Clan of Saar
Starting units: 1 Space Dock, 4 Ground Forces, 2 Fighters, 2 Carriers, 1 Cruiser
Starting techs: Antimass Deflectors, XRD Transporter
Trade Contracts: 1, 2
Leaders: 1 General, 1 Admiral, 1 Agent
Racial traits:
- Gain 1 TG every time you acquire a new planet.
- You may fulfill Objectives even if you don’t control your Home System.
- Your Space Docks have a movement of 1, but may not build units during the same activation in which they move. It may transport up to 3 Fighters.
- Your Space Docks are never placed on planets and have a production capacity of 4. GFs and PDSs are placed on any planet in the system or on a Carrier/War Sun (or Dreadnought/Cruiser if applicable).
- Space Dock is destroyed if ever present with an opponent’s ship without any of your ship present (in other words, if it’s blockaded, it is destroyed).
- Your Space Docks are not ships, therefore do NOT count toward Fleet Supply and do NOT participate in Space Battles.
- Other players may not use Clan of Saar for the “Merciless” Secret Objective.
- IMMUNE TO: “Cultural Crisis” and “Multiculturalism” cards.
Racial Technology: Floating Factory (cost +3): Your Space Docks have a production capacity of 5, a Fighter capacity of 5, and receive +1 movement.
Home Planet(s): Lisis II - 1/0 Ragh - 2/1
PLUS
- Fast early expansion . You start with 2 carriers with move 2, 4 GFs
- TG flow . Due to racial trait and fast expansion.
- Hard to stop . In some games I played there were the only one way to stop the VP leader -- occupation of his homesystem. Clan of Saar is immune to this.
- Mobile production . You can move your SDs - close to the borders, deep into your territory. You could even move all your 3 SDs to Mecatol Rex and build there a huge army! Note : your production capacity does not depend on planetary resourses, you could build even in the empty system. Note 2 : you shouldn't defend your docks when your main fleet is in raid. Move them too!
- 3SD production . You are the second race, that could place all your 3 Space Docks in one system (first is Hacan), and the only one, that could place them in any system. 12 production capacity w/o bonuses +3 Enviro +3 Floating Factory, add to this Sarween bonus: +3 free res. Note : you should be aware of Signal Jamming if your docks are not in your homesystem. It's better to save a Sabotage action card for this case.
- Leaders for War . You have the best set of leaders for attacking your foes in the Space and on the ground.
MINUS
- Poor Home System. 3 res, 1 inf. Solution: You should compensate this by TGs from acquiring planets.
- Vulnerable Docks. Even small destroyer could ruin your SD, if it left w/out space defence. Solution: never(!) left your SDs w/out defence. Note: Mines will not save you, even if attacker explode, your SD will be ruined too.
- Hard to defend your planets. You have no SD on the planet. So, if you lose Space Battle, you are not able to build GFs on the planet. Also, you have no other ways to defend such as diplomat leader. Solution: you shouldn't concentrate on you planetary defence, instead build a lot of space units. Don't lose Space Battles!
- You are not Fighter. You have no fighting bonuses. So, battles with any fighter race - N'orrs, Mentaks, Naalu, L1z1x, Letnev, Yin - could be very hard to you. Solution: You are nomad. Attack with all your swarms. Retreat if you have equal or even worse fleet. Build a huge fleet!
- You are not Trickster. You have no skipping tricks like Yssaril or CC spending races - Sol, Muat. Solution: Pay attention to those races and calculate their possibles moves in the end of round.
- You are not Strategist. You do not specialize in Strategy Cards like Jol-Nar(Tech), Xxcha(Dip), Hacan(Trade), Winnu(Tech). Solution: this is not real Minus, this is a Plus! You are just not dependent on SC choice of other players, and you will not say: "Please, take this card! Please, play this card!"
- Poor Image. All your neighbours think that you are scum. Solution: You are not a scum, you are Nomad! You have Harley Davidson and mobile repair shop!
GENERAL STRATEGY
BUILD! MOVE! GRAB! BUILD! MOVE! GRAB! BUILD! MOVE! GRAB! BUILD! MOVE! GRAB! BUILD! MOVE! GRAB! BUILD! MOVE! GRAB!
Look for week opponents and conquer them. Don't conflict with strong ones. Give them a system in exchange of peace - you'll get two or three on the other border.
RESEARCH
I think, that Saar are very simular to Letnev. Both of them have great resourses and shouldn't research a lot, fighting just with swarms (but of course, Letnev should get XRD)
On the other hand, it's very tempting to use all the power of 3SD Production and you could try to get Enviro , Sarween and your racial . In this case, you should get them as early, as you can.
You could also think about Cybernetics for Fighter Swarms and Hylar for light ships. If you are in long play and grab enough you could research toward War Sun or Tipe IV Drive (for fast Dreadnoughts).
NOTE ! When you purchase Tech for 6 res just think about Carrier with 6Fs(or GFs) and saved CC. And think about planet or two that you could grab with it.
OPENING
With XRD you could grab system near Mecatol or near another Home World. Check you secret objective. Plan you future expansion, attacks and SDs drifts.
Strategy Cards - your choice:
- Leadership . Good for counters, since you have no influence at the start.
- Diplomacy II . You could peacefuly annex additional planet 3 system away of your HS in the first round! (not Mecatol Rex)
- Assembly. Without influence you should better control Political Agenda. Also, 2 Action Cards will make you more tricky.
- Production. For fastest expansion you could build 3rd Carrier and more GFs. Note: every planet acquired gives 1TG!
- Trade. 3TGs are valueble to you. Also, you could change you 1,2 contracts for something valueable. Even more, if you wise enough, you could plan the future conflicts.
- Warfare II. With this SC you could grab Mecatol or neighbour's Homesystem. If you are lucky and your opponents are stupid enough.
- Technology II. Get Enviro!
- Bureaucracy. You could plan your advancement better, if you know Public Objectives.
It's hard to choose. You choice should depends on your neighbours, you Secret Obj, your sector of map e.t.c.
I think that Diplomacy II , Warfare II or Bureaucracy is not a good choice. All other SCs are good.
Technology II and Production more versatile, universal and easy choice, while Assembly and Trade require careful planning. Leadership is a good choice for grabing planets before Assembly , and then refresh them. Also, in 4-, 8-players game counters are more valueble, since there are more Secondaries.
Strategy Cards - others choice, your secondary:
- Leadership. It's a pity, but you have no influence. You could change you 2Political Cards(as TG) and 2TG from the conquering planets for the CCs.
- Diplomacy II. Annex a planet for CC and 3 res while you could just grab it is a bad idea!
- Assembly. Refreshing you HS-planets is a bad idea, but if you already have grabed some good planets (think of Abyz/Fria!) you should spend CC.
- Production. Build Carrier (for planet res) and 2GF (for TG from planets or for Political Card).
- Trade. Do your best to get contracts and agreements.
- Warfare II. nothing to do.
- Technology II. You have no resourses for it. And even if you have, think about Carrier, 6GFs(Fs) and CC!
- Bureaucracy. Change of CC for Action Card and Political could have a reason, if you get CCs with Leadership or you plan to play Assembly .
So, save CCs in Strategy Allocation for Assembly and Production , maybe for Bureaucracy .
TO BE CONTINUED...
Production
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Gambits
(I would like to know your ideas and your experience with Saar)
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(This is true for all race sheets, including the Saar)r