Fleet Logistics

By Malloc, in Twilight Imperium

Am I the only one concerned that the change on this Tech from Tactical action to Action is insanely powerful? Combining this with certain Strat cards is going to allow for some crazy shenanigans (and points with Imperial) without giving anyone a chance to react to it. Even worse if Naalu has Feet Logistics and gets their hands on Imperial.

-M

Not really that concerned about it at all really. Command tokens, especially tactical command tokens, are at a premium. Nobody will be able to go super hog wild with this tech without burning through a lot of action cards or tokens, and I think the design of the card is to allow a player to do some crazy stuff like use warfare and pickup a token and then move that fleet again before people can react to it. As for the Naalu, if they go after the tech and start to run away with it, it's up to the rest of the galaxy to run over and smash them.

I had no issue with command tokens in my game of ti4. Where are you getting that they are harder to come by?

Besides the issue will be a 1st move issue. Scoring mid round is huge, for example any time anyone is at mine with fleet logistics and can get to Rex or is one it the game is over. Nothing anyone else can do about it.

Combine this his with something like Hacan's racial where he can just take whatever strategy card they want (Imperial) and it's game over with very little agency for the other players.

The power is not from making multiple tactical actions. Not by a long shot. The power is combining it with Warfare, Diplomacy, or especially Imperial. It's pretty nuts. I like the tech, and I like that it exists, but I think should have at least switched the prereqs with Light/Wave.

And for the record I think Hacan's racial that lets him swap strategy cards should never have been conceived. I almost flipped the table when I saw it for the first time in the steaming pile of excrement known as the Shards of the Throne expansion. The only redeeming fact is that it's going to tricky for Hacan to have both that AND Fleet Logistics at the same time, even by end game, unless they skip a lot of other important things, like ship upgrades.

All of this could be a moot point because objectives (especially secrets are so east to score) ... we were all sitting at 8 points when the 1st stage 2 flipped.

4 minutes ago, mkevans80 said:

The power is not from making multiple tactical actions. Not by a long shot. The power is combining it with Warfare, Diplomacy, or especially Imperial. It's pretty nuts. I like the tech, and I like that it exists, but I think should have at least switched the prereqs with Light/Wave.

And for the record I think Hacan's racial that lets him swap strategy cards should never have been conceived. I almost flipped the table when I saw it for the first time in the steaming pile of excrement known as the Shards of the Throne expansion. The only redeeming fact is that it's going to tricky for Hacan to have both that AND Fleet Logistics at the same time, even by end game, unless they skip a lot of other important things, like ship upgrades.

Most of the Shards additions were not really good. Tanks were unbalanced, Mercs were unbalanced, many of the techs were abusable. Pretty much just the planets and the Flagships were good the rest was average at best.

There is one thing balancing Hacan's most jerk-move racial tech, and it's the same thing balancing Yssaril's Action-Card-stealing tech -- the moment you actually research it, the entire table is going to stop trading with you and go on high alert. The moment you actually use it, expect a coalition. Granted, it's still OP, but at least there's that social mitigation factor.