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Posts posted by BlackBishop
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Hey thanks whole bunches for clearin' that up Patriarch!
I don't know how I overlooked this rule, I don't know how many times we've had to pause our games and argue...
I can say that I play mostly two player games (with my son) and with our forces spread out, we're "usually" near a system with friendlies.
Still...
I suppose I have to find some flavor text or thematic explanation eh...
If you don't have enough of a presence "nearby" a system, there's nothing you can do to thwart your opponent's plans. But get a little closer and there's some sabotage, some cyber attacks. Makes sense I guess.
Thanks to all, conquer the Stars people..! -
Okay, I'm still a bit confused and I'm sorry if I added to the confusion earlier...
I thought you could plop an order token "anywhere" regardless of whether you had a "presence" in a system or adjacent, simply to block or "cap" an opponent.
But you're saying that if you don't have any units or structures in a system or any adjacent to that system, you can't even place an order marker there?
I'm not questioning your knowledge but is there a quote we can see in the rules book somewhere I must've overlooked?
My son and I have been havin' this argument for like, ever and we can't seem to agree without physical proof in front of us sometimes.
Thanks your helps, I apologize again, I'm a noober. -
I try to rationalize it with flavor text..!
I also teach new people that the "systems" are not really "touching" each other, take a three by two board and spread out every tile for a second, none of them are touching each other and each is like "light years apart" right.
Now understand that when your troops have to pass through a void, they need a big cruiser or transport ship to carry all their baggage. They've got munitions, repair servitors, a crew of maintenance workers, some pleasure ladies; they need a big ship.
To go from one world to another, well it's easy enough to jump on the old Greyhound or taxi as, they're going from world to world all day every you know. You can take your seat and they'll store your ammo and pleasure ladies in the next freight bus that rolls out right behind you.
I spoze sorta tough to imagine with my spreading of the systems out, to be able to move from one world to an adjacent world on an adjacent system but, that's all I got.
Another commonly missed rule is that if you encounter an uninhabited world on the way, you must stop your movement there while the team clears away the underbrush, kills some sabertooth monsters you know, gets "set up", before moving on.
Conquer the Stars people..! -
Okay I am still an official noob but this one's come up in some of our earlier games so I think I can throw some thoughts out there eh...
I just looked through the rule books and I can't find where it states it "specifically"...
In the Rules Reference Guide however, on the bottom right of page 9, under "Order Tokens", it says...
"...players take turns placing order tokens facedown in order token boxes in systems."
So, by default, if they wanted to specify, they could have typed "...in order token boxes with your units in a system..." or something to that affect.
Since they didn't, it's implied that you indeed, can place an order marker on any system regardless of presence and the ramifications are as follows...
"...the cheap and dirty category and would end up just killing the game.."
Well, think about it like this. In order to resolve that order marker, you must have some presence either in that system or nearby.
Meaning, if you plop a token in a "block" (or some people call it a "cap") maneuver, you're basically surrendering an "action" because you can't do anything with that right.
It's only used to delay your opponents actions or, totally frustrate them by causing them to resolve orders in a "less than desirable" fashion, as you saw huh.
The key to remember is that, it sucks when it happens to you but it's all too awesome when you do it to them. War's sorta "fair" like that eh.
War can also be cheap and dirty and some factions can play this way and prosper, others can't.
Another key is that if you put too many eggs in one basket, it is all too tempting for you opponent to block your stack and take his three (or four) orders before you.
Another facet is that the first player (with initiative) gets to place his order tokens first, and resolve first, but the second (or last) player, gets to trump the pile with his block. A clear reason why being second (or last) can have some benefits.
Another way to look at it is, do what you need to do but spread out your tokens. You almost never want too many tokens in one spot because it makes you ripe for exploitation.
Think of it like this, if your opponent has fought and bested you so much, that you're for all intents and purposes, "backed into a corner" and you have no ability to spread your markers...
Well you're stuck man, you're in a phone booth and one quick stab is all it'll take to finish you.
If you're desperate and simply "must" have that one planet, well you're going to be broadcasting your intents loud and clear right. Your opponent knows this, the commentators know this, crikey, the Eldar watching from seven systems over know this, you're not hiding your goal at all...
You deserve to get blocked.
'Tis a tough game and I experienced this many times as my twelve year old son beats me constantly. It doesn't break the game and actually adds to the flavor, to the strategies and to the heartbreaks (and victories).
Keep playin' and learning, conquer the Stars people..!

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