Warfare vs Warfare II

By Shadowplay, in Twilight Imperium 3rd Edition

Greetings,

My friends and I have a heated debate going about which to use. I love old warfare because of its ability to neutralize diplomacy and signal jams. You also could concievably move farther using old warfare. For example: a ship has 2 move goes to staging point 2 sectors away, old warfare is used to remove the command counter, and then you hit a sector 2 hex's away with they rest of your fleet. Also that means when you move the fleet to the hex you can also build in that hex. This is very important especially because this is generally the best time to build up your fighter meat shield.

Warfare II gives +1 to all combat rolls for the high alert hex which is pretty cool except when someone pins you with diplomacy/signal jam. I hope you have a sabotage or agent handy. Also an unexpected action helps(hope it doesn't get sabotaged).

My point is that Warfare/Diplomacy have been counter balances to each other in the past and with Warfare II that's just not the case.

Very interested in any input you guys/gals have on the subject!

I too like the concept of the old Warfare strategy, however, my main gripe about it, is that it more often than not is used as a 2nd build round, or build and move out and build again and not as a "tactical" maneuver out in the battlefield. Could as well has been named Production, and speaking of which, it ends up being vastly superior to the current Production strategy. Even though Production gives you 2 free resources (which is great!), and does not take 2 turns like using Warfare. The fact that using Warfare to build, does not let your opponents build, makes it far better than Production in my opinion. So the reason I prefer to play with Warfare II, is that it is used for just that - making warfare. But I do miss the old ability to launch some serious double attacks with it.

Edderkoppen is right about the gripe about WarfareI. This card together with the terrible, terrible Imperial card made the general production capacity go sky-high, the main reason fighters were overpowered. However, in our rule-mods we have beefed both WarfareII primary and secondary to be more dominant in the game.