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...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.
Pax Magnifica Bellum Gloriosum
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Twilight Imperium with 3 players is like a strip club without alcohol, technically its still a strip club, but it just ain't right!
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.
Pax Magnifica Bellum Gloriosum
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.
Pax Magnifica Bellum Gloriosum
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.
Mi-Go: My favorite punching bag.
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.
Without signature
I should probably be able to manage an eight player game with my Saturday D&D group.
Pax Magnifica Bellum Gloriosum
adamwehn said:
I should probably be able to manage an eight player game with my Saturday D&D group.
I am jealous, lol
Mi-Go: My favorite punching bag.
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.
Pax Magnifica Bellum Gloriosum
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?
Pax Magnifica Bellum Gloriosum
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.
Pax Magnifica Bellum Gloriosum
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
Pax Magnifica Bellum Gloriosum
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.
Without signature
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.
Pax Magnifica Bellum Gloriosum
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 :)
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