middle of the map
Baratheon: Can check and eliminate Martel; if Martel pisses him off with Doran [forgot his name] (the 0 card)
Martel: Harasses Baratheon, slowly chipping away at his defenses
In short: focusing on building crowns & castles for mustering or gaining stars to muster. Only attack Martel after he uses Doran. Setup to steal 3/4 Castles in one turn (with Loras, Mace & Queen)
Well answered. I agree with you on a lot of points. Especially targeting power tokens, because you HAVE to get higher on the Raven track to get a star. Castles are tough to worry about early cause you have to enter someone's zone to get one. The Reach is really hard to hold if Baratheon is aggressive, but that goes in to my alliance scheme that I'll talk about later.
Here are my opening three rounds. I don't like to bank on a muster in the first two rounds, but more than likely by the third round you will get a muster or a bid on the influence track Westeros card.
First turn: Move on Oldtown, Consolidate on Dornish Marches, support/raid/defense on Redwyne Straights boat(I could be wrong here but I think you have to have a boat in Redwyne Straights to be able to consolidate power out of the Oldtown Port)
Move Highgarden Footman to the Arbor, Highgarden Knight to Oldtown.
Collect Power: You now have 7(5 to start and 2 for Round)
Second Turn: Move on Oldtown, Consolidate power on Dornish Marches, Consolidate Power on Arbor, Support/Defense/Raid depending on your opponents on Redwyne Straights as GreyJoy/Lannister/Martell could all be getting closer to your business.
Move Knight in OldTown to the Barrell land right next to Oldtown. Leave Power token on Oldtwon. Collect Power Tokens(4)
Current Power is 10 (7+4-1) In my opinion, no other house can have 10 power at this point. If a bid comes up, take stock of what others have, you really only need 2 stars at this point for an extra move and a Consolidate* that can muster. If you can grab the Throne and pick up 2 stars, you are in pretty good shape from here on. I like the sword, but if they are at odds, Lannister or Greyjoy should be bidding heavy on it and if you won the throne, you can usually get 3rd or 4th on the track bidding 1 or 0 on the Fiefdom.
By this point, your home base is built up, its time to start moving out. If still no muster or bid has come up. Rinse and Repeat on consolidate power at Arbor and Dornish Marches, move your Knight back to Highgarden by way of your boat so he can be there to lend defense to your home base, and Support/Raid/Defense depending on situation for your boat in Redwyne Straights. Now you have 14 power and still primed to go get those stars on the Raven Track. Wildlings are also probably getting close to being a factor, so xtra power is not a bad thing. Sadly at this point, someone is probably sensing weakness by the lack of units on the board that are green and they will probably be looking to attack very soon. Which leads into Alliances.
In my opinion, Baratheon is your best bet for an Ally. He can keep Martell off your A$$ and you help by going after the guy you need to set your sights on Castlewise which is Lannister. This is ESPECIALLY true if GreyJoy and Lannister are at each others throats. Start building up, and make a deal with Baratheon on the Reach, to get your 3rd Castle. Then March north, not pissing off Martell who is dealing with your Ally, and focus on Lannister forces near Baratheon. You should be able to grab Harrenhal, RiverRun, and Lannisport, and then Back door a Martell castle for the win in the late rounds.
Lannister in my opinion is not a good ally, cause he can't do a lot for you with Baratheon, and almost nothing against Martell.
Martell makes a pretty good ally, but it is very easy for him to backdoor you late in the game because you will be taking on Lannister and he will be marching on Baratheon. His home base is South of yours, and with you going North, he will see easy pickins for himself on The Reach and even Oldtown or Highgarden if he is boat strong. Baratheon doesn't really have that option if he is your ally. All he can swipe is the Reach.
There is my Tyrell thoughts, I think it is pretty sound, but feel free to tear it apart. I want it perfected. I have vowed to only play as them till I win with them, and since the 10-12 guys I play with are all scared of my gameplay, I usually get ganged up on pretty big. No problem if I am Winterfell, or Martell, but the middle ground areas are tough for me.