Space Cats Peace Turtles Ep. 002: Construction & Warfare (Now Available on iTunes, Google Play, and more!)

By Skootur, in Twilight Imperium

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We've released our second episode of SCPT! And since last week, we've made it available at many more places, so if you like the show, please subscribe on your podcast app of choice (and continue letting us know if it isn't available on your favorite app!)

This week, Matt Martens and Hunter Donaldson discuss the Construction and Warfare Strategy Cards, as well as the basics behind production and combat. They go over The Arborec, The Clan of Saar, The Barony of Letnev, Sardakk N'orr, The Yin Brotherhood, and The L1z1x Mindnet. Stay tuned after the show for some Episode 1 Errata as well!

We'd love to hear what you have to say about this episode, so let us know if there are any points you agree with or if there's anything in our discussion that we missed! This project is already proving to be incredibly fun to do, and that's almost entirely because of our discussions with you all!

Edited by Skootur

Just finished, good stuff. A couple comments, the secondary of Construction has you put the strategy token in the system where the PDS/Space Dock was built. So its not as simple as always building a Space Dock with it, depending on when it gets used during a round. Also, Exotrireme has the +1 baked into its bombardment (and it gets two bombardments), so its just the PDS and antifighter barrage that are missing out.

Hey Guys,

Really enjoyed this. Lots of good points. I really hadn't thought about how amazing the Mindnet are. The glacier of death is coming!

A few things, Warfare I in TI3 did give you the CC back. It didn't allow a rearrange of CC's though (not that that seems very useful).

Next, I love the Arborec, but there are a few things that i would have emphasized. First, Sarween Tools. It works with their GF's!!! This is the must have tech for them. With the pooled production, two GF's can build two more GF's paid for with Sarween. Or two fighters, or a destroyer. I think 2 GF's and a carrier is the starting force for the Arborec, and it grows as it goes. I commented in this article :

Not sure i agree with your take on the racials. I think both are nice, but by no means necessary, due to the pooled production. As long as you have 2 GF's you are good. I don't think you move your GFs around, you just leave them behind, as guards and production centers and build more at the front.

One other point, the Upgrade is just the same as Infantry II. The regen roll is the same as everyone else. It's not as good as Sol's but that is also a racial unit.

As for the Yin - so much hate! Their main strength is that they are extremely difficult to move. They attack you? Ram their carrier. No invasion. They bring two? make them make ugly choices about the balance of fighters and GFs to keep. All for the cost of a destroyer, that was going to die anyway. Also, in a small firball, ram their cruiser with your destroyer! its a two for 1 cost exchange, and it will help. Also, no one can sustain damage against these guys. They do? Lose the dreadnought. They land on your planet? Convert one of their troops.

Consider a situation were the Yin player has a PDS and a GF on a planet and two trade goods. How much do you need to take it? I think anything less than 4 GF's won't cut it. He'll buy one of yours, making it 3 on two, and might shoot down another one. 4 is an awful lot in the new carrier environment. And nothing short of a warsun or a very few of the flagships will help.

As for the bomb (flagship), you just park it above a system you don't want taken (like say Mecatol). AND NO ONE CAN. Who is going to commit to lose a fleet so someone else can come in and claim the reward?

These guys are all about take and hold. And never giving back. Not one of my favorites, but solid and painful to attack.

One last thing. I'm Robofish, not Jumbofish. I would't bring it up, but I choose this name 10 years ago playing TI3. I'm a Jol Nar loyalist, and if this wasn't a TI podcast i wouldn't care, but it is so..... glory to the headmaster!

15 minutes ago, Robofish said:

One last thing. I'm Robofish, not Jumbofish. I would't bring it up, but I choose this name 10 years ago playing TI3. I'm a Jol Nar loyalist, and if this wasn't a TI podcast i wouldn't care, but it is so..... glory to the headmaster!

I can't believe I did that. I even understood the joke of your name, but when I put it in my google doc with notable responses, I for some reason typed Jumbofish. I'm so embarrassed and you have my eternal apologies!

All good!

Thank you so much for the podcast, and also replying to me!

Edited by Robofish
45 minutes ago, Robofish said:

Next, I love the Arborec, but there are a few things that i would have emphasized. First, Sarween Tools. It works with their GF's!!! This is the must have tech for them. With the pooled production, two GF's can build two more GF's paid for with Sarween. Or two fighters, or a destroyer. I think 2 GF's and a carrier is the starting force for the Arborec, and it grows as it goes. I commented in this article :

Not sure i agree with your take on the racials. I think both are nice, but by no means necessary, due to the pooled production. As long as you have 2 GF's you are good. I don't think you move your GFs around, you just leave them behind, as guards and production centers and build more at the front.

As for the Yin - so much hate! Their main strength is that they are extremely difficult to move. They attack you? Ram their carrier. No invasion. They bring two? make them make ugly choices about the balance of fighters and GFs to keep. All for the cost of a destroyer, that was going to die anyway. Also, in a small firball, ram their cruiser with your destroyer! its a two for 1 cost exchange, and it will help. Also, no one can sustain damage against these guys. They do? Lose the dreadnought. They land on your planet? Convert one of their troops.

Consider a situation were the Yin player has a PDS and a GF on a planet and two trade goods. How much do you need to take it? I think anything less than 4 GF's won't cut it. He'll buy one of yours, making it 3 on two, and might shoot down another one. 4 is an awful lot in the new carrier environment. And nothing short of a warsun or a very few of the flagships will help.

As for the bomb (flagship), you just park it above a system you don't want taken (like say Mecatol). AND NO ONE CAN. Who is going to commit to lose a fleet so someone else can come in and claim the reward?

These guys are all about take and hold. And never giving back. Not one of my favorites, but solid and painful to attack.

One last thing. I'm Robofish, not Jumbofish. I would't bring it up, but I choose this name 10 years ago playing TI3. I'm a Jol Nar loyalist, and if this wasn't a TI podcast i wouldn't care, but it is so..... glory to the headmaster!

For Arborec: we've had a few people point this out, and you'll definitely see it in next week's errata. We didn't spend enough time thinking about how that would combo with Sarween Tools, and you're right that that's very important to get. I do still think improving the power of your GFs holds a lot of weight though, because doubling that capacity is still very very very good. Sure, you can still get your free thing and keep that slow crawl expansion, but being to build even more stuff as you grow is better. Anything to limit having to waste CCs on JUST producing.

Yin: boy there's so much response we've gotten on Yin (which we were expecting and are excited to receive). Yours is the first response I've seen that actually sways my opinion a worthwhile amount. I think Yin's ability to do anything sneaky or tricky is not present, but the idea of them having incredibly formidable home territory is very convincing. I can definitely see this as a strength. Is it a strength that wins them games is something I can only determine upon playing. But suffice it to say, in the podcast I asked for someone to tell me what I'm supposed to be doing as the Yin, what's my overall strategy, and this is the first one that makes real sense to me. I look forward to trying to implement it.