Leaders

By blarknob, in Twilight Imperium 3rd Edition

My group doesn't ever really play with leaders. We find they add complexity without adding much to the game. I also feel that the mechanics for killing and capturing leaders are really bad.

The only reason I have for playing with them is that the agents give some races much needed access to sabotage. Particularly the saar who can be completely crippled by a signal jamming if they don't have a sabotage.

Does your group play with leaders? why or why not

Our group usually does play with leaders, although its rare that anyone does anything other than leave them on the homeworld(s) so they might as well not be in play. (we rarely even remember to use the spy as a sabotage when push comes to shove.) The few times someone has gathered the cajones to bring his leaders into play, it has made a resounding difference in the game, though. Personally, I like the risk vs reward option being present, for those who dare to use it. I think that's why we keep putting them out game after game.

We always use them, simply because they add to the flavour, but don't add on any real time. They bring an extra dynamic in that makes them fun. No race is particulalry screwed with leaders and they help usually help you out. Depending on the race, they may even make a DN useful! Otherwise, a DN is a waste of plastic.

They are pretty much the simplest of the vanilla variants and when we didn't use them (in the beginning) we always regretted it.

We always play with them, although I agree on the capturing/killing mechanic being bad.

I think they definitely add to the game. It is very different to play a race with a Diplomat than on that hasn't got one.

Most of the time it is useful to get the leaders out of your home system. Agents are good at attacking, because they render PDS useless against invasions and capture them. The fact that the Agent is a sabotage most often keeps him at home though. A great house rule is to have him be able to only sabotage an AC that takes place in the system that he is in, i.e. combat ACs, Signal Jamming, Unexpected Action etc.

Admiral is very good early in the game - even a Cruiser becomes more fearsome, and I agree with Funkybunch about Dreadnoughts.

A Diplomat is good to have to protect a 1 planet HS. People won't even attack the planet normally when they know they can't finish the job. On the other hand this is useful on other planets as well, since you'll be able to hold a good planet longer, and thus maybe couterattack more easily. Mecatol Rex objectives are much easier when you have a Diplomat.

Scientists should DEFINITELY leave the Home System ASAP. Their most important ability IMO is the discount on Space Docks. Those extra 2 resources are excellent to have during the first rounds. Only Winnu has a tech discount in their HS, so that benefit is lost if the scientist is stuck at home. Late game, might be good to bring him back, though, to prevent WS bombardment and give a bonus to your PDS.

Generals are the most useless leaders. I'll always try to take them to important planets (e.g. Artifacts) quickly and leave them there, since they are much more useful on the defence. -4 to bombardments is excellent. In any case, the General has the smallest effect on gameplay.

All in all, I like leaders a lot, since they finish out the races and give them character that is visible on the board. Although Generals are the worst leaders, I think it is cool that the Norr has 1 Admiral and 2 Generals demonio.gif